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  1. - Top - End - #271
    Halfling in the Playground
     
    Passive Pete's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Brax, Insatiable Scourge 4BRG
    Legendary Creature - Hydra M
    Trample, haste
    At the beginning of combat of combat on your turn, each opponent may pay X, where X is the number of +1/+1 counters on ~. For each player that does, put a +1/+1 counter on ~ and it cannot attack that player this turn.
    Spells that target ~ cast an additional X life to cast.
    Sacrificing to the insatiable is preventing the inevitable.
    6/6

    Hopefully not too wordy.
    My Autobiography: 50 Feet Away, Chained to a Rock, and Surrounded by Werebears.

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    Previously known as TheHatMan


  2. - Top - End - #272
    Dwarf in the Playground
     
    BardGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    * Reworded as below... also, given what some multiplayer cards appear able to do, it was a bit expensive.*

    Malign intervention BU
    Enchantment R

    Whenever a creature an opponent controls attacks, if it isn't attacking you or a planeswalker you control, it gets +1/+0 until the end of its turn.

    Every little helps.
    Last edited by Mister Tom; 2016-11-16 at 04:53 PM. Reason: Better wording...

  3. - Top - End - #273
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Eritus, Psychotic Necromancer 2UBR
    Legendary Creature - Human Wizard M
    If damage is dealt to a player, that player sends twice as many cards from the top of their library to their graveyard.
    XBR: Put target creature card with converted mana cost equal to X in a graveyard onto the battlefield under your control. It gains haste and vanishing 2. Exile it if it would leave the battlefield.
    1/4

    Milling and Reanimation commander that benefits from extra players to get more reanimation targets and milled cards.

    Spoiler: Edits
    Show

    Old version 1:
    Eritus, Psychotic Necromancer 2UBR
    Legendary Creature - Human Wizard M
    If damage is dealt to a player, that player sends twice as many cards from the top of their library to their graveyard.
    XBR: Put target creature card with converted mana cost equal to X in a graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step, or if it would leave the battlefield.
    1/2

    Toughness 2 -> 4: Now out of bolt range.

    Old version 2:
    Eritus, Psychotic Necromancer 2UBR
    Legendary Creature - Human Wizard M
    If damage is dealt to a player, that player sends twice as many cards from the top of their library to their graveyard.
    XBR: Put target creature card with converted mana cost equal to X in a graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step, or if it would leave the battlefield.
    1/4

    Instead of exiling the creature at the end of the turn, now gives it vanishing 2. This means that if you revive a creature on your turn, you have access to it for two turns, can attack with it twice, and so on.
    (This feels a little riskily pushed.)
    Last edited by TurboGhast; 2016-11-17 at 03:58 PM.
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  4. - Top - End - #274
    Ettin in the Playground
     
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Mister Tom View Post
    Malign intervention 1BU
    Enchantment R

    All your opponents' creatures gain +1/+0 when attacking, except when attacking you or creatures or planeswalkers you control.

    Every little helps.
    May I suggest wording it as "Whenever a creature an opponent controls attacks, if it isn't attacking you or a planeswalker you control, it gets +1/+0 until end of turn."
    Quote Originally Posted by digiman619 View Post
    Quote Originally Posted by Cosi View Post
    In general, this is favorable to the casters.
    3.5 in a nutshell, ladies and gents.
    Winner of MSE's Card of the Week #106 and #131
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    You can now bind me as a vestige!

  5. - Top - End - #275
    Dwarf in the Playground
     
    BardGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by digiman619 View Post
    May I suggest wording it as "Whenever a creature an opponent controls attacks, if it isn't attacking you or a planeswalker you control, it gets +1/+0 until end of turn."
    Yes you may. Thanks! It feels like it's a simple idea but I couldn't get the wording any less clunky.

  6. - Top - End - #276
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    BardGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Rampaging Hordeleader 4R
    Creature - Minotaur U
    Haste
    Myriad
    When ~ enters the battlefield, target creature can't block until end of turn.
    4/3
    Being a mime means never having to say you're sorry.

