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Mechanics |
Recent updates to Conversation: (Generated at 2024-05-12 11:01:07)
Conversation: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Conversation: (Generated at 2024-05-12 11:01:07)
How about my Estate land cycle in Pemberly?
Extravagant Estates Beautiful Estates Foreboding Estates Glorious Estates Pristine Estates
OOOOOOOOH! Vitenka! Yes. I love it. Gonna draw up some test cards
Or perhaps a bonus on spells if you control more untapped than tapped creatures, or a certain number of untapped creatures? That would allow other creatures with vigilance to synergize with the mechanic
I love the ability word you offered dude... this mechanic would be real sweet if continuumg is building a tempo archtype.
However, it might be difficult to represent the flavor of dignity through being untapped...
(The idea of using counters that vitenka first presented is also a very good idea mechanically, and doesnt have to fit any flavor we've said so far, depending on wha you name your counter it could be whatever)
i dont know the flavor of your world, but ancient treefeolk and elder scholars seem pretty cool... so aging might be neat... however it doesn't scream dignity to me
All in all, I'm in favor of some sort of counter simply because I think they might be more mechanically interesting and that they also could more easily represent any sort of flavor.. however the mechanic might end up being parasitic.
It could be an ability word. "Dignified - As long as ~ is untapped, ..."
Ok; came up with another - define "Dignified" as "Untapped".
Blue gets untaps, green gets vigilance. Presentation of not needing to hurry, things going at their own pace. Mechanic could be having different stats while untapped; or maybe even hexproof while untapped.
It's still not a keyword mechanic though.
Huh. The GU overlap is pretty much "growth" - green more literally, blue conceptually. Dignity in that - growing older? "Aging" perhaps? Might combine well with Inheritance?
Mechanically; I guess the obvious is acumulating (time?) counters and those being used to power the card up (rather than being spent). So either "Aging 3: Thing (this gains a time counter every turn, once it has 3: Thing)" or "Aging (this gains a time counter every turn): Thing equal to number of time counters on it". For green, the obvious use of time counters ifs flat out X/X stats. For blue, cost reductions, card draws, you know th thing.
If you need something more tightly mechanical, I'm stumped.
I need a mechanic that meets the following criteria
Fits in
Represents the concept of Dignity
The other faction themes are Art (Looting), Inheritance (Sacrifice), Wealth (Lifegain), and Glory (Tokens)
Any help would be appreciated
That's such an eclectic combination of creature types to care about! It looks fun. I feel like just keeping it with Goblins and Vampires would perhaps focus it a little more, though. I'm sure the two creature types have enough depth to build a commander deck around. I think a Goblin/Vampire deck would feel like more of a novelty than a Goblin/Vampire/Warrior/Rogue deck, simply because the class types would overlap with several other races, potentially muddying your deck's theme.
I would say to look at the mana cost and indicator only. If so, then I'm a fan of each of these changes.
Phyrexian hybrid means I can also have Phyrexian 2brid :D
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this year's state of design is out. I have a few bones to pick...
We could use more synergy between the sets.
Who saw this coming after they complained that Block Constructed was too constraining?
We executed well on the guilds.
I very much beg to differ. Addendum was, a complete punt flavorwise, and I'm not even sure it was successful as a design. While afterlife may have been mechanically appropriate, it was so lazy a design when we get cards with that basic mechanic pretty much every single set as to be downright insulting. At least Addendum was borrowing something that isn't done all the time.
Having to reuse convoke is telling in how they seem incapable of actually executing on Selesnya... Furthermore, the fact several mechanics could be shifted around is incredibly telling: Addendum felt like a Dimir mech (I fact I designed a keyworded version of it as a Dimir Mechanic three years ago!), Afterlife—with adjustments to the tokens—is a fine fit (maybe better!) for Selesnya or especially Golgari, Spectacle and Riot are actually variations on each other's guilds' previous mechanics, and Mentor would be right at home as a Simic or Selesnya mechanic, without even changing its name in the latter case...
