@KrakenSalad Thorla is pretty cool, I would play that card as commander. The Rascal-crew Golem looks a bit strange due to the small font size, but it would look cluttered if it was large font size so I forgive you. I feel like you could have done something cool with making the goblin tokens it spawns be able to crew it, but balancing that would be hard. Next up:
@KrakenSalad Quite a powerful bomb card I'd say and puts a timer on the game unless dealt with. It's abilities are balanced and enable each other which I'm a fan, I like self contained cards. The first ability is very strong, you can get rid of their biggest blocker putting them into a tough choice of gang blocking to kill and losing more creatures andlikely losing at least 3 life as a nice bonus. It is balanced in that you need to not have any creatures leaving you very vulnerable to having it getting removed and you defenseless. Course you can summon a creature after combat and if it survives til your next turn you can eat it for a card and going for another huge swing.
It's an aggressive gamble card and if it swings it's taking out cards and getting it's mana worth in value.
Here is mine
It's a bit memey, but I think it has an interesting set of abilities fitting for what it is. It's mandatory to start playing eurobeats when you summon it.
@Sweda Very nice card! Flavor is very on-point, but there's not a lot to comment on design-wise. Seems well-balanced, and the formatting is good, though it'd be nice to see a line between the keywords and the next block of text, and a line separating the flavor text. I'd guess there's not enough room for either or both of those, however.
Here's mine: (Yes, I am aware this would be absurd in Dredge.)
@FangQuil This seems like the Bridge from Below of lands, i.e., Why would you ever actually play it to the battlefield? I suppose that's one way to get it into your graveyard if you draw a second copy, but Wizards probably had a good reason for stepping away from printing lands without mana abilities. At least Riftstone Portal can make colorless mana on its own instead of being a land that takes up a spell slot in a deck.
@FangQuil Bazaar of The Underworld seems interesting land card and can be used instantly for its ability. However, like others lands, I think Bazaar of The Underworld could have another ability enables the land card allow you to gain a colorless mana but I understand you have to make a room for flavor text and it's paying off.
Now, I made an interesting ability but I am not sure if it actually works same as what I want it to be.
Once ability is paid and used, she should be able prevent all damage on target creature and that damage is divided half to herself and another creature who's not under her controller control. Does this card works exactly same as what I want it to be?
FireOfGolden You need to indicate whether to round up or down any time you are dealing halfing something. So it would be like this.
The next time a source would deal damage to target creature this turn, it deals that much damage rounded up/down to Toriel and target creature you don't control instead.
@FireOfGolden What Sweda said is correct so I'm not sure how to give any more advice but I like the card and Im gonna favorite it. Awesome flavor text too!
@KrakenSalad Totuna is a house. This thing not only kills your opponent fast, it draws you cards and prevents them from doing anything to stop you by tapping down their mana sources. I think this card would be pretty unfun to play against, but I like the concept. I would suggest you at least make it so that it taps nonland permanents instead of lands and probably remove flying. That way you can still use its ability to help it get a hit in, but at least your opponent has a chance to kill it once you get going.
Here's a mechanic study I'm working on. I'm trying to take the old mechanic echo and make it more fun and interesting. Here's a couple samples and a link to all the cards, if you'd like to see more. I'd love to know what anyone thinks. Are they going in the right direction?
@hileandrWow these are very elegantly designed. These cards show the full potential of echo as a versatile mechanic that can be designed for early game, late game, as a one time spell. Wizards has been pushing for cards that can have different modes these past few years so I would not be surprised if when they visit echo again in a modern horizons that they would make similar cards as these. These are well done.
Been playing Elden Ring with a bleed build so it inspired me to try and design bleed in Magic
This pressures them to hang back or use up mana and discard cards in not the most optimal situations. In a sense you are also bleeding their mana and hands too, wasn't really my intention but that's kinda cool.