  7. - Top - End - #277
    Bugbear in the Playground
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Foundry Street Brawler - 1R
    Creature - Goblin Fighter - C
    Foundry Street Brawler has +1/+1 for each opponent.
    0/0

    Spoiler: Finishing the Cycle
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    Ivy Lane Brawler - 1G
    Creature - Elf Fighter - C
    When Ivy Lane Brawler enters the battlefield, create a 1/1 Saproling creature token for each opponent.
    1/1

    Shadow Alley Brawler - 1B
    Creature - Vampire Fighter - C
    Whenever an opponent plays a black creature, they lose 2 life.
    2/1

    Sage's Row Brawler - 1U
    Creature - Vedalken Fighter - C
    Whenever an opponent draws a card, all opponents put the top card of their library into their graveyard.
    1/1

    Court Street Brawler - 1W
    Creature - Human Fighter - C
    Whenever a creature attacks, you gain 1 life.
    1/1
    LGBTitP
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    If you finally make something halfway
    decent, it'll be the best day of your life."
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  8. - Top - End - #278
    Ogre in the Playground
     
    DrowGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    I updated Illusion of Fair play to give it more of a punch.

  9. - Top - End - #279
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by firedaemon33 View Post
    Mass Hysteria-3RRR
    Sadly, there is already a card called Mass Hysteria.

    Corrupt Elections 3UB
    Enchantment - R
    At the beginning of your upkeep, starting with you, each player votes for support or oppose. Each player who voted for support draws a card. Each player who voted for oppose discards a card. Then, if support gets more votes, you become the monarch.
    Thanks to araveugnitsuga for my Pika-tar!
    PTU: Alyssa OOC IC

  10. - Top - End - #280
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Time Stutter 2UR
    Sorcery- M
    Flip a coin for each player. For each heads, take another turn after this one. For each tails, you gain an artifact token called Stutter with "at the beginning of your upkeep, end your turn immediately and sacrifice a Stutter token" and that player takes an extra turn after their next turn.

    Don't know a better way to template this without incurring memory issues of "did I have to skip 4 turns or 3 turns?"
    Last edited by BasketOfPuppies; 2016-11-14 at 12:56 AM.

  11. - Top - End - #281
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    ElfMonkGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Brothers in Arms- 3W
    Creature- Human Soldier- U
    Vigilance
    When Brothers in Arms enters the battlefield, target opponent creates a token that is a copy of it except it doesn't have this ability.
    As long as you and an opponent control Brothers in Arms, you have a truce with that opponent. (Creatures cannot attack an opponent their controller has a truce with unless they are the only other player.)
    4/4
    Last edited by mythmonster2; 2016-11-14 at 02:31 PM.

  12. - Top - End - #282
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by mythmonster2 View Post
    Brothers in Arms- 3W
    Creature- Human Soldier- U
    Vigilance
    When Brothers in Arms enters the battlefield, target player creates a token that is a copy of it except it doesn't have this ability.
    You have a truce. (Creatures that players with a truce control cannot attack other players with a truce unless they are the only other player.)
    4/4
    Note that this entirely shuts down a game if everyone has Truce and no one has removal. Might want to change "unless they are the only other player" to "unless all players have Truce."
    Last edited by Djinn_in_Tonic; 2016-11-14 at 09:04 AM.

  13. - Top - End - #283
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Spoiler: Alpha
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    Casus Bella 1WRG
    Legendary Creature - Angel MR
    Flying, Defender
    Other creatures you control get +3/+3 and have defender.
    Whenever a source deals damage to you, creatures you control gain trample and can attack as though they didn't have defender until the end of your next combat step.
    7/7

    Spoiler: Beta, pre-patch
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    Casus Bella 2WW
    Creature - Angel MR
    Flying
    Other creatures you control get +3/+3 and have Defender.
    Whenever a source deals damage to you, creatures you control gain trample and can attack as though they didn't have defender until the end of your next combat step.
    7/7

    Spoiler: Beta, post-patch
    Show
    Casus Bella 3WW
    Creature - Angel R
    Flying, Defender
    Other creatures you control have defender.
    At the beginning of combat on your turn, if a source dealt damage to you since the end of your last turn, creatures you control can attack as though they didn't have defender until end of turn.
    4/4


    Casus Bella, Patient Avenger 4WW
    Legendary Creature - Angel MR
    Flying, Defender
    Other creatures you control get +0/+3 and have defender.
    At the beginning of combat on your turn, if a source dealt damage to you since the end of your last turn, creatures you control get +3/+0 and can attack as though they didn't have defender until end of turn.
    3/6

    Spoiler: New Patch Note
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    This is actually like version 3.3. The cost went up to 6 when I realized that the new wording on her Casus Belli ability can trigger on the turn you play her.
    Last edited by Dr.Gunsforhands; 2016-11-16 at 02:13 AM.
    Nexusites, Margo, Dorothy, Lucca.
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  14. - Top - End - #284
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    Djinn_in_Tonic's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Dr.Gunsforhands View Post
    Casus Bella 2WW
    Creature - Angel MR
    Flying, Defender
    Other creatures you control get +3/+3 and have Defender.
    Whenever a source deals damage to you, creatures you control gain trample and can attack as though they didn't have defender until the end of your next combat step.
    Just don't do anything stupid. They've been really on edge lately.
    7/7


