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2018-07-26, 04:35 PM (ISO 8601)
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- Feb 2012
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Sigh, I bought some enchantement removal cards to deal with the issues I had, like Kosan Grip. I was put that white curse that give me the same as Humility enchantement and after being milled ALL my answer to it, I only had a few creatures cards that could have help... but the enchantement was locking me down.
So I took the lost as a learning lesson... but still, it wasnt any fun to be focused by one player. We were 3 and the last one who wasnt focused managed to kill us both. That is why you dont focus only player and let the other build his strategy, especially if that player wasnt a menace yet sigh.
If its a recurent issue, I'll buy myself a witchstone to make myself hexproof lolLast edited by Emmerlaus; 2018-07-26 at 04:35 PM.
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2018-07-26, 05:13 PM (ISO 8601)
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- Dec 2015
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
3 person multiplayer is almost always kinda lame.
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2018-07-26, 11:18 PM (ISO 8601)
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- Jan 2010
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
As stated—he's playing mill; it's a small miracle if he actually makes any progress. Even discounting the many decks that can just ignore having no cards in library (Tolarian Ruins or Volrath's Stronghold + a Crucible of Worlds is all it takes until graveyard exile), it's difficult to get to 100. Doing it against the 'draw cars' deck is basically his only shot at getting it done.
The real problem here was Third Player Syndrome, where the least threatening player gets ignored and just wins out of nowhere. Avoiding this is why my EDH deck has a lot of wrath effects, and why everything starts looking like Archenemy near the end of the game. ...Speaking from experience, teaming up with Mill Man to desperately try and take out the competitive deck together is going to be a much more exciting game on both your parts, if you can't find a fourth person to try and join the group.
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2018-07-27, 06:31 AM (ISO 8601)
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- Feb 2012
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Well Im going into a gaming cafe. Their was like 8-9 players here and my first game was only in that group of 3 as I couldn't join in the middle of a game for the other tables.
The extra competitive deck I spoke about was during my second game, where we literrally had to teamup against that super competitive deck. But then again, that game teached me I should lower my mana curve and that I should remove a few high CMC cards from the deck for more answers against enchantement.
So while I cannot say I had lots of fun, I learned a few things about my deck.
+ Day's Undoing
- Game Plan
(Same effect, lets costly CMC)
====
+ Krosan Grip
- Wickerbough Elder
(my deck is about +1/+1 counters, not -1/-1 ones)
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+ Skygames
- Avatar of Imagination
(less costly and give me answer against fliers)
====
+1 Blessings of Nature
-1 Inexorable Tide
====
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2018-08-01, 06:00 AM (ISO 8601)
- Join Date
- Oct 2005
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Today I had a Commander game with my Kess deck that, after my Isochron Sceptre and half my mana rocks got evicted, I had to go off with Paradox Engine. As a result, my last turn took roughly ten minutes before I managed to win the game. To avoid boring my opponents to death, I thought I'd do something a bit different with Queen Marchesa:
Spoiler: Long May She Reign1x Queen Marchesa *CMDR*
Her Holy Pantheon
1x Heliod, God of the Sun
1x Erebos, God of the Dead
1x Purphoros, God of the Forge
1x Athreos, God of Passage
1x Mogis, God of Slaughter
1x Iroas, God of Victory
1x Oketra the True
1x The Scorpion God
Her Noble Court
1x Teysa, Envoy of Ghosts
1x Kambal, Consul of Allocation
1x Sorin, Grim Nemesis
1x Blind Obedience
1x Karmic Justice
1x Marchesa's Decree
1x Profane Procession
1x Kolaghan's Command
Her Hidden Hand
1x Xantcha, Sleeper Agent
1x Kaya, Ghost Assassin
1x Rogue's Passage
1x Tainted Remedy
1x Utter End
1x Stolen Strategy
1x Disrupt Decorum
1x Goblin Spymaster
Her Elite Guard
1x Licia, Sanguine Tribune
1x Adriana, Captain of the Guard
1x Vona, Butcher of Magan
1x Archangel Avacyn
1x Gisela, Blade of Goldnight
1x Sun Titan
1x Ankle Shanker
1x Brutal Hordechief
Her Endless Armies
1x Assemble the Legion
1x Legion's Landing
1x Martial Coup
1x Elspeth, Sun's Champion
1x Archetype of Courage
1x Archetype of Finality
1x Kazuul, Tyrant of the Cliffs
1x Conquerer's Galleon
Her Brutal Reign
1x Black Sun's Zenith
1x Blasphemous Act
1x Merciless Eviction
1x Vandalblast
1x Hero's Downfall
1x Crackling Doom
1x Phyrexian Arena
1x Return to Dust
Her Priceless Treasures
1x Chromatic Lantern
1x Darksteel Ingot
1x Elixir of Immortality
1x Sol Ring
1x Skullclamp
1x Curse of Opulence
1x Solemn Simulacrum
1x Thaumatic Compass
Her Impenetrable Palace
1x Sphere of Safety
1x Teferi's Protection
1x Slayer's Stronghold
1x Vault of the Archangel
1x Norn's Annex
1x Ghostly Prison
1x Command Tower
1x Crawlspace
Her Boundless Realms
1x Blood Crypt
1x Bloodstained Mire
1x Bojuka Bog
1x Canyon Slough
1x Caves of Koilos
1x Concealed Courtyard
1x Dragonskull Summit
1x Evolving Wilds
1x Godless Shrine
1x Inspiring Vantage
1x Isolated Chapel
3x Mountain
1x Nomad Outpost
6x Plains
1x Sea Gate Wreckage
1x Shambling Vent
1x Smoldering Marsh
4x Swamp
1x Tainted Field
1x Temple of Malice
1x Temple of Silence
1x Temple of Triumph
1x Terramorphic Expanse
1x Urborg, Tomb of Yawgmoth
1x Westvale Abbey
I'm using 8x8 theory with flavour themes instead of mechanical ones, so there's eight cards for spies, the army, etc. The mechanical focus is pretty vague but it's I'm probably going to redo the mana base, but are there any obvious includes I'm missing?Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
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2018-08-14, 06:22 AM (ISO 8601)
- Join Date
- Oct 2012
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- In the Playground, duh.