There wasn't enough innovation
Given the above, I'm only gonna say... ORLY.
Ravnica Allegiance Limited play didn't have the depth of Guilds of Ravnica
I'm impressed at the failure to realize that the creature-based/linear/aggressive mechanics were all concentrated in the second set, and even more so than Gatecrash, which was plagued by this exact same problem in the first place!
> What about "X can't attack its owner."
What about it? The question I ask does not care at all about creatures attacking their owner. Also an owner is a player, so attacking planeswalkers is not covered by that wording...
I've been using "arrives," Lost Fblthp, but "enters" could make sense for Wizards, considering the wayb they truncated producing mana.
Heres an idea i jist came up with. What about "enters" instead of "Enters the battlefield"
What about "X can't attack its owner."
So, I want to shorten and generalize some wording as it appears e. g. on Assault Suit and Norn's Annex. Since custom cards include permanents that can be attacked that aren't planeswalkers it is preferable to only refer to "permanents you control", but I want to generalize even more.
In a format I'm developing and at least one I already played attacks can be directed at certain new zones or "virtual allies" that are similar to planeswalkers, but not represented by permanents e. g. the treasury or a pet monster.
I want to introduce a phrasing meaning "can't attack if you are the defending player", but sounding technical. I'm currently going with "can't attack your side of the battlefield", but wouldn't mind hearing different ideas.
> Counterpoint to Sphinx of the Guildpact: Nicol Bolas, the Arisen. I didn't notice that you weren't using the full mana symbol, since it was very small on my phone. I like what you did instead
Three symbols still are discernible arranged tri-brid style - at least equally as easy as discerning for certain whether a third of a current color indicator is blue or green.
For DFC planeswalkers that keep their three colors I maintain recognizability will not be worse - but it will be better in other more common cases.
> So does that make Deranged Assistant's color identity both blue and devoid, like how Quenchable Fire is both red and blue?
No and yes.
Devoid will stand apart from color identity in that you can built your deck either according to color identity or to devoid-ness. The rule does not seek to make it impossible to play any card currently legal for Mistform Ultimus to be no longer legal.
Maybe I'm overeaching with devoid and should only consider mana cost and color indicator - or only color indicator as that is keeping the change nonfunctional.
Counterpoint to Sphinx of the Guildpact: Nicol Bolas, the Arisen. I didn't notice that you weren't using the full mana symbol, since it was very small on my phone. I like what you did instead
So does that make Deranged Assistant's color identity both blue and devoid, like how Quenchable Fire is both red and blue?
> "I've been a fan of making the color indicator an actual mana symbol, although once you start including multicolor indicators, it gets really hard to read. Also, once you try to include devoid cards, you run into the issue of conflicting mana symbols on the card. Remember, Magic players are stupid"
I've considered these points.
> Phyrexian mana always has reminder text with the full mana symbols in it, so I don't see the added utility of phybrid. You'd still need the same reminder text
I'm a custom card designer, so let's talk about a custom case: A multicolored card with Phyrexian mana. If we take precedent from Reaper King, we can assume that the reminder text will explain one of the two colored symbols, but not the other.
Further this means you'll have to use reminder text even if it is inconvenient. All despite the fact that there is already a way to communicate that a symbol combines two different cost options.
> I really don't see the point of your devoid batching word. For some reason it includes true colorless cards, devoid cards, and anything that can produce colorless mana. Why is Deranged Assistant devoid?
For consistency with color identity. Deranged Assistant is devoid for the same reason Quenchable Fire has a blue color identity.
To be honest the original reason I created the batch word is to give a way to recreate certain designs that refer to devoid, but I figured that giving "true colorless" a deeper identity is even better.
I've been a fan of making the color indicator an actual mana symbol, although once you start including multicolor indicators, it gets really hard to read. Also, once you try to include devoid cards, you run into the issue of conflicting mana symbols on the card. Remember, Magic players are stupid
Phyrexian mana always has reminder text with the full mana symbols in it, so I don't see the added utility of phybrid. You'd still need the same reminder text
I really don't see the point of your devoid batching word. For some reason it includes true colorless cards, devoid cards, and anything that can produce colorless mana. Why is Deranged Assistant devoid?