    Any ping creature on the board makes this a "take one damage, give creatures you control +3/+3 and trample until end of turn." For four mana. And it's non-Legendary, so you can have 4. And white has life gain to mitigate the loss. R/W decks just got really interesting.
    Last edited by Djinn_in_Tonic; 2016-11-14 at 02:13 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  15. - Top - End - #285
    Bugbear in the Playground
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Master of the Pactbound - 3BBBB
    Creature - Demon - Mythic

    Flying

    When Master of the Pactbound enters the battlefield, each player secretly chooses Servitude or Defiance, then reveals their choice. You must choose Servitude.

    Creatures controlled by a player who chose Servitude get +2/+0 as long as they are attacking a player who chose Defiance.

    At the beginning of your upkeep, each player who chose Servitude draws a card. Then those players lose 2 life for each player who chose Servitude.

    6/6

  16. - Top - End - #286
    Ogre in the Playground
     
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Bleak Dominion 5BB
    Sorcery - MR
    Council's Dilemma - Starting with you, each player votes for Destruction or Domination. For each Destruction vote, that player loses half their life total, rounded down. For each Domination vote, you control that player's next turn. (If a player votes for Domination multiple times, you control later turns.)
    Open the lid and snatch a homebrewed treat from Cookie's Jar

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    Quote Originally Posted by DudeWhyAreAllTheNamesTaken(Imgur)
    Chaotic neutral. Might rob you blind. Might save your life. Might do both.

  17. - Top - End - #287
    Ogre in the Playground
     
    DrowGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Djinn_in_Tonic View Post


    Any ping creature on the board makes this a "take one damage, give creatures you control +3/+3 and trample until end of turn." For four mana. And it's non-Legendary, so you can have 4. And white has life gain to mitigate the loss. R/W decks just got really interesting.
    Maybe it should be "A source an opponent controls deals damage to you"

  18. - Top - End - #288
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Beelzebub1111 View Post
    Maybe it should be "A source an opponent controls deals damage to you"
    Maybe. Still seems REALLY strong for 4 mana though -- you have an effectively invincible blocking wall that's only weak to direct removal, and any damage you DO let through gives you an insanely strong attacking force next time.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  19. - Top - End - #289
    Ogre in the Playground
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Angelic Tithemaster - 5WB
    Creature - Angel - M
    When Angelic Tithemaster enters the battlefield, each opponent chooses death or taxes.
    Each opponent who chose death loses 5 life. You gain life equal to the life lost this way.
    Each opponent who chose taxes discards a card, you draw a card for each card discarded this way.
    Last edited by Ninjaman; 2016-11-16 at 05:35 AM.
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    I'm gonna be against the flow here and say outlined.

    What? Everyone else are against the flow too, okay?
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  20. - Top - End - #290
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    Default Re: MtG - You Make the Card V: Untapped Potential


  21. - Top - End - #291
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Djinn_in_Tonic View Post
    Any ping creature on the board makes this a "take one damage, give creatures you control +3/+3 and trample until end of turn." For four mana. And it's non-Legendary, so you can have 4. And white has life gain to mitigate the loss. R/W decks just got really interesting.
    Quote Originally Posted by Beelzebub1111 View Post
    Maybe it should be "A source an opponent controls deals damage to you"
    Quote Originally Posted by Djinn_in_Tonic View Post
    Maybe. Still seems REALLY strong for 4 mana though -- you have an effectively invincible blocking wall that's only weak to direct removal, and any damage you DO let through gives you an insanely strong attacking force next time.
    I'm considering a couple of small edits, but everything you've pointed out about how it functions is intentional, including the self-ping loophole.
    Last edited by Dr.Gunsforhands; 2016-11-14 at 11:03 PM.
    Nexusites, Margo, Dorothy, Lucca.
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  22. - Top - End - #292
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Dr.Gunsforhands View Post
    I'm considering a couple of small edits, but everything you've pointed out about how it functions is intentional, including the self-ping loophole.
    Bear in mind that reaching defenders usually get stats like 5/2 for 4 while non-reaching ones get things like 4/5 for 4 or 6/5 for 6 or 7/7 for 7. 7/7 flying defender for 4 is already insane, before you factor in the stupidly powerful defender-not-defender beatdown that usually ensues in a deck with it.