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
So, I'm making my own MtG set. Don't worry, there's no purple in it. I'm not going to tell you anything about the set or the plane it's set on or anything: I'm just going to show you the commons and see what you make of them and if they tell the story for me - oh, and I'd love any critique you have on the cards. The little codes like CA01 and CB05 are a development thing so just pretend like they actually refer to the name of the card in question where relevant.
SpoilerSecluded Supplicant CW01 {W}
Creature - Human Cleric C
Whenever another creature enters the battlefield under your control, you gain 1 life.
Healers, by their nature, are the most likely to reject the notion that only some are deserving of their blessings.
1/1
Eager Celestian CW02 {1}{W}
Creature - Human Angel Warrior C
Flying
Competitive Spirit - CW02 gets +1/+1 as long as it’s none of the most common colors among permanents you control.
New recruits in the Ivory army are usually seen trying to outdo the veterans of the Vermilion army.
2/1
Angels' Champions CW03 {1}{W}{W}
Creature - Human Knight C
First Strike
Competitive Spirit - CW03 has double strike as long as long as it’s none of the most common colors among permanents you control.
Some wish to have the honor of fathering a celestian. Others wish for a tale their friends will envy. Most have a particular angel they want to impress.
2/1
Outlands Rescuer CW04 {2}{W}
Creature - Human Warrior C
Flash
When CW04 enters the battlefield, you gain 1 life for each creature you control.
“Follow the rangers to safety - I’ll hold these soldiers off.”
1/4
Elephant Outrider CW05 {3}{W}
Creature - Human Scout C
Vigilance
Competitive Spirit - CW05 has reach as long as it’s none of the most common colors among permanents you control.
They didn’t just pick the name “Fort Ivory” out of a hat.
2/5
Celestian Guardians CW06 {3}{W}
Creature - Human Angel Soldier C
Flying
It was only so long before the denizens of Fort Ivory found a way to intermix with the icons of their ideal. It wasn’t much longer before they decided to weaponize this fact.
3/2
Wings of a Feather CW07 {2}{W}
Sorcery C
Create two 1/1 human angel creature tokens with flying.
Competitive Spirit - Create three of those tokens instead if this spell is none of the most common colors among permanents you control.
Angel's Presence CW08 {1}{W}
Instant C
Target creature gets +2/+2 until end of turn. You gain 4 life.
“You can command from the back, or from above, but you can only lead from the front.”
- Bianca Solar
Light of Death CW09 {5}{W}
Instant C
Exile target nonland permanent.
In Isoquar, mages worked tirelessly to create relatively simple spells to allow them to discern colors of magic, and exceptionally powerful spells to act on that information.
Eviction Notice CW10 {2}{W}
Enchantment - Aura C
Enchant Creature
Exile enchanted creature at the end of its controller’s turn.
For some, death in Fort Ivory is better than life in the outlands.
Azurian Jaunter CU01 {U}
Creature - Human Wizard C
Flying
Competitive Spirit - U: Return CU01 to its owner’s hand. Activate this ability only if CU01 is none of the most common colors among permanents you control.
1/1
Outlands Infiltrator CU02 {U}
Creature - Human Rogue C
Hexproof
When there are spells to discern one’s color of magic, there are bound to be spells to conceal it.
1/1
Messenger Owl CU03 {2}{U}
Creature - Bird C
Flying
When CU03 dies, draw a card.
Outlander mages able to cast long-range communication spells are few and far between, so other solutions are necessary.
1/2
Spineshark Skyship CU04 {4}{U}{U}
Creature - Fish C
Flying
Competitive Spirit - When CU04 attacks, if it’s none of the most common colors among permanents you control, draw a card.
Soaring through the air on a colossal flying shark makes even the most professional of commanders a little giddy.