Hemorrhaging Uchigatana is rather interesting equipment card. I would suggest move Equip {3} down from the ability to manage easier to read and there should be a room enough for just equip {3} below. This card is best against vampire deck which uses blood token often but is useless against deck who favors in discarding some cards and use it from the graveyard onto the battlefield. Overall, it's interesting card and I would love add it to my collection, if it is real thing!
I am testing out some new ability I never tried before and I wonder how this works out.
I want the card works in the way which player can pay two any mana or colorless to gift counter to their benefit such as making a creature stronger or getting a basic land. Does this works way as what I want it to be? Is it balanced?
@FireOfGolden oh i did on the actual card but i'll do it here, i think it's a well balanced card and I like the ability and how it mimics that of Gyftrot in the actual game. Technically you could put gift counters back on, with proliferate or something which could make for some interesting play and possibly infinite combos.
@Skyrpt I like this card, although I think it's a bit powerful for {4}{b}{b}. Maybe change it to {5}{b}{b} or more; or you could lower p/t? I'm not entirely sure how I feel about the bottom ability. I think it should have a cost, although I'm not sure what. Idk, it just seems too powerful for a free ability that triggers every turn. Feel free to disagree. All in all, I think it's a cool card with a lot of potential.
I'd appreciate thoughts on this card:
For context, I'm making a set based on the trilogy, "Mistborn" by Brandon Sanderson (https://mtgcardsmith.com/user/CrimsonFox/sets/65536), and so I've made a new mechanic regarding Allomantic abilities and creatures getting temporary bonuses from those. To understand this card, you may want to look at the above link and try to piece it together. If you have any questions, I'm happy to answer them.
@Skyrpt how long is The Wechuge’s second ability meant to last? If it’s supposed to be permanent, it should place -1/-1 counters since it isn’t a static ability. Regardless, it already neutralizes three of your opponents creatures on entry, so I don’t see why it needs to have a repeating board wipe on top of that. It’d be fine as is if it only did one of those two things (which are each interesting enough on their own), but if you want it to do both of those it should probably cost significantly more mana and have a cost attached to the board wipe (e.g. sacrifice another creature). For comparison, consider Massacre Wurm and Demon of Dark Schemes. Each of them has a similar mana cost and body, but they only wipe the board once in addition to their other ability, whereas The Wechuge wipes the board each time your opponent tries to defend themselves with a decently sized creature.
@CrimsonFox so… it forces you to sacrifice a particular artifact, and when you do it gains vigilance and protection from creatures until your next turn? Why is this card black? Both effects it gains fall squarely into white’s realm (note that all but one of the cards that grant protection from creatures are white). Also, why append extra text to the Allomantic ability? Is there some strange edge case you’re trying to promote, or is it some sort of story element you’re trying to emulate? It would make more sense to use something along the lines of “whenever Spook becomes the target of an Allomantic ability you control, it gains protection from creatures until your next turn.”
@cadstar369 I realise that I used the wrong colours for these abilities, but this set in general isn't conformed to the specific colours of specific abilities as it is, so I'm just not really bothering to stick to that. The main idea of this set is to reflect the story and characters of Mistborn in whatever colours/abilities fit them best, regardless of whether they match each other.
"Also, why append extra text to the Allomantic ability? Is there some strange edge case you’re trying to promote, or is it some sort of story element you’re trying to emulate?"
This is a large part of the world of the Mistborn novels. There are three major 'magic' systems, Allomancy, Feruchemy, and Hemalurgy. This set is focussing on Allomancy, for now. Allomancy is a magic that requires the user to consume certain metals, and then 'Burn' them, which gives the Allomancer specific bonuses based on whatever metal they happen to be burning. There are different types of Allomancers. 'Mistborn' are Allomancers who can burn all the metals, and then there are 'Mistings' who can only burn one specific metal. In this case, Spook is a Misting who can only burn Tin (Tin Mistings are called Tineyes), hence the extra text in the ability. In the books, Spook also becomes what's called a 'Tin Savant' which basically means he's constantly flaring(excessively burning) tin (Tin enhances all the senses of the user), and therefore his senses have become greater than even other Tineyes. He uses these abilities to feel the vibrations in the air, and predict incoming enemy attacks.