  23. - Top - End - #293
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    Dr.Gunsforhands's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Jormengand View Post
    Bear in mind that reaching defenders usually get stats like 5/2 for 4 while non-reaching ones get things like 4/5 for 4 or 6/5 for 6 or 7/7 for 7. 7/7 flying defender for 4 is already insane, before you factor in the stupidly powerful defender-not-defender beatdown that usually ensues in a deck with it.
    It's true. My brain just keeps screaming that all of those examples are bad cards that nobody likes, so I pushed mine hard in an effort to stand out. With the many big flashy cards that already exist, it's hard to tell where the line lays between, "too overpowered," and, "not overpowered enough."

    EDIT: Changed it a bunch. Spent way too much time on it.
    Last edited by Dr.Gunsforhands; 2016-11-16 at 02:23 AM.
    Nexusites, Margo, Dorothy, Lucca.
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  24. - Top - End - #294
    Troll in the Playground
     
    Beacon of Chaos's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Spoiler: Old
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    Mercenary Recruitment 4B

    Sorcery - U

    Create a 2/2 black Human Mercenary creature token. Then each other player may pay 2 life. For each player that doesn't, create another 2/2 black Human Mercenary creature token.

    Spoiler: Notes
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    Not entirely sure how to cost this.


    Spoiler: Different idea
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    Blood Horror 4B

    Creature - Horror - U

    When you cast Blood Horror each player loses 2 life. Blood Horror enters the battlefield with a number of +1/+1 counters equal to the life lost this way.



    Blood Horror 4B

    Sorcery - U

    Each other player loses 2 life. For every 2 life lost this way, gain 2 life or create a 2/2 black Horror creature token.
    Last edited by Beacon of Chaos; 2016-11-17 at 06:11 AM.
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    Quote Originally Posted by SiuiS View Post
    Diego Havoc, one of the hoopier froods I've met, up there with DeLancie.



  25. - Top - End - #295
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Diego Havoc View Post
    Mercenary Recruitment 4B

    Sorcery - U

    Create a 2/2 black Human Mercenary creature token. Then each other player may pay 2 life. For each player that doesn't, create another 2/2 black Human Mercenary creature token.

    Spoiler: Notes
    Show
    Not entirely sure how to cost this.
    You can probably cost this maybe 1-2 mana more than an "every other player loses 2 life" spell...probably 4 mana? Maybe 2BB. It's...honestly not super strong, as 2 life isn't a lot to pay to deny a creature, and your opponents get to choose, so they can pick whichever result is best for them. Then again, buffing it might spiral out of control in larger games.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  26. - Top - End - #296
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Quote Originally Posted by Djinn_in_Tonic View Post
    You can probably cost this maybe 1-2 mana more than an "every other player loses 2 life" spell...probably 4 mana? Maybe 2BB. It's...honestly not super strong, as 2 life isn't a lot to pay to deny a creature, and your opponents get to choose, so they can pick whichever result is best for them. Then again, buffing it might spiral out of control in larger games.
    Thanks. Decided to try something else, with the same cost.
    Used to be Diego Havoc
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    Quote Originally Posted by SiuiS View Post
    Diego Havoc, one of the hoopier froods I've met, up there with DeLancie.



  27. - Top - End - #297
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    Default Re: MtG - You Make the Card V: Untapped Potential

    Judgement!

    Spoiler: Djinn in Tonic
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    Quote Originally Posted by Djinn_in_Tonic View Post
    Let's get weird then.

    Splintered Visions - (2UU)
    Sorcery - (R)
    Target player draws X cards, where X is the number of players, then reveals his or her hand. Beginning with you and progressing clockwise, each player may exile a card from the target's hand. Until end of game each player may cast the card they exiled, and may spend mana as though it were mana of any color to cast it.
    This is a pretty interesting, quirky card. I could of swore this card name was already used but I forgot. I'd run the hell out of this, it's pretty fun.


    Spoiler: Jormengand
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    Quote Originally Posted by Jormengand View Post
    Co-ordinated Bombardment XRR
    Instant - U
    Team Tactics (Your allies can pay mana to contribute to casting this spell)
    Co-ordinated Bombardment deals X damage to target creature or player.
    Join Forces but specifically for Two Headed Giant! This is a pretty cool mechanic, and I quite like it. The spell itself is good, if simple, but it sells the mechanic really well. It's ability to target players is balanced by the fact that you have 30 life in THG, so I think in the end it's a pretty good card.


    Spoiler: firedaemon33
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    Quote Originally Posted by firedaemon33 View Post
    Wave of Insanity-3RRR

    Enchantment-R

    When this card enters the battlefield, you gain control of all creatures on the battlefield until the end of the turn. Those creatures gain Haste until the end of the turn.