3/3
Write Off CU05 {1}{U}{U}
Instant C
Counter target spell. You may sacrifice a permanent. If you do, scry 2.
Deflecting a spell into the Verdant forces is easy - the hard part is making it look like an accident.
Challenge of Magic CU06 {1}{U}
Instant C
Counter target spell unless its controller pays {1}.
Competitive Spirit - Counter that spell unless its controller pays {3} instead if this spell is none of the most common colors among permanents you control.
Baleful Teleport CU07 {3}{U}
Instant C
Return target creature to its owner’s hand.
Draw a card.
“Nothing beats teleporting green mages into City Noire”
- Jix, Outlander Mage
Sprint CU08 {2}{U}{U}
Sorcery C
Draw two cards.
Competitive Spirit - If this spell is none of the most common colors among permanents you control, draw three cards instead.
Sometimes, the line between charging and racing is blurred.
Embargo CU99 {3}{U}{U}
Sorcery C
Return up to two target lands to their owners' hands.
“When no-one will buy your goods or shelter you on your travels, then you will know for a brief glimmer of a moment what it is like to be an outlander.”
Gag Order CU10 {U}
Enchantment - Aura C
Enchant Creature
Enchanted creature loses all abilities.
Port Azure has a unique approach to suppression tactics.
Outlander Apothecary CB01 {B}
Creature - Human Rogue C
{2}{B}: Target player loses 1 life.
“I have so many different medicines - this one cures tyranny, this one is a favorite for removing parasites...”
- Kastar, Outlander.
Avariel Raiders CB02 {2}{B}
Creature - Elf Scout C
Flying
Competitive Spirit - When CB02 enters the battlefield, if it’s none of the most common colors among creatures you control, each opponent loses 1 life and you gain 1 life.
2/2
Cambion Cutthroat CB03 {B}
Creature - Human Demon Assassin C
Deathtouch
Half human, half demon, no remorse.
1/1
City Noire Priesthood CB04 {2}{B}
Creature - Human Cleric C
When CB04 dies, you may sacrifice a permanent. If you do, each opponent loses 3 life.
The Vermilion and Azure forces know better than to stand nearby, but for some reason, the message never reached Fort Ivory or Borough Jade.
3/2
Aspiring Necromancer CB05 {3}{B}
Creature - Human Demon Cleric C
Competitive Spirit - When CB05 enters the battlefield, if it’s none of the most common colors among permanents you control, you may return target creature from your graveyard to your hand.
3/3
Shambling Outlanders CB06 {4}{B}
Creature - Zombie C
When CB06 dies, create a 2/2 black zombie creature token.
“The part that worries me is that it’s not even the worst thing that can happen if you die in the Outlands.”
- Jix, Outlander Mage
3/4
Called Shot CB07 {3}{B}{B}
Instant C
Destroy target creature.
Competitive Spirit - If this spell is none of the most common colors among permanents you control, that creature’s controller discards a card.
Seeing them kill your friend isn’t as bad as hearing them say your name next.
Robbery CB08 {2}{B}
Sorcery C
Target player discards a card. Draw a card.
“They stole our freedom, our homes, and many of our lives. It’s time to even the score a little.”
- Kaskar, Outlander
Covert Operation CB09 {B}
Sorcery - C
Target creature gets -4/-4 until end of turn. When that creature dies this turn, discard a card.
Seeing how many soldiers you can kill without getting caught is a common game among outlanders.
Anoint in Blood CB10 {1}{B}
Enchantment - Aura C
Enchant Creature
Enchanted creature has Lifelink.
Sacrifice another creature: Put a +1/+1 counter on enchanted creature.
Joining the City Noire priesthood is always difficult, but it’s even harder on your loved ones.
Draconid Initiate CR01 {R}
Creature - Human Dragon Shaman C
Competitive Spirit - When CR01 enters the battlefield, if it’s none of the most common colors among permanents you control, it deals 2 damage to any target.
Draconids don’t always inherit wings, but fire breath makes up for it.
1/1
Fireslinger Outlander CR02 {1}{B}
Creature - Goblin Rogue C
First Strike
When CR02 dies, it deals 1 damage to any target.
He doesn’t care about the Separation. He just wants an excuse to set things on fire.
1/1
Vermillion Lancer CR03 {2}{R}
Creature - Human Knight C
Menace
Competitive Spirit - As long as CR03 is none of the most common colors among permanents you control, it gets +2/+0.
2/2
Foxfire Striker CR04 {3}{R}
Creature - Fox Elemental C
Haste
{1}{R}: CR04 deals 1 damage to target creature blocking it.
Creating crossbreeds of sapient beings is frowned upon by the outlanders, but they’re hardly giving much up.
3/3
Flame Fanatics CR05 {3}{R}
Creature - Human Shaman C
Trample
Competitive Spirit - CR05 gets +2/+2 as long as it’s none of the most common colors among permanents you control.
Just like fire, they burn anything that gets in their way.
3/2
Dual Wield CR06 {1}{R}{R}
Instant C
CR06 deals 2 damage to target creature.
