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  • @jpastor, awesome card! I think you should look at cards with Overload for the exact wording though.

    Thoughts?
    Bloodlust Canine
    Distorted Beauty
  • @AboveAndAbout

    Bloodlust Canine: Remember, you need to specify that Bloodlust Canine is dealing the damage. This is also a little pushed for 2 mana. I think it would be a good idea to raise the mana cost to 3 and the activated ability cost to 2.

    Distorted Beauty: This is a cool concept, but it's definitely undercosted. There are also way to many infinite combos you can make with this for just 1 mana which is something I highly advise against.

    Keep up the good work!

    My card:

  • I think they're much better! I forgot to say that trample should come before haste and only the first keyword ability should be capitalized, but that's just a minor thing.
  • @shadow123 Wow, you have gotten a lot better in the span of a year! (No offense; you were better than me even before.) So, Soulfire Prophet! I... can't see anything wrong with it. It's cool how the instant/sorcery casting interacts with prowess, and how if it’s an instant/sorcery, you can choose to cast it instead of manifest it, leading to a better chance of manifesting creature cards, so you can turn them face up. You did an awesome job on this! I left a favorite.

    So, I got to thinking about all the tribal commanders coming out recently due to Commander Legends, and then thinking about one of my favorite and least-used creature class types, Berserker! So then I made a Berserker tribal commander, Mokk-dul!


    She's probably super overpowered, as, once again, I need help with balancing.
  • edited January 2021
    @RandomFandom, maybe making it so that Mokk-dul's first ability is six mana, (red, black, and four colorless,) would make it a more balanced card. Or making it so that the second ability is only whenever it dies, which would make it so that the first ability has more use and isn't overpowered, (dealing twice as much damage from a berserker entering the battlefield.)

    Also, nice berserker commander favorited it.


    And speaking of tribal cards, here's one for Trolls, another underused creature type. (Myabe not as much as Berserkers though.)
    Griskkas Harbinger of Trolls
  • @RandomFandom Wow, thank you so much! I'm super happy that you think I've improved so much.
  • @Obidiah This is actually a really neat design. Since there aren't too many great trolls in magic, I think that finding lands is pretty fine for it. I would also say that the second ability is op, but since storm is mostly a red/blue thing, I'd say that it's fine. The only thing wrong is that you forgot the legendary supertype. Nice card!

    Anyways, Here's mine. I don't know if my wording is correct, but I hope that the effect makes sense.

    https://mtgcardsmith.com/view/veiled-impostor
  • Thanks for telling me, @feralitator, I honestly looked over that card a couple of times and still didn't notice that. (Feel kind of dumb for posting that now.)

    Also for better wording perhaps try, "As you cast Veiled Imposter, destroy target creature as though it didn't have indestructible. Veiled Imposter enters the battlefield as a copy of that creature and under the control of that creature's controller."

    I may be completely off, but to me, that sounds right. Also, I'm not quite sure where you would use this card, so I'd like to hear how you got the inspiration for it and where you would use it.

    But ignoring that, very interesting card, and I'd like to see its uses.


    I don't feel quite right doing another card so soon, but still, here's another one: Ooze related this time.
    Ooze Divide
  • Interesting design, but a few grammatical mistakes. Instead of choose one:, you should use choose one -- (long dash). Also, you don't need spaces between the first and third line. Otherwise, cool card @Obidiah!

    Here's mine:

  • @AboveAndAbout Cool card! I love the flavor, almost reminds me of Tantalus being punished by the gods in Greek mythology. Bait is a sweet mechanic, I assume to be used mostly on cards that create Food tokens. And your art choice was stellar! I left a favorite.

    About the effect itself, it's awesome, and although the flavor is certainly black... copy tokens are a green/blue thing, and Food synergy is green/white, and tapping creatures is white/blue. I assume you see my point here. Of those three colors, I’d go with white, because the "copy" is less important than the other two. Also, in the wording for bait, Food should be capitalized.

    Here's mine... *drumroll* Wild Visionary! Inspired by Laboratory Maniac, it not only combos well with that card but also infinites with itself. Scary.


  • @RandomFandom, nice idea, but seems pretty busted. I would raise the CMC to 6ish and make the discard trigger target only creatures so you have to be careful about not killing Wild Visionary. Also did the title get a space in the front? 

    Thoughts?
  • @RandomFandom Sorry to be *that* guy, but Food is actually mainly in green/black, with red and white being behind. It fits
  • Well food is actually primarily white.
  • @AboveAndAbout @FourEyesIsAFish @RandomFandom ;I'm just going to break out some statistics on Food cards because I can and it might be useful:

     - Black has six cards that create Food and four that interact with it in a same-set significant way (there's some overlap between those numbers).

     - Green has about twelve ways to create Food and ten or so that interact with it (again, overlap. Also a few cards that are multicolored black-green that've been used in the black statistics as well).

     - White's got two cards that make Food and none that actually interact with it.

    As we can see from that, Food's very definitively black-green as its main colors. White's the next color it goes into after that, but it's very fringe. Blue's got a single totally random card with Food (and also Oko, but he's green as well). Red's never had Food at all, so I'm not sure where FourEyes' belief in that comes from. Maybe seeing red aggro play Gingerbrute? Anyhow, hope that clears that up.