There are probably some much better ways I could've worded this card, but considering I'm just trying to follow the story, it was the best I could come up with at the time. Based on this, if you have any other criticism, or ways I could reword this card, I'd be happy to hear it.
Sorry, I didn't realise I'd written so much XD
Edit: Protection from creatures is probably not the correct ability for a Tin Savant, so different ideas for that would be appreciated as well.
I've read the Mistborn trilogy, so I can see what you're trying to do. Unfortunately, it's quite complex to translate it to Magic. I was thinking about it this morning. It would be really nice and thematic if the creatures themselves sacrificed the metals rather than the other way around, and would probably be more intuitive.
That being said, it's tricky to get that to work with current magic paradigms. I guess what I might suggest trying is something like this:
Vial of Tin Artifact - Metal Allomantic - When Vial of Tin is burned, sacrifice it. If you do, target player reveals a card from their hand at random.
Spook, Survivor of the Flames Legendary Creature - Human Allomancer At the beginning of your upkeep, burn a Vial of Tin.
Whenever a Vial of Tin causes a player to reveal a card from their hand, that player discards the revealed card.
I kind of changed your card completely, but that's just me having fun with it, you can obviously make the card do whatever you want. The main point is using this "burn" keyword, which gives the agency to the creature rather than the metal. This also helps make the Allomancers less wordy and strangely worded, and allows you to do more with each metal type.
Anyway, that's just my opinion, it's your set after all.
That does sound a lot better, @hileandr. I fear I've already gone a bit far into my set to change it all, but I'll definitely keep this in mind for future cards, thank you!
@SkinZ this seems like a fun card to play around with. It makes Plaguecrafter and the gang even more annoying, and probably enables some crazy Phyrexian Altar loops (since you can respond to the evoke sacrifice trigger). My only issue with it is that there's practically no reason to cast it, since it doesn't provide any additional value on the battlefield. It's a pretty good body after a board wipe though if you need to recover from blowing everything up.
Quick wording suggestions:
For the first ability, you could use "Each creature card in your hand without evoke has evoke. Its evoke cost is equal to its mana cost reduced by {2}." (modified from Dream Devourer)
For the second, you could use "This spell costs {x} less to cast, where X is the number of creatures that died under your control this turn." (taking the first part from these cards and the second part from these two cards.)
I'd appreciate feedback on this card:
Black decks tend to have huge spells like demons and such, so I wanted this to generally survive that, but I'm wondering if it should cost a bit more and either have more toughness or be downshifted to common.
@cadstar369 I think it's pretty good as it is. I think you could even have it cost one less since there's always the chance of milling a land card, or killing Erratic Amalgam. As for rarity, I think you hit the nail on the head as an uncommon, it's perfectly balanced between weak and strong. I think you did a really nice job with this one.
@ShadowReign nice commander there, definitely best friends with Neyith. Feels a bit like it's Temur just for the sake of being 3 colors, since there doesn't seem to be anything blue happening here, but lots of 3+ color commanders are like that. At mythic rarity you could probably get away with just having either the "pay 4 life" clause or the "sorcery speed" clause; having both might make this a bit too weak even for a repeatable tutor. It doesn't suffer from the difficulties that Citanul Flute and Fauna Shaman can cause though, so it's still strong and perfectly playable as is.
(By the way, Kazuul happens to already be both a place on Zendikar and a Legendary Ogre. Was this name intentional?)
I'd appreciate feedback on this card:
(Savira is meant to be part of Kadena's spy network.)
In particular, is it better and/or more interesting like this, or should I perhaps swap the face-down synergy for an effect that reveals more of your opponent's information to emphasize the flavor text?
@cadstar369 The name was completely unintentional; I actually have Kazuul's Fury in my collection, so I should have known better. As for the colors, they're supposed to represent the creature's in the artwork.
@cadstar369 Savira is a good card and would be a good morph/manifest commander, but the first ability isn't very useful unless your opponent is also playing a morph/manifest deck. I do think you should change it to an effect that reveals more of an opponent's info, maybe with looking at their hand or library?