Competitive Spirit - You may have CR06 deal 2 damage to another target creature if it’s none of the most common colors among permanents you control.
Shock CR07
Utility leads to ubiquity. Spire Vermilion and the outlands alike are wracked with magical lightning as often as anywhere else in the multiverse.
Burning Bolts CR08 {2}{R}
Instant C
Target creature gets +2/+0 and first strike until end of turn.
Competitive Spirit - If this spell is none of the most common colors among permanents you control, that creature gets +2/+0 and double strike until end of turn instead.
Rapid Reload CR09 {2}{R}
Sorcery C
Discard all the cards in your hand, then draw that many cards plus one.
Originally, hand crossbows were used by the outlanders so they could carry two different types of bolts on loaded weapons. Then they realised that they needed more than that.
Catch On Fire CR10 {R}
Enchantment - Aura C
Enchant Creature
Enchanted creature gets +2/+0. When enchanted creature dies, CR10 deals 1 damage to any target.
The secret to not getting hurt by the flames is to get yourself killed some other way first.
Magivore CG01 {3}{G}
Creature - Beast C
Sacrifice Magivore: Destroy target artifact or enchantment.
“Once it’s started feeding, don’t expect it to rejoin the fight for a while.”
3/3
Jade Army Channelers CG02 {1}{G}
Creature - Human Shaman C
{T}: Add {G}
Competitive Spirit - {T}: Add one mana of any color. Activate this ability only if CG02 is none of the most common colors among permanents you control.
1/2
Outlander Striker CG03 {1}{G}
Creature - Human Warrior C
Deathtouch
{G}: Outlander Striker gets +0/+1 until end of turn.
“Put all your strength into your strike, and never relent!”
- Galla, Outlander
1/2
Eager Avariel {2}{G}
Creature - Elf Soldier C
Reach
Competitive Spirit - When CG04 enters the battlefield, if it’s none of the most common colors among permanents you control, put a +1/+1 counter on target creature.
Until they can sustain a long flight, avariel are used for defense and resupply.
2/3
Hedge Knights CG05 {3}{G}
Creature - Human Knight C
When CG05 enters the battlefield, target creature gets +1/+1 until end of turn.
From nowhere, a cavalry charge echoed in the distance and the Azure forces’ battle plans crumbled to dust.
3/4
Heretic Herbalist CG06 {2}{G}{G}
Creature - Elf Shaman C
{T}: You gain 2 life.
She hasn’t found a way to fix her wings, but she can heal almost any other wound.
3/3
Legion Assault Wurm CG07 {4}{G}{G}
Creature - Wurm C
Trample
When CG07 enters the battlefield, you may sacrifice a permanent. If you do, put 2 +1/+1 counters on CG07.
Friend, foe, food.
5/5
Love's Devotion CG08 {2}{G}
Instant C
Target creature gets +2/+4 until end of turn. Draw a card.
“To be together, we would have to move to the outlands. Galla promised she would protect me. She never let me down.”
- Jix, Outlander Mage
Crush Wings CG09 {G}
Sorcery
Crush Wings deals 5 damage to target creature with flying.
Any avariel outlander who still has their wings intact was either born there, or left their homeland of their own accord.
Arms Race CG10 {2}{G}
Enchantment - Aura C
Enchant creature.
Enchanted creature gets +1/+1 and has “Competitive Spirit - At the beginning of your upkeep, if this creature is none of the most common colors among permanents you control, put a +1/+1 counter on it.”
Icon Strider CA01 {4}
Artifact Creature - Construct
{T}: CA01 becomes the color of your choice until end of turn.
Imbuing the strider with energy allows you to use it to send messages. Unfortunately, they’re crude insults as often as tactical orders.
3/3
Manaweave Pendant CA99 {2}
Artifact
Sacrifice CA02: Add C. Until end of turn, you can spend mana as though it were mana of any color.
Food is necessary in Port Azure, and science is necessary in Borough Jade. Trade between the two is both difficult and controversial, so more palatable solutions had to be invented.
Azure Archive CA03 {2}
Artifact
T: Add C.
{3}, T: Draw a card, then discard a card.
Thousands of bookshelves line the libraries of Port Azure. Thousands of books line each shelf. Thousands of pages are in each book. Usually, it’s a single page which is vital to your research.
Fire Siphon CA04 {2}
Artifact - Equipment C
Equip {1}
Equipped creature gets +2/+0 and has reach.
There are two options: be in range of the flames, or be out of range of the battle.
Amaranthine Shield CA05 {2}
Artifact - Equipment C
Equip {2}
Equipped creature gets +0/+8.
Traders on the treacherous path that runs from Spire Vermilion to Port Azure have to take extra protections.
Any comments, whether it's a difficulty in understanding what's going on fluffwise to balance concerns, would be lovely.Last edited by Jormengand; 2018-08-22 at 03:59 PM.
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2018-08-14, 06:59 AM (ISO 8601)
- Join Date
- Aug 2013
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2018-08-14, 07:45 AM (ISO 8601)
- Join Date
- Jul 2011
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
There are no multicolor cards listed. I have a feeling there is a very good reason for that.