    At the beginning of each player's upkeep, that player gains control of all creatures on the battlefield until the end of the turn. Those creatures gain Haste until the end of the turn.

    If you listen closely, you can hear the snap as their minds break...Such a lovely sound. ~Tibalt
    This is...bad. The actual Mass Hysteria costs two more than this for a reason, and in addition to that...if you use this you either win or die IMMEDIATELY next turn because no one will ever let you survive with this out.

    Atleast that's what I would say if not for turn order being Untap Upkeep Draw. You use this, swing with everything, the next opponent gets to untap his creatures, then take control of all the tapped boys. So the card doesn't do what you want it to and what you want it to do is kind of busted and far too swingy. Also this is less "insanity" and more "backstabbing" but that's just me. Flavorwise it should give control of every creature to everyone at random, basically. That would also be bad but it'd work better flavor wise.


    Spoiler: Blue Ghost
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    Quote Originally Posted by Blue Ghost View Post
    Marchesa, the Poisoner Queen 2WB
    Legendary Creature - Human Assassin (M)
    When Marchesa, the Poisoner Queen enters the battlefield, each opponent chooses loyalist or rebel.
    You and Marchesa have protection from loyalists.
    Whenever a creature attacks a rebel, that creature gains deathtouch and lifelink until end of turn.
    3/3
    I quite like this. I imagine flavor wise it'd take place a few years into her rule (or months, you know how Fiora is) where she's started going down HARD on people. One thing I'm concerned about and this is just a rule's question more than anything, her "rule" goes away when she's gone right?

    I also really like the mindgames with this. If you pick loyalist you're basically screwed, you have to work towards killing the rebels, but not hard enough to actually win because once all the rebels are dead I guess Marchesa just wins? I mean your other creatures can be hurt but your commander is just gonna kill em with Marchesa eventually. I'm curious how one would solve this. I don't feel like this is a FLAW of the card, persay, but it is interesting to think about.

    Spoiler: digiman619
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    Quote Originally Posted by digiman619 View Post
    Switcheroonie RRR
    Sorcery (Rare)
    Each player chooses a nonland permanent he or she controls at random. Then each player chooses an opponent at random that wasn't chosen this way. The chosen players gain control of the chosen permanents.
    This is neat but the name and effect feels more Blue then Red. That said the effect IS red...though I've noticed you (and a lot of people) really go heavy on the mana symbols in the cost as a sort of "balance" thing. It seems a little wasteful.

    That said this card is neat, but not super great.


    Spoiler: Ebon Drake
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    Quote Originally Posted by Ebon_Drake View Post
    Emperor's Edict 1BB
    Sorcery (U)
    Spell Range 2 (this spell affects players up to two spaces from its caster)
    Choose one -
    * each player within range sacrifices a creature.
    * each player within range returns a creature card from his or her graveyard to his or her hand.
    This card does nothing until you have six or more players, and ASIDE from that..."affects players up to two spaces from its caster" means nothing. Only unsets really refer to things outside the game like this, and it's especially because "how do you quantify this?". And at the end of the day...it lets your opponent sac a dude and then bring a dude from his hand?

    So...yeah. No.


    Spoiler: Fortuna
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    Quote Originally Posted by Fortuna View Post
    Grand Market 2UU
    Sorcery R
    Starting with the player after you, each player chooses a nonland permanent they control and a nonland permanent they don't control that shares a type with it and exchanges control of those permanents.
    A thousand wonders, ten thousand worthless baubles, and no way to tell them apart.
    Think you forgot to change the name there. Anyway, this is...a more focused version of Firedaemon's card. Neat. In that sense it's better and could lead to some interesting exchanges. After all, in a "fair" world, you can just take the thing they took from you back in exchange for what they gave you. As such you've gotta do some real world talking to get some stuff done. It's kinda neat, though that can really bog the game down. Double edged sword.


    Spoiler: Beelzebub11111
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    Quote Originally Posted by Beelzebub1111 View Post
    Illusion of Fair Play 1BUR
    Legendary Enchantment MR
    Whenever a player flips a coin, if they win the flip, they draw a card. If they lose the flip, they lose 4 life.
    Whenever you flip a coin, you may flip two coins and chose your result
    2BUR:Each player flips a coin, if each player wins except you transform Illusion of Fair Play with a number of Rage counters equal to the number of winning flips.