(For discussion of the content found also here)
Three changes to the game I propose to retroactively always have been that way (since the introduction of the concept that causes them to exist):
Color Indicators
Color indicators should not be just colored circles, but instead or additionally make use of the color symbols. This serves two purposes.
On the one hand this is much more friendly to the colorblind. Frames are more or less discernible for the colorblind (you won't mix up white and black), but an indicator that uses a means other than color to convey that information would be very useful.
On the other hand it solves the devoid issue. Devoid was made a keyword because they couldn't find a meaningful way to represent colorlessness with a color indicator. But just one set after devoid's introduction they introduce a colorless mana symbol that everyone gets. If color indicators used the same symbols as mana symbols, you get to introduce the colorless symbol sneakily one set early - and have an argument to immediately change the cards adding colorless mana without having to errata them by the second set of the block without actually revealing your plan to introduce colorless mana costs.
Visual Sample
Phyrexian Mana
The color of Phyrexian mana is kinda hard to distinguish without the ability to see color. Like color indicators they eschew one of the most accessible ways we represent and recognize color: sun, drop, skull, flame, tree - the symbolic encoding of the colors used in mana symbols.
One might argue that you cannot simply use a colored mana symbol since you also want to use the Phyrexian symbol in your symbol for thematic reasons. Fortunately we already do that every now and then with hybrid mana symbols. I hence introduce: Phybrid mana.
A Phyrexian cost symbol actually cannot be paid with mana, but can only be paid with 2 life. But since Phyrexian hybrid mana symbols are hybrids of one colored mana symbol and one Phyrexian mana symbol you can pay either 2 life for the Phyrexian cost or the appropriate color of mana for the mana cost. The change is entirely visible and not functional - unless you count the opportunity to later actually use the Phyrexian cost symbol by itself on some colorless card that can be paid only in blood life.
Visual Sample
Devoid
Remember how I removed the need for devoid to exist with the first change? Well, now that the word is no longer used as a keyword ability it may still be of use (after all some cards still might want to refer to it for compatibility with Eldrazi explicitly over e. g. artifacts and lands which are also colorless but not devoid).
Here is the new definition of devoid as a batch word: Any card that has a colorless mana symbol in its cost or rules text and any card that is defined as colorless by a characteristic-defining ability or color indicator (which now also uses the colorless mana symbol, remember) is devoid.
This is a functional change since previously only cards now using a colorless indicator would be devoid. This change though groups (some) Eldrazi with colorless identity and (some) with colored identity together - which one might actually consider preferable. I wouldn't at all be against now allowing the single devoid legendary creature to helm a Commander deck with any devoid creature in it (the colorless Eldrazi that are not devoid get in anyway).
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Yeah. The main problem is MaRo giving grand statements of purpose about things he knows nothing about
Well, MaRo is also more involved with gameplay, too. With regards to storyline he shouldn't be considered an authority and probably is not aware of the minutiae that are used to explain/justify the exception.
He's answering the question from the more rough perspective of story "vision", because that's what he is concerned with. With the amount of times he gets something wrong storywise because he only remembers a preliminary version, it's no wonder he's missing this.
For the article this is also apparently the perspective he's acting from: Grand vision. And for the grand vision "unique abilities" are the dominant factor over exact explanations.
Well no - printing "This planeswalker can break the flavour-rules" is bad for the novels/flavour. Printing a green bolt would be bad for the gameplay.
I think that's the disconnect here. Some people weight the flavour/novels as important; others as completely irrelevant.
Mowu is basically a golem, yeah. That's in the War of the Spark novel. That makes it totally fine for Yanggu to travel with him
There's nothing stopping them from printing a green Bolt, other than it being really bad for the game. It's the exact same problem