I use braces (also known as "curly brackets") to indicate sarcasm. If there are none present, I probably believe what I am saying; should it turn out to be inaccurate trivia, please tell me rather than trying to play along with an apparent joke I don't know I'm making.
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2018-08-14, 08:04 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
So it is. Changed CU10's name to Gag Order.
Apart from the fact that almost all common multicolour cards are from sets that focus on multicolouredness such as Khans block, Shards block, Ravnica block, R2R block or Shadowmoor block, you mean?
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2018-08-14, 08:49 AM (ISO 8601)
- Join Date
- Jul 2011
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
I use braces (also known as "curly brackets") to indicate sarcasm. If there are none present, I probably believe what I am saying; should it turn out to be inaccurate trivia, please tell me rather than trying to play along with an apparent joke I don't know I'm making.
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2018-08-14, 09:04 AM (ISO 8601)
- Join Date
- May 2009
- Gender
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
- Competitive Spirit feels difficult to understand at first sight on an ability. It boils down to 'play me in a splash colour, not a primary colour' which is a bit awkward because it means if you're drafting or whatever you'd see good white cards, but being in white actually makes them worse which would feel strange to play imo.
- Elephant Outrider doesn't have a P/T.
- Celestian Guardians is a very powerful common. 4 mana for a 4 power flyer is really really scary and will demolish a lot of opponents.
- Eviction Notice needs 'Enchant Creature'.
- Messenger Owl is also really very good for a common. So is Spineshark Skyship. UW Flyers looks like it would be an extremely scary archetype in this format.
- Called Shot is pretty high up the curve for a common too. I get that Competitive Spirit is hard to get on a double black spell, but Impale is already great removal and this is the same, at instant speed, but with an upside that makes it a flat 2 for 1.
- Draconid Initiate - 2/1s for 1 with upside at common is a scary place to be.
- Open Fire is already a card name. Also, this has the same issues as Called Shot where it's good without the Competitive Spirit, and then scarily strong for a common with it.
- Catch On Fire seems underwhelming. I guess it builds red permanents for Spirit, but that's about it.
- Magivore is much better than Caustic Caterpillar, which already sees a lot of play for a common in Commander etc. Seems very very efficient. Also, Beasts are not often 1/1s.
- Jade Army Channelers doesn't look fun to play. If you have green cards, you can only play more green cards, so this doesn't let you splash anything, and splashing colours will happen a lot so this would feel bad to use a lot of the time.
- Manaweave Pendant seems like very poor fixing, compared to stuff like Traveler's Amulet or Elsewhere Flask or Prophetic Prism.
- Azure Archive is very strong - repeatable card advantage / draw engines probably shouldn't be commons.
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2018-08-14, 10:56 AM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Yeah, pretty much. But that doesn't mean that no-one is going to me MC, only that they'd be traders or diplomats at best and outlanders at worst.
I'll admit that I hadn't considered draft, but I wanted to make a mechanic that gave the idea of the colours being segregated without actually encouraging monocolour decks (because monocolour already has a built-in advantage).
- Elephant Outrider doesn't have a P/T.
Celestian Guardians is a very powerful common. 4 mana for a 4 power flyer is really really scary and will demolish a lot of opponents.
- Eviction Notice needs 'Enchant Creature'.
- Messenger Owl is also really very good for a common. So is Spineshark Skyship. UW Flyers looks like it would be an extremely scary archetype in this format.
Called Shot is pretty high up the curve for a common too. I get that Competitive Spirit is hard to get on a double black spell, but Impale is already great removal and this is the same, at instant speed, but with an upside that makes it a flat 2 for 1.
- Draconid Initiate - 2/1s for 1 with upside at common is a scary place to be.
Open Fire is already a card name. Also, this has the same issues as Called Shot where it's good without the Competitive Spirit, and then scarily strong for a common with it.
Catch On Fire seems underwhelming. I guess it builds red permanents for Spirit, but that's about it.
Magivore is much better than Caustic Caterpillar, which already sees a lot of play for a common in Commander etc. Seems very very efficient. Also, Beasts are not often 1/1s.
Jade Army Channelers doesn't look fun to play. If you have green cards, you can only play more green cards, so this doesn't let you splash anything, and splashing colours will happen a lot so this would feel bad to use a lot of the time.
Manaweave Pendant seems like very poor fixing, compared to stuff like Traveler's Amulet or Elsewhere Flask or Prophetic Prism.
Azure Archive is very strong - repeatable card advantage / draw engines probably shouldn't be commons.
Thanks for the help!
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2018-08-14, 04:22 PM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Denmark
- Gender
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
I gotta admit, I don't like the Competitive Spirit mechanic. I don't think it will make for a fun play experience.
A 3 power first striker for 3 is already great at common, add a really strong upside to that and this seems busted for the rarity.
Wings of a Feather CW07 {2}{W}
Sorcery C
Create two 1/1 soldier creature tokens with flying.
