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1  Vintage Community Discussion / Card Creation Forum / Mechanic involving Hybrid Mana -- "Gravemage Study" on: September 30, 2008, 09:52:40 am


Gravemage Study{B} {B}{G}  {B}{G}
Enchantment
If you paid more black mana for Gravemage study than green mana, you cannot gain life.
Whenever a card is put into a graveyard, choose one:
Gain 1 life, or Lose 2 life and draw a card.


I think this is fairly balanced, and this mechanic plays heavily in the set I'm working on...

The concept here is forcing the power of hybrid cards down if they are played in monocolor decks, but UP if they are played as TRUE multicolor cards.
Here, you pay even BBG, and there's a huge drawback - but this could still see play in a monoblack deck.

My goal was to make at least a handful of "life for cards"  effects; I think that card draw is  {U} {B} {G} and I think this card fits the color pie rather well.


thoughts?
2  Vintage Community Discussion / Non-Vintage / Re: Post-Shards archetypes ? on: September 30, 2008, 08:13:22 am
I think you can add tokens and GB elves to the list of things that were playable before that don't loose anything too crippling. I would also think some sort of UWB revilark/mannequin deck should still be viable.

I hardly think that the loss of Slaughter Pact, Tarmogoyf and not to mention the Mana fixing of Urborg.

Also -- Pendelhaven is better, and a little more solid/important than you're thinking.

It's not neutered at all - but without a solid 2 drop that wrecks shop like 'goyf - it's hardly the contender it once was.
3  Vintage Community Discussion / Card Creation Forum / Re: Cards from a Pirate-Themed Set I've been working on: "Pirates of Ripwake" on: September 30, 2008, 08:06:58 am
seidon looks a bit strong, it is a better cheaper dream halls or a blue recycling. I dont know how strong that would be, but it looks really good

Yeah, that's why I made him cost 2 {U} {U}, and start with only 2.

I mean, blues non-aligned colors can both reasonably deal a helluva lot more damage than 3 by turn 4 - and the dream halls ability is neutered by the planeswalkers' inherent  "sorceryesque" abilities.
What? I don't follow you at all. Even if they kill the Walker in response, you still get the Dream Halls ability for that turn, and it isn't very hard to just win on the turn you play him, so they can't even kill him via the attack step.

This is very, very broken. Really, all three abilities are close to the kinds of things I would expect to see as the "big" ability on a planeswalker.

For that matter, none of these abilities seem very connected to an ocean god. They're just hilariously powerful - one giving you tons of extra cards, and the other giving you tons of extra mana (basically turning every blue card and island into a Blacker Lotus). I can't imagine EVER using the third ability when I have drawback-less Recycle and hyper-powered Dream Halls (I can pitch lands omg?!) to choose from. The abilities also don't really feed into each other very well, unless they're feeding into each other WAY TOO well and you're drawing 8 cards on odd turns and playing 8 spells on even turns.


Probably a better set of abilities, which is more in tune with him flavor-wise, would be:

{2} {U} {U}
<3>
<+1>: Until the beginning of your next upkeep, target land becomes a basic Island.
<+1>: Target creature gains islandwalk. (This effect does not end at end of turn.)
<-3>: Until end of turn, whenever you tap an island for mana, add  {U} to your mana pool.

He can slowly make your entire team unblockable, mess with opponent's mana, and then High Tide. I tried to cost these low enough that you wouldn't just cash him in, but rather get him to 4 counters to be able to reuse him. All three abilities are clearly related to having lots of water around, as befits a God of Waves.

(The first ability can also help against Blood Moon, for whatever that's worth.)

Flavor wise, i guess that's more in sync - but seriously, think of best case scenario against Red on turn 4.
Let's say you have 7 cards in hand - that's at best three spells AT BEST - that are free and your hand is empty - now - legitimately, if those are all three card draw effects, it gets a little nutty... but odds aren't good that you're holding 3 ponders, 3 merfolk of the pearl trident and an island.

there's not a lot of amazing card draw, but you can negate the ability's power better by making it a blue card and an island OR making it
<+1> For the remainder of the turn, you may play spells that are only blue from your hand without paying their mana costs by removing an Island in your hand from the game.

this keeps you from doing absurd stuff like 4th turn cruel ultimatum.




4  Vintage Community Discussion / Card Creation Forum / Re: Edge of the Ocean on: September 29, 2008, 10:41:29 am
Something like this may come true much sooner then you'd think.

Denying Channel
Land
 {Tap}: Add  {1} to your mana pool.
2 {U} {U}, Discard Denying Channel: Counter target spell.

Tiago Chan submitted that as his Invitational card and he was the winner.

that submission as it stands is unreal powerful - a colorless counterspell that cannot be countered??

crazy
5  Vintage Community Discussion / Card Creation Forum / Re: Cards from a Pirate-Themed Set I've been working on: "Pirates of Ripwake" on: September 29, 2008, 10:37:20 am
seidon looks a bit strong, it is a better cheaper dream halls or a blue recycling. I dont know how strong that would be, but it looks really good

Yeah, that's why I made him cost 2 {U} {U}, and start with only 2.

I mean, blues non-aligned colors can both reasonably deal a helluva lot more damage than 3 by turn 4 - and the dream halls ability is neutered by the planeswalkers' inherent  "sorceryesque" abilities.
6  Vintage Community Discussion / Card Creation Forum / Planeswalker from a Pirate-Themed Set I've been working on: "Pirates of Ripwake" on: September 29, 2008, 09:53:35 am


Seidon, God of Waves {2} {U} {U}
Planeswalker -- Seidon
+1: For the remainder of the turn, you may play blue spells from your hand without paying their mana costs by removing a blue card or an Island in your hand from the game.

+1: For the remainder of the turn, you may draw a card any time you play a spell.

-7: Put all lands target player or players control on the bottoms of their libraries 2

Feedback?


7  Vintage Community Discussion / Non-Vintage / Post-Shards archetypes ? on: September 29, 2008, 09:12:03 am
so, is there any reasonable expectation for what to see post-shards in competitive T2?

I'm thinking it's gonna break down something like:

  {W} {U} {B} {R} {G}5 Color Quick N' Toast
 {W} {U} {G} Bant Quick N' Toast
 {W} White Weenie with Elsepth/ Kithkin with Ajani
 {U} {B} Faeries (albeit, quite neutered on card draw)
 {G} {R} Some sort of Sarkhan Firesesque G/R aggro
 {R} Red, but starkly powered down with the loss of low-end curve creatures/skred


what else are people thinking?

what are people thinking will be solid White Weenie builds (non-kith)?
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