    //////////////////////////////////////////

    Belligerence
    Legendary Enchantment Creature - Incarnation MR (CI: BUR)
    Belligerence's power and toughness is equal to 4 times the number of Rage counters on it.
    If you would flip a coin, you win the flip.
    */*
    The second side to this is just...kinda rudeness? Also this is a 1BUR + 2BUR card that requires far too much luck to EVER work...for a 3/3 that does nothing.

    Ignoring the tacked on and just awful second side, let's look at this card as it actually is, since you're never flipping this ever. It's...certainly a card that exists. Sorry, this is just bad. Coin flips aren't the best mechanic, and though they can be neat to play with this just isn't it.


    Spoiler: Passive Pete
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    Quote Originally Posted by Passive Pete View Post
    Brax, Insatiable Scourge 4BRG
    Legendary Creature - Hydra M
    Trample, haste
    At the beginning of combat of combat on your turn, each opponent may pay X, where X is the number of +1/+1 counters on ~. For each player that does, put a +1/+1 counter on ~ and it cannot attack that player this turn.
    Spells that target ~ cast an additional X life to cast.
    Sacrificing to the insatiable is preventing the inevitable.
    6/6

    Hopefully not too wordy.
    I quite like this! It combines the "don't let him use his really good thing" of Desecration Demon with a Hydra, pumping mana into it to keep it passive but huge. One minor drawback is that on turn one they get to pay zero to prevent it from attacking, which feels wrong. I also feel the pseudo hexproof of "don't shoot me or you'll take X damage where X is my counter count" is weird, but...I can see it working as a weird green/black defensive ability.


    Spoiler: Mister Tom
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    Quote Originally Posted by Mister Tom View Post
    * Reworded as below... also, given what some multiplayer cards appear able to do, it was a bit expensive.*

    Malign intervention BU
    Enchantment R

    Whenever a creature an opponent controls attacks, if it isn't attacking you or a planeswalker you control, it gets +1/+0 until the end of its turn.

    Every little helps.
    This isn't black or blue in the slightest, and is honestly just a touch too weak. I like what you're going for though. This should be red, and could arguably cost just R.


    Spoiler: TurboGhast
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    Quote Originally Posted by TurboGhast View Post
    Eritus, Psychotic Necromancer 2UBR
    Legendary Creature - Human Wizard M
    If damage is dealt to a player, that player sends twice as many cards from the top of their library to their graveyard.
    XBR: Put target creature card with converted mana cost equal to X in a graveyard onto the battlefield under your control. It gains haste and vanishing 2. Exile it if it would leave the battlefield.
    1/4

    Milling and Reanimation commander that benefits from extra players to get more reanimation targets and milled cards.
    That first ability does nothing, just outright. You forgot to write something in there. It's ability is...neat, ish, though I forget which of Fading or Vanish is considered the bad one. Point is this card is just...kinda bad.


    Spoiler: Tom the Mime
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    Quote Originally Posted by Tom the Mime View Post
    Rampaging Hordeleader 4R
    Creature - Minotaur U
    Haste
    Myriad
    When ~ enters the battlefield, target creature can't block until end of turn.
    4/3
    Hey a nice and simple card that uses Myriad. I really like Myriad as a mechanic since it's just kinda neat. There isn't much of anything to say about this card but it sure as hell is solid. I don't think it's ability works for the name though, and it also makes me feel kind of sad that in a typical our player game, you can only actually hit "two people" with it's ability instead of a symmetrical three.


    Spoiler: Last Centurion
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    Quote Originally Posted by LastCenturion View Post
    Foundry Street Brawler - 1R
    Creature - Goblin Fighter - C
    Foundry Street Brawler has +1/+1 for each opponent.
    0/0
    While it's neat, and as a common it's clearly meant to like...show a theme, and this would probably be in some kind of Conspiracy esque multiplayer set and not Commander, I feel it's a bit weak? Like, 1R for a 3/3 is pretty damn good. It just also doesn't...do ANYTHING other than that. Also pretty sure fighter isn't a type.


    Spoiler: TGVA8889
    Show
    Quote Originally Posted by tgva8889 View Post
    Sadly, there is already a card called Mass Hysteria.

    Corrupt Elections 3UB
    Enchantment - R
    At the beginning of your upkeep, starting with you, each player votes for support or oppose. Each player who voted for support draws a card. Each player who voted for oppose discards a card. Then, if support gets more votes, you become the monarch.
    This is cute. It's a pretty simple card, and can lead to some fun mind games. Then I realized this is an enchantment and not a sorcery and it's like hoo boy that's actually a BIT much. I don't know, maybe it's just me but this seems a bit stronger than it should be.