    The most recent card is still Temurzoa's. Go feedback on that, this is about something else entirely.
  • I was so wrong
  • @AboveAndAbout I was just as wrong as you were, my friend.
  • @Temurzoa Really nice card. It has a nice ramp effect, and I like the idea of biodiversity. However, I feel like the second effect is too powerful. If you have even one Universal Automaton, you automatically have biodiversity complete, which means that the benefit probably shouldn't be as broken as untapping all of your permanents. I'd suggest changing it to "untap up to three lands you control.", so it doesn't just give you an insane turn.

    Here's my card. It was one of the first commanders I made on mtgcs, but I fixed it so it looks like it wasn't made by a 10-year-old (No I wasn't 10 when I made it, it just looked very poorly made). Also, the eminence ability is supposed to be an activated ability that you can activate in the command zone, I just don't think I could fit "You may activate this ability from the command zone" on the card. 

    https://mtgcardsmith.com/view/gravity-beast-des-gardius
  • edited January 2021
    @feralitator Right. Wording fixes first. [Bold square brackets] mark notes rather than card text:
    Eminence {LongDash} {G/U}: If {G} was spent to activate this ability, target creature loses flying until end of turn. If {U} was spent to activate this ability, target creature gains flying until end of turn. Activate this ability only if CARDNAME is on the battlefield or in the command zone. [Eminence abilities come first]

    Flying

    When CARDNAME enters the battlefield, choose one -
    {Bull} Destroy all other creatures with flying.
    {Bull} Destroy all other creatures without flying.
    And some notes and observations:

     - The artist is 村山竜大. My grasp of the language is far too tenuous to be able to translate that properly. I can't imagine that the CS artist box will accept it, so maybe it needs to be noted in the comments instead. Obviously credit artists whenever you can.

     - As you can probably guess, there's no way that new text would fit on a card. It's just got a lot of wordy abilities. I can't think of any obvious fixes for that without making major changes to the card, so no comment.

     - Actually, maybe I can, to cut it down at least a little. The ability on a green and blue creature to destroy all non-flying creatures is utterly unreasonable and out-of-color-pie, so that can probably go. Saves space since you can cut that ETB down to "When CARDNAME enters the battlefield, destroy all other creatures with flying."

     - In terms of balance, considering it as an EDH card, it's probably acceptable. Kind of odd, though, since it's effectively an eminence flying-giver so you can make blocking hard (reasonable) and then suddenly turns into a sort of Tetzimok when you actually go to cast it. I'm not the best commander evaluator, though, so no solid comment.

     - You've got the mana symbols in the casting cost the wrong way around. Green first, blue second.




    Next, this. It's meant to be a sort of timeshifted version of @Ranshi's Abereth, Bloodpact Conduit (which is linked if you want to see it for comparison). Vaguely aimed at being in his Grixis choices EDH deck by extension. Give it a favorite and / or a useful comment before posting up to two cards of your own.


  • Awesome card, @MemoryHead! I left a favorite.

    Here's mine:
    Battle the Eons
  • edited January 2021
    Not sure what clash means, but pretty cool card! Too high cmc maybe, @AboveAndAbout?

    Any thoughts on these?
    Sand-Scarred Necromancer
    Shrine Guardian
  • @FORFUN Clash is an old mechanic from the Lorwyn block. When you clash with an opponent, you and that player both reveal the top card of your library, and whoever reveals the card with a higher converted mana cost wins that clash.
  • @AboveAndAbout
    Overall I'd say that the overall design and balance of the card are pretty good.

    I think Scry 4 might be a little high, especially since it makes it so much easier for you to win the clash, but not a deal breaker.

    The wording/formatting on the second part could use some minor tweaking, my first suggestion is always to try and research other cards with similar effects first. Here is my first pass at adjustments:
    If you win, until end of turn, if a permanent that player controls would deal damage to a permanent you control, prevent half that damage, rounded down.
    The first part of the rewording is based on wording of other cards with clash, and the second part is primarily based on Gisela, Blade of Goldnight's wording. Feel free to take it with a grain of salt, but it's what I came up with in my 15-20ish minutes of researching relevant stuff.

    Finally, it's always best to try and find some kind of artist credit. Find the image on Google? Consider putting the site it came from. Reverse image searching on google can also work very well pretty often.

    Hopefully that was helpful in some way!

    As for my card, I suppose I'd like some feedback on this card: https://mtgcardsmith.com/view/mists-of-winterblossom

  • @Red_Tower, thanks for the feedback, but I believe you should comment on @FORFUN's card.
  • Thanks for the clarification, @feralitator!
  • Sorry @AboveAndAbout and @FORFUN I had started writing my post before forfun had posted, but didn't finish writing until after but didn't see it.
  • Oh, that's okay!
  • @FORFUN Looking at Sand-Scarred Necromancer first.
    The first ability is very strong. Having cards with high cmc but low p/t on the field is a pretty easy condition to meet to start pumping out big scary skeletons with a sacrifice on attack trigger. I don't know how specifically I would consider changing it if I was going to though.

    The second ability needs a slight wording adjustment I think, and it depends on the exact desired effect. If you want it to allow you to play three total lands in a turn (1 plus the two Deserts) I would word it like this:
    You may play two additional Desert lands on each of your turns.
    If you want it to let you play one extra land per turn which is specifically a Desert, it would be:
    You may play an additional Desert land on each of your turns.
    Overall, maybe consider 6 cmc? Or changing/removing the skeleton's attack trigger?

    I can still also write up some feedback on your other card if you'd like.
  • Hi, @Red_Tower!  Thank you for the feedback.  I would love if you could give feedback on the second card please!
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