@WarriorCatInAhat what inspired this particular combination of abilities? Snake/Naga tribal & mill have virtually no synergy, so Hessatal is difficult to utilize. While this may open up room for creativity, Hessatal seems to be best as a mill commander for the free deathtouch blockers, which means the first ability largely goes to waste. By the way, why include Nagas in the first ability when Hessatal is a Snake that makes more Snakes when your Snakes hit opponents?
I'd appreciate feedback on this card:
Tried making a modal spell where every mode is two-colored instead of mono-colored like most existing cards.
I'd also appreciate additional feedback on Savira above.
@cadstar369 I really like this card; the whole design of it is very Grixis. I feel like adding the discard effect after the first mode is really strong, especially in quicker formats like Modern and Legacy. It could also be a stupid good control card in any Standard format. Just the first mode alone is a really good 2-for-1 that can win games easily towards the end of the game. As far as commander goes, I think it's completely fair.
That's just my opinion; like I've said in my previous post, I haven't designed many cards in a long time, but I of course still play regularly.
@cadstar369 Malign Influence appears to be a fair card, especially with an escalate cost that offsets the potential card advantage of any of its modes. Given that it's rare, you could go with full on Recoil for the first mode since you've already taken the liberty to go beyond Goblin Flectomancer for the third mode.
I wonder if it's more useful to be able to change the targets of a multi-target spell vs. being able to change the target of a single-target spell or ability. Just a hypothetical thought exercise, Goblin Flectomancer is weird and quirky and effects like that aren't common so it's fine to keep it as is.
Comments
Next up:
https://mtgcardsmith.com/view/grafted-people
Here's mine:
(Yes, I am aware this would be absurd in Dredge.)
Bazaar of The Underworld seems interesting land card and can be used instantly for its ability. However, like others lands, I think Bazaar of The Underworld could have another ability enables the land card allow you to gain a colorless mana but I understand you have to make a room for flavor text and it's paying off.
Now, I made an interesting ability but I am not sure if it actually works same as what I want it to be.
https://mtgcardsmith.com/view/toriel-the-ruinkeeper
Once ability is paid and used, she should be able prevent all damage on target creature and that damage is divided half to herself and another creature who's not under her controller control. Does this card works exactly same as what I want it to be?
https://mtgcardsmith.com/view/totuna-gargantuan-ancient
Totuna is a house. This thing not only kills your opponent fast, it draws you cards and prevents them from doing anything to stop you by tapping down their mana sources. I think this card would be pretty unfun to play against, but I like the concept. I would suggest you at least make it so that it taps nonland permanents instead of lands and probably remove flying. That way you can still use its ability to help it get a hit in, but at least your opponent has a chance to kill it once you get going.
Here's a mechanic study I'm working on. I'm trying to take the old mechanic echo and make it more fun and interesting. Here's a couple samples and a link to all the cards, if you'd like to see more. I'd love to know what anyone thinks. Are they going in the right direction?
https://mtgcardsmith.com/user/hileandr/sets/65637
https://mtgcardsmith.com/view/haunting-songstress
https://mtgcardsmith.com/view/frostsong-oracle
https://mtgcardsmith.com/view/opera-house-banshee
https://mtgcardsmith.com/view/goblin-warsinger
https://mtgcardsmith.com/view/pack-howler-2
Thank you for opinion! I will update Toriel the Ruinkeeper and Toriel's Heartache according to your suggest and reupload it.
@Sweda
Hemorrhaging Uchigatana is rather interesting equipment card. I would suggest move Equip {3} down from the ability to manage easier to read and there should be a room enough for just equip {3} below. This card is best against vampire deck which uses blood token often but is useless against deck who favors in discarding some cards and use it from the graveyard onto the battlefield. Overall, it's interesting card and I would love add it to my collection, if it is real thing!
https://mtgcardsmith.com/view/gyftrot-9
I am testing out some new ability I never tried before and I wonder how this works out.
