Ziveruskex and Strixan

Ziveruskex and Strixan by zzo38

35 cards in Multiverse

14 commons, 12 uncommons, 8 rares, 1 mythic

2 colourless, 5 white, 7 blue, 1 black, 3 red,
4 multicolour, 2 hybrid, 9 artifact, 2 land

40 comments total

Some card set I am working on, mirrored on Magic Multiverse

Ziveruskex and Strixan: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity

This set is developed using TeXnicard. A mirror of this set is imported here, but the primary development of the set will remain in TeXnicard. Also see the notes and rules. You can also download the card database.

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Recently active cards: (all recent activity)

 R 
Legendary Creature – Illithid Wizard
Disable
{4/W}, {t}: Counter all spells targeting Iuckqlwviv Kjugobe. Prevent the next 1 damage to target damageable this turn.
{4/B}, {t}: Destroy target Human creature. If that creature is untapped, its controller may pay {3} to prevent this destruction. If that creature is destroyed in this way, you may draw a card.
1/4
6 comments
last 2022-03-31 08:00:02 by SecretInfiltrator
 R 
Land
(This card may be deleted in future.)
Shroud
{2}{u}{u}, {t}, Sacrifice Cave of Antimagic: Counter target spell.
{2}{w}{w}, {t}, Sacrifice Cave of Antimagic: Destroy target enchantment.
12 comments
last 2022-02-06 22:37:33 by zzo38
 U 
Enchantment
{1}, {t}: Choose a number and then reveal the top card of target player's library. If it is a nonland card with converted mana cost equal to the chosen number, add one mana of any color to your mana pool and then you may cast that card. This ability can be used only during your main phase.
Echo {1}
4 comments
last 2022-02-06 21:21:33 by Vitenka
{1}{g}{r}{b}
 
 R 
Legendary Creature – Bird Archer
Flying
Flanking
Partner with Ziveruskex
Disable
{w}, {t}: Strixan deals 1 damage to target blocking creature.
2/3
9 comments
last 2021-11-07 19:09:12 by zzo38
 C 
Artifact
{1}, {t}, Sacrifice Astrolabe: Add two manas of any single color into your mana pool. Draw a card at the beginning of the next upkeep.
4 comments
last 2021-11-05 10:04:16 by SecretInfiltrator

Recent comments: (all recent activity)
On Iuckqlwviv Kjugobe:

The first ability requires weird considerations due to tying targeted damage prevention to the self-protection.

The second ability also has a few to many moving parts.

I, too, would prefer a dedicated Illithid creature type.

On Iuckqlwviv Kjugobe:

The reason the monocolored hybrid symbols use two mana in the generic cost is that one mana is a sensible tax for color filtering and you usually would equate higher generic costs to a higher colored cost, so you have the option to use {2/w}{2/w} here rather than your option.

Standardization is a feature. In the rare cases you want to deviate though, there is still the option to use the shard template e. g. Granite Shard.

On Iuckqlwviv Kjugobe:

This is a number hybrid mana that is not otherwise used, so the icon for it is not in here.

Also, maybe the cost should be changed, too.

On Cave of Antimagic:

OK, I think you are right. I can consider what you mention in your last paragraph; it seem it may be a good idea. Therefore, cave of antimagic will be something entirely different from what I currently have.

(Possibly, some of the other effects could be moved to different cards instead (and possibly modified a bit), or maybe just removed entirely. Possibly to another card with cumulative upkeep, to avoid repeating it every turn often.)

On Mathematical Study:

Mm, not really. you need the coloured mana to cast the spell.

Echo only really came into its own with cards that enjoyed ETB/LTB effects. As just a cost - well, it works. But upping the casting cost by 1 is simpler, unless you already intend to have a lot of other echo in your set.

Enchantments certainly can tap - but then you do rather get into the whole "What is an artifact for?" argument. Honestly; I'd probably ditch it and the use-cost. Just make it a thing that happens in your upkeep (or your end of turn, or start of combat; once a turn somewhen, anyway).

As for the effect itself - I like it a lot. I always have a soft spot for that sort of game; though of course it is eminently breakable if you can run a some kind of divination effect. Which is fine - but might mean this needs upcosting a bit. (Since there's no other hoop to jump through.)

On Cave of Antimagic:

Printing the text at normal size... it run down to about where Secret made the comment "How about something more simple?" So yes; clearly this wording is a bit silly :)

A useful check for what you can do on a land is: "Would you do it on a {2} cost artifact?" If so, then it's about the right power level for a land to have it.

Spellshaping is also kind of dangerous for "Ok, got my spellshaper, all the randomness is now gone." reasons. They have a tendency to lead to "New game, same as the last game" situations. Not to say that you can't print a spellshaper - they can and did. Just that you need to be a bit careful about what you put on one.

Right - on to the shaped effects you have here.

Extra tax, unless tapped. That's kind of a nifty tweak on the extra-cost to target. Not a big thing; I could take it or leave it. But if I'm taking it, I want to see it on a BUNCH of cards in the set, not just a land or two.

"Counter target spell that has a different casting cost to the card you discarded" is actually really interesting. I like that - it addresses some of the spellshaping concerns (that once it's gone off you don't care about what you draw any more). Though not all of them, since the opponent probably won't know what you've got.

"Make target creature spell vanilla" (except for shroud; why is shroud omitted?) - that's also an interesting effect. I like it. I would definitely like to see that as a white psuedo-counterspell. I think here, it's detracting from the card as a whole, just by trying to do too many things in one place - but the effect itself is interesting. (Though as before repeated counterspellshaping on a land... yeahbutno.)

The final one - again, the card is trying to do too many things. This is the least objecitonable of those things - but it's still a kind of an overpowered hose.

Top down; a cave where magic doesn't work... Brainstorming here: One of your creatures can hide there, to get hexproof. Or to flip the idea of antimagic around: Has some beneficial effect if you don't cast spells. (somehow. Ugh, magic makes that hard to word). Something where you feed cards to it (from hand? From deck?) and once it's full; it flips over into being a cave of wonder instead (full of; I dunno; treasure tokens?)

On Cave of Antimagic:

­Ice Cauldron has about 90 words on it. It's nigh unreadable. Garruk Relentless actually has more words in it, about 112, but it's double-sided card so.

This has somewhere in the range of 140 words. It's about +50% increase compared to the card that was already hard to read. I had to set the zoom of my browser to 150% to be able to read it here.

Looks like it's like a spellshaper that has both Demystify and Counterspell modes on it... So repeated counterspells... on a land.

On Cave of Antimagic:

Have you heard of the concept of elegance?

On Cave of Antimagic:

yea this card is very problematic, as already stated by many. repeatable counter spell basically soft locks the opponent. on a card type that can't be countered, is already hard to remove (very few play land destruction), and you even gave it extra protection. really?

On Cave of Antimagic:

How about something more simple?

  • Add "noncreature" to the first ability.
  • Remove the ward ability entirely.

Note that the first abilities says "abilities cost an additional {2}", but that seems to make sense only for activated abilities. Triggered abilities don't come with costs by default. Usually this kind of ability only refers to spells (if 11 examples out of over a myriad can be called "usually").

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