Competitive Spirit - Create three of those tokens instead if this spell is none of the most common colors among permanents you control.
Angel's Presence CW08 {1}{W}
Instant C
Target creature gets +2/+2 until end of turn. You gain 2 life.
“You can command from the back, or from above, but you can only lead from the front.”
- Bianca Solar
As is it'll be fine for W.
Eviction Notice CW10 {2}{W}
Enchantment - Aura C
Enchant Creature
Exile enchanted creature at the end of its controller’s turn.
For some, death in Fort Ivory is better than life in the outlands.
Messenger Owl CU03 {2}{U}
Creature - Bird C
Flying
When CU03 dies, draw a card.
Outlander mages able to cast long-range communication spells are few and far between, so other solutions are necessary.
1/1
Spineshark Skyship CU04 {4}{U}{U}
Creature - Fish C
Flying
Competitive Spirit - When CU04 attacks, if it’s none of the most common colors among permanents you control, draw a card.
Soaring through the air on a colossal flying shark makes even the most professional of commanders a little giddy.
3/3
Generally, repeatable card draw is uncommon at the least.
Write Off CU05 {1}{U}{U}
Instant C
Counter target spell. You may sacrifice a permanent. If you do, scry 1.
Deflecting a spell into the Verdant forces is easy - the hard part is making it look like an accident.
Sprint CU08 {3}{U}
Sorcery C
Draw two cards.
Competitive Spirit - If this spell is none of the most common colors among permanents you control, draw three cards instead.
Sometimes, the line between charging and racing is blurred.
Embargo CU09 {U}{U}
Sorcery C
Return target land to its owner's hand.
“When no-one will buy your goods or shelter you on your travels, then you will know for a brief glimmer of a moment what it is like to be an outlander.”
It's not that it's too good, it's that it's "land destruction" which is not something they do for less than four mana any more. I know it's not actually land destruction, and it would probably be fine at cmc 3, but at 2 it won't see print.
Gag Order CU10 {U}
Enchantment - Aura C
Enchant Creature
Enchanted creature loses all abilities.
Port Azure has a unique approach to suppression tactics.
Avariel Raiders CB02 {1}{B}
Creature - Elf Scout C
Flying
Competitive Spirit - When CB02 enters the battlefield, if it’s none of the most common colors among creatures you control, each opponent loses 1 life and you gain 1 life.
2/1
City Noire Priesthood CB04 {2}{B}
Creature - Human Cleric C
When CB04 dies, you may sacrifice a permanent. If you do, each opponent loses 2 life.
The Vermilion and Azure forces know better than to stand nearby, but for some reason, the message never reached Fort Ivory or Borough Jade.
3/2
Anoint in Blood CB10 {2}{B}
Enchantment - Aura C
Enchant Creature
Sacrifice another creature: Put a +1/+1 counter on enchanted creature.
Joining the City Noire priesthood is always difficult, but it’s even harder on your loved ones.
Draconid Initiate CR01 {R}
Creature - Human Dragon Shaman C
Competitive Spirit - When CR01 enters the battlefield, if it’s none of the most common colors among permanents you control, it deals 2 damage to target player.
Draconids don’t always inherit wings, but fire breath makes up for it.
1/1
Outlander Striker CG03 {1}{G}
Creature - Human Warrior C
Deathtouch
“Put all your strength into your strike, and never relent!”
- Galla, Outlander
1/2
Legion Assault Wurm CG07 {4}{G}{G}
Creature - Wurm C
Trample
When CG07 enters the battlefield, you may sacrifice a permanent. If you do, put a +1/+1 counter on CG07.
Friend, foe, food.
6/6
Even without it the creature might be the best common of its type, as the other I can think of are either 6/5s or lack trample.
Id say make it a 5/5 and make it two +1/+1 counters.
Love's Devotion CG08 {1}{G}
Instant C
Target creature gets +2/+4 until end of turn.
“To be together, we would have to move to the outlands. Galla promised she would protect me. She never let me down.”
- Jix, Outlander Mage
I understand that there are cards like it, but those cards almost never see play, even in limited.
Manaweave Pendant CA02 {2}
Artifact
Sacrifice CA02: Add C. Until end of turn, you can spend mana as though it were mana of any color.
Food is necessary in Port Azure, and science is necessary in Borough Jade. Trade between the two is both difficult and controversial, so more palatable solutions had to be invented.
Azure Archive CA03 {2}
Artifact
T: Add C.
8, T: Draw a card.
Thousands of bookshelves line the libraries of Port Azure. Thousands of books line each shelf. Thousands of pages are in each book. Usually, it’s a single page which is vital to your research.
Also a mana rock that just taps for C and does nothing else is probably a fine common on its own.
Fire Siphon CA04 {2}
Artifact - Equipment C
Equip {1}
Equipped creature gets +2/+0 and has reach.
There are two options: be in range of the flames, or be out of range of the battle.
Amaranthine Shield CA05 {4}
Artifact - Equipment C
Equip {3}
Equipped creature has protection from creatures.