    One somewhat balancing figure of this card, and an interesting rules interaction..if the person DIRECTLY after you in turn order plays this, you always vote support. Because the person who played it says support. The person after THEM says either support or oppose. If they support, then the best you can hope for is a tie by P3 and you going oppose, but that'll never happen. If P2 goes Oppose, then P3 has to choose between Support or Oppose, and if he goes support then you're almost certainly going to go Support, meaning P1 becomes the monarch since you're not discarding a card. If P3 goes Oppose, that means you, P4, will always pick Support. Tie's are a loss for P1, and P2 and P3 both sunk the card to do it. You are free to pick Support without any backlash.

    However, let's say this doesn't happen and YOU have to make the tie choice. You always pick Support again, because it gets you the card, and even if P1 wins the vote, yes they draw a card at the end of their turn, but P2 and P3 get to have a swing at em before they can continue to benefit from it. But since you're P4, the person right before them, ie just before the vote...you get to be the last person to become the Monarch before voting. So in order to stop YOU from being the Monarch, they'd have to vote to give P1 the Monarchy, which I don't think they'd do.

    I wrote too much on this card. Mind games are fun yo. Maybe this IS an okay card.


    Spoiler: Basket of Puppies
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    Quote Originally Posted by BasketOfPuppies View Post
    Time Stutter 2UR
    Sorcery- M
    Flip a coin for each player. For each heads, take another turn after this one. For each tails, you gain an artifact token called Stutter with "at the beginning of your upkeep, end your turn immediately and sacrifice a Stutter token" and that player takes an extra turn after their next turn.

    Don't know a better way to template this without incurring memory issues of "did I have to skip 4 turns or 3 turns?"
    So...what does it do? We flip coins and...if all of us gets heads, I take four turns. If we all get tails...on my next turn I destroy four artifacts. And nothing happens.

    I think what you WANT is "Heads=you take an extra turn, Tails=the player that takes an extra turn after their next turn" but that's...not what you wrote at all?

    Oh I missunderstood how stutter tokens work they just outright end your turn, I was reading them as them giving you your turn back because the card is written REAL sloppily.


    Spoiler: Mythmonster2
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    Quote Originally Posted by mythmonster2 View Post
    Brothers in Arms- 3W
    Creature- Human Soldier- U
    Vigilance
    When Brothers in Arms enters the battlefield, target opponent creates a token that is a copy of it except it doesn't have this ability.
    As long as you and an opponent control Brothers in Arms, you have a truce with that opponent. (Creatures cannot attack an opponent their controller has a truce with unless they are the only other player.)
    4/4
    Ah this is cute. I kind of like this, though I don't think Truce is a good mechanic in my own personal opinion since it changes the dynamics of a four player game too much. That said it is easy to solve, and you can still lob spells at em which is hilarious.


    Spoiler: Dr Guns For Hands
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    Quote Originally Posted by Dr.Gunsforhands View Post
    Casus Bella, Patient Avenger 4WW
    Legendary Creature - Angel MR
    Flying, Defender
    Other creatures you control get +0/+3 and have defender.
    At the beginning of combat on your turn, if a source dealt damage to you since the end of your last turn, creatures you control get +3/+0 and can attack as though they didn't have defender until end of turn.
    3/6

    Spoiler: New Patch Note
    Show
    This is actually like version 3.3. The cost went up to 6 when I realized that the new wording on her Casus Belli ability can trigger on the turn you play her.
    What? No. I'm not playing a card that literally makes my army DO NOTHING unless I ALLOW someone to hit me. I can get making defensive cards but this is super silly! I like how it kind of feeds into White being a more reactive colour than active, but they ARE active. Honestly this card just seems really annoying. An extra three toughness is nothing to sneeze at. And honestly you're probably not gonna want to attack when you are allowed to.


    Spoiler: Gauntlet
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    Quote Originally Posted by Gauntlet View Post
    Master of the Pactbound - 3BBBB
    Creature - Demon - Mythic

    Flying

    When Master of the Pactbound enters the battlefield, each player secretly chooses Servitude or Defiance, then reveals their choice. You must choose Servitude.

    Creatures controlled by a player who chose Servitude get +2/+0 as long as they are attacking a player who chose Defiance.

    At the beginning of your upkeep, each player who chose Servitude draws a card. Then those players lose 2 life for each player who chose Servitude.

    6/6
    That mana cost is ugly and honestly, for a 6/6 flyer, this isn't that good a trade off. Best case scenario you draw a card for two life each turn, and get a game wide +2 power boost. It's a worse Bloodgift Demon in every way. Yes, even as a 5/4.