I want the card works in the way which player can pay two any mana or colorless to gift counter to their benefit such as making a creature stronger or getting a basic land. Does this works way as what I want it to be? Is it balanced?
https://mtgcardsmith.com/view/the-wechuge-2?list=user
oh i did on the actual card but i'll do it here, i think it's a well balanced card and I like the ability and how it mimics that of Gyftrot in the actual game. Technically you could put gift counters back on, with proliferate or something which could make for some interesting play and possibly infinite combos.
I'd appreciate thoughts on this card:
For context, I'm making a set based on the trilogy, "Mistborn" by Brandon Sanderson (https://mtgcardsmith.com/user/CrimsonFox/sets/65536), and so I've made a new mechanic regarding Allomantic abilities and creatures getting temporary bonuses from those. To understand this card, you may want to look at the above link and try to piece it together. If you have any questions, I'm happy to answer them.
This is a large part of the world of the Mistborn novels. There are three major 'magic' systems, Allomancy, Feruchemy, and Hemalurgy. This set is focussing on Allomancy, for now. Allomancy is a magic that requires the user to consume certain metals, and then 'Burn' them, which gives the Allomancer specific bonuses based on whatever metal they happen to be burning. There are different types of Allomancers. 'Mistborn' are Allomancers who can burn all the metals, and then there are 'Mistings' who can only burn one specific metal. In this case, Spook is a Misting who can only burn Tin (Tin Mistings are called Tineyes), hence the extra text in the ability. In the books, Spook also becomes what's called a 'Tin Savant' which basically means he's constantly flaring(excessively burning) tin (Tin enhances all the senses of the user), and therefore his senses have become greater than even other Tineyes. He uses these abilities to feel the vibrations in the air, and predict incoming enemy attacks.
There are probably some much better ways I could've worded this card, but considering I'm just trying to follow the story, it was the best I could come up with at the time. Based on this, if you have any other criticism, or ways I could reword this card, I'd be happy to hear it.
Sorry, I didn't realise I'd written so much XD
Edit: Protection from creatures is probably not the correct ability for a Tin Savant, so different ideas for that would be appreciated as well.
I've read the Mistborn trilogy, so I can see what you're trying to do. Unfortunately, it's quite complex to translate it to Magic. I was thinking about it this morning. It would be really nice and thematic if the creatures themselves sacrificed the metals rather than the other way around, and would probably be more intuitive.
That being said, it's tricky to get that to work with current magic paradigms. I guess what I might suggest trying is something like this:
Vial of Tin
Artifact - Metal
Allomantic - When Vial of Tin is burned, sacrifice it. If you do, target player reveals a card from their hand at random.
Spook, Survivor of the Flames
Legendary Creature - Human Allomancer
At the beginning of your upkeep, burn a Vial of Tin.
Whenever a Vial of Tin causes a player to reveal a card from their hand, that player discards the revealed card.
I kind of changed your card completely, but that's just me having fun with it, you can obviously make the card do whatever you want. The main point is using this "burn" keyword, which gives the agency to the creature rather than the metal. This also helps make the Allomancers less wordy and strangely worded, and allows you to do more with each metal type.
Anyway, that's just my opinion, it's your set after all.
https://mtgcardsmith.com/view/it-that-feeds-on-life
Quick wording suggestions:
- For the first ability, you could use "Each creature card in your hand without evoke has evoke. Its evoke cost is equal to its mana cost reduced by {2}." (modified from Dream Devourer)
- For the second, you could use "This spell costs {x} less to cast, where X is the number of creatures that died under your control this turn." (taking the first part from these cards and the second part from these two cards.)
I'd appreciate feedback on this card:Black decks tend to have huge spells like demons and such, so I wanted this to generally survive that, but I'm wondering if it should cost a bit more and either have more toughness or be downshifted to common.
—
I would like one's critique on this card, please:
https://mtgcardsmith.com/view/kazuul-master-of-monsters?list=user
(By the way, Kazuul happens to already be both a place on Zendikar and a Legendary Ogre. Was