Traders on the treacherous path that runs from Spire Vermilion to Port Azure have to take extra protections.[/SPOILER]
Any comments, whether it's a difficulty in understanding what's going on fluffwise to balance concerns, would be lovely.[/QUOTE]
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2018-08-14, 10:43 PM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
It makes for a bit of a dull set if there is only one keyword, and every color has about equal access to it. (And 3-4 commons per color means it's everywhere, all over the place, and I'm not sure it plays well enough to justify it.)
This signature is boring. The stuff I write might not be. Warning: Ponies.
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2018-08-15, 03:50 AM (ISO 8601)
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2018-08-15, 04:44 AM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Most of them aren't even at instant speed though. And then a mechanic of bouncing your own stuff would work far better.
Colossal Dreadmaw is a common 6/6 trample for 4GG.
Still, even though the bonus is quite minor, Colossal Dreadmaw probably shouldn't be printed with a bonus, unless the format it is in is super fast.
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2018-08-15, 04:36 PM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Having tested it a little, I kinda like how it plays out. I admit to wanting to do more playtesting so that I have some better ideas.
A 3 power first striker for 3 is already great at common, add a really strong upside to that and this seems busted for the rarity.
Why does soldiers have flying?
Why is this card so bad? It seems like you forgot to give it a keyword (flying, first strike, lifelink).
As is it'll be fine for W.
I don't know, even with a one turn delay this might be pretty strong for a common, unless the limited format is super fast.
I understand that you recently nerfed this, but it sucks now. There is a bird in Kharns that does the same but costs 2.
Too flashy for a common.
Generally, repeatable card draw is uncommon at the least.
The sacrifice feels really tacked on, does too little.
It's bad in blue deck, but it's kinda scary to think of a different colored limited deck just playing two or three of these.
Wizard doesn't do this.
It's not that it's too good, it's that it's "land destruction" which is not something they do for less than four mana any more. I know it's not actually land destruction, and it would probably be fine at cmc 3, but at 2 it won't see print.
I like this design. It might be too powerful for a common, should maybe cost 1U, I'm not sure.
Black doesn't get 2/1 flyers for 1B. White gets 2/1 flyers for 1W, blue very rarely get 2/1 flyers for 1U, though the only ones I know are rare. Black does not get 2/1 flyers for 1B without downsides. It at the very least needs highflying (can only block other flyers).
I understand that you're trying to have a sacrifice theme, but it doesn't work, because all of the sacrifice outlets are just not worth it.
I might be wrong, but this card seems super bad. Auras are naturally card disadvantage, and this makes even more card disadvantage for a very minor bonus. I would at least expect some form of flat bonus on it or a keyword.
I understand that this card was recently nerfed, rightfully so, but now it sucks. I don't see why anyone would ever play this, even in limited.
Why is this card so bad? Make it a 2/2 or just a 2/1 and it's a nice common. OR a 1/3 for the matter.
The ability is occasionally relevant, more so than some of the others thanks to its high cost, but it still feels incredibly tacked on.
Even without it the creature might be the best common of its type, as the other I can think of are either 6/5s or lack trample.
Id say make it a 5/5 and make it two +1/+1 counters.
This card is awful. Make it G, or add something more to it.
I understand that there are cards like it, but those cards almost never see play, even in limited.
I'm a bit weary that this is essentially a one mana investment to not care about colors for a turn. It might not matter, but it has a faint possibility of being broken, while having an even fainter possibility of being good outside of that.
Pretty much no matter how hard you cost it, repeated card draw is repeated card draw, and doesn't belong on a common, especially not one available in all colors.
Also a mana rock that just taps for C and does nothing else is probably a fine common on its own.
I'm not sure what other keyword to put in the set, honestly, but since it probably ought to be a large set (especially since everything is a large set now) there's room for a bunch more commons so it's hardly too late to add another one if you've any ideas.
Thanks for the help, people!
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2018-08-15, 05:23 PM (ISO 8601)
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- Apr 2012
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
You could play with devotion as a secondary keyword that seems to keep in theme. Devotion splashing for competitive spirit at least feels neat in my head.
Avatar courtesy of Ceika.
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2018-08-16, 03:21 AM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Okay, shouldn't they be spirit soldiers or something then?
It doesn't seem awful compared to Battlewise Valor, for example, but I'll change the life increase to 4 to make it a more major additional upside.
I guess it's fine now, wouldn't call it a major upside though, there are cards that give +2/+2 and lifelink, which will usually net you more life.
Oblivion Strike costs 1 more and exiles immediately, and is generally considered nice, but not amazing. Given the number of sacrifice outlets Isoquar has even so far, I don't think it's gonna be that strong - and exile target creature with limitation or downside seems to be priced at around 2M (Angelic Purge, Complete Disregard, Exile, Lawbringer, Lightbringer, Pillar of Light). The chance that your opponent neither has any sac outlets nor would gain any benefit from one last swing is low enough that I'm willing to risk Eviction Notice at 2W.
Sacrifice outlets don't matter that much which this, as it would with pacifism.
Angelic Purge is card disadvantage.
Complete Disregard has a quite large restriction.
Lightbringer is limited to one color, and also is too old to base any design on.
Have you played Pillar of light? In the format it was in it wasn't very good.
I think this is better than all the cards you mentioned.
It might be fine, but I'll be weary of it.
Rubble costs 3,
and Embargo seems to be less powerful and costs a card. I've made it return 2 lands for 3UU
Made it each opponent loses 3 life, but really, the point isn't for them to be universally worth it (also generally, in the playtests, I found that the inlander player tended to target now-superfluous lands during the lategame).
Hmm, it now costs 1B and grants lifelink.
I'd have thought that 1/2 was better than 2/1 for a deathtouch card.
But I've given it a toughness pump ability.
I mean, I've seen almost strictly worse cards played - and it's a common; it's not meant to be groundbreakingly powerful.
I'm at a loss for what to do with this card, at this point.
Rule 1# of design: Kill your darlings.
Changed the draw ability to draw 1 pitch 1 (which does appear at common) for 3.
Oh, and I forgot to mention the shield.
Protection from creatures on a reusable common is a massive no go.
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2018-08-16, 06:26 AM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
I'm toying with the idea a viking themed human tribe whose central mechanic is "pillage", like this guy:
Could that work? Its not meant to be game winning, more like Ingest from BfZ, giving fuel for later abilities, like a creatrue with "Whenever a counter is placed on a land an opponent controls, create a treasure" and things like that. Though unlike Ingest, this could also screw over your plans for a turn, especially early game. I understand Wizards is careful about printing cards that screw with the mana producing capabilities of basic lands, but there is precedent with land enchantments. Do you think this could work?"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2018-08-16, 06:48 AM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Could that work?
Also honestly viking raiders are not white imho. They're red and occasionally black.Last edited by Spore; 2018-08-16 at 06:49 AM.
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2018-08-16, 06:53 AM (ISO 8601)
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- Jul 2008
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Possible I worded it wrong, but I think i got it right (though maybe clunky). Its not making your lands better, it making your opponents land's worse for a turn. They can only produce colourless mana with it.
Its not going to be monowhite, rather white/red. Because they were disciplined warriors, and human. Bad by modern sure, but every culture from the time is bad by modern standards.Last edited by Boci; 2018-08-16 at 06:54 AM.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2018-08-16, 08:24 AM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
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2018-08-16, 08:27 AM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Last edited by Boci; 2018-08-16 at 08:29 AM.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2018-08-16, 01:13 PM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
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2018-08-16, 01:24 PM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
The geography aspect of the land colour is always a bit tenous. Several Tarkir tribes had colours unrelated to their eniroment (the Mardu and Kologhan for example being black despite living in arid half-deserts), whilst the Ojutai continued to live in the mountains even after their dragonlord purge red from their thinking. On Ravnica, Orhoz have no particular interaction with plains, and the swamp aspect feels a little forced.
Every culture is had some form of knowledge, but one book does not a library make.Last edited by Boci; 2018-08-16 at 01:28 PM.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2018-08-16, 03:23 PM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Three groups who's ideological colour identity does not indicate where they live, and one group who's home environment is reflected in their colour identity despite their ideology?
Yet you single out this culture as one with no connection to Blue. It really irritates me.
(I feel myself getting angrier over this than I ought to, and I have already stated my disagreement.
Let my last words on this be that I wish you the best of luck with your tribebuilding.)
Also, I can't see the examplecard (?) you posted.
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2018-08-16, 03:37 PM (ISO 8601)
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- Jul 2008
Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Since I've only talked about vikings and no other culture and was only responding to an already printed card, no I haven't singled them out. Every culture will have some connection to every colour. Real life cultures tend to be quite fleshed out and diverse, not hyper focused for convienient identity like magic has them. As it happens, viking culture emphasized blue the least. They were fierce and disciplined warriors and raiders, and were rather closely connected to nature. Ideologically blue is the least relevant colour to their culture.
Hmmmm. What about this link? https://i.imgur.com/iQtSX0o.pngLast edited by Boci; 2018-08-16 at 03:38 PM.
"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself
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2018-08-16, 04:21 PM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
A note: imgur does not allow images hosted there to appear on gitp. Yes, this sucks. No, there's nothing to do about it.
The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.
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2018-08-16, 04:32 PM (ISO 8601)
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Re: Magic The Gathering Thread XXIII: Modern is Dead, Long Live Modern
Ah, that's annoying. But, why can I see it?
Anyway -
Seasonal Raider - {1}{W}
Creature - Human Warrior C
Pillage: Whenever Seasonal Raider deals combat damage to a player, put a pillage counter on target land that player controlls. A land with a pillage counter on it is a Wastes and gains "{t}, remove a pillage counter from this permenent: add {c}."
2/2"It doesn't matter how much you struggle or strive,
You'll never get out of life alive,
So please kill yourself and save this land,
And your last mission is to spread my command,"
Slightly adapted quote from X-Fusion, Please Kill Yourself