    Also secret voting is kind of "eh" because it's silly and doesn't mesh with all other voting cards in the game. Can see a lot of people just saying their vote allowed immediately. Or worse, missreading "you must chose servitude" as...EVERYONE must choose servitude. Which would be a funny story. Once.


    Spoiler: Sgt. Cookie
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    Quote Originally Posted by Sgt. Cookie View Post
    Bleak Dominion 5BB
    Sorcery - MR
    Council's Dilemma - Starting with you, each player votes for Destruction or Domination. For each Destruction vote, that player loses half their life total, rounded down. For each Domination vote, you control that player's next turn. (If a player votes for Domination multiple times, you control later turns.)
    No one is every picking Domination. There's...really not much else to say on this I feel. It just feels unfun to play against.


    Spoiler: Ninjaman
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    Quote Originally Posted by Ninjaman View Post
    Angelic Tithemaster - 5WB
    Creature - Angel - M
    When Angelic Tithemaster enters the battlefield, each opponent chooses death or taxes.
    Each opponent who chose death loses 5 life. You gain life equal to the life lost this way.
    Each opponent who chose taxes discards a card, you draw a card for each card discarded this way.
    I feel like this is a really cool card that for some reason isn't Orzhov flavored, only Orzhov coloured. I'm actually kinda dissappointed it's not a ghost or thrull of some sort....especially since she don't fly. You didn't put flying on an angel. Where'd her wings go? Did she lose them to tax collectors? She's the tax collector though!

    She also...doesn't have power or toughness. You made a spell and forgot that you changed it to a creature last minute. That said it's pretty cool. It's...REALLY costed heavily but that's fair, I think?


    Spoiler: Diego Havoc
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    Quote Originally Posted by Diego Havoc View Post
    Blood Horror 4B

    Sorcery - U

    Each other player loses 2 life. For every 2 life lost this way, gain 2 life or create a 2/2 black Horror creature token.
    First off minus points for not moving the non used cards to the bottom of your post I rated the wrong one!

    Sure okay. This is okay. I don't...really have anything to say about it. It's certainly a card.


    And that's the judgement. Woo, lotta cards to choose from, but in the end we've got only one winner.
    Spoiler: Winner winner chicken dinner
    Show

    While I think it's pseudo hex proof ability is a little strange, Passive Pete and his nice little hydra boy wins. Feed the hydra some snacks!
    Last edited by LaZodiac; 2016-11-18 at 12:59 AM.


    Back to normal Zodi avatars for awhile.
    Sig Banner by Pinkhaired August. No Regrets.

  28. - Top - End - #298
    Halfling in the Playground
     
    Passive Pete's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Thank you thank you! Your critique about the turn Brax comes out is certainly a good one; I really struggled to find a way to word the ability in a way where that wouldn't happen, but I eventually just gave up.

    Funny enough, the last challenge I had in mind was to design a multiplayer card, because there's so much fun design space as we saw, but since that's taken I'll edit a challenge into this post later today as I think of one.

    EDIT: In honor of our latest Commander release, design me a ~four color legendary creature~.

    Hint: When working with four colors, it can be tempting to pull out all kinds of stops to make sure you're including each color, but remember that just like in all card designs, less is more. Simple designs are good designs. Good luck.
    Last edited by Passive Pete; 2016-11-18 at 09:45 AM.

  29. - Top - End - #299
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    digiman619's Avatar

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Does if have to be four color, or is a four color color identity good enough? i.e., I know a cost of RWGB would work, but would 2R with a G, W, and B ability or a GW//BR double sided, or R(w/b) with a (w/g) ability, etc. acceptable too?
    Last edited by digiman619; 2016-11-18 at 12:31 PM.
    Quote Originally Posted by digiman619 View Post
    Quote Originally Posted by Cosi View Post
    In general, this is favorable to the casters.
    3.5 in a nutshell, ladies and gents.
    Winner of MSE's Card of the Week #106 and #131
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  30. - Top - End - #300
    Orc in the Playground
     
    BarbarianGuy

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    Default Re: MtG - You Make the Card V: Untapped Potential

    Iherdon, The Mazebuilder WURG
    Legendary Creature - Centaur - M
    Trample
    As long as you control 3 or more mazes Iherdon, The Mazebuilder has Hexproof.
    Whenever an oponent casts a spell you may pay (2), if you do create a maze artifact token that has "(1)T: target creature cannot attack you or planeswalkers you control until end of turn." And "T, Sacrifice Maze: target creature cannot block until end of turn."
    4/4
    Last edited by braveheart; 2016-11-21 at 05:51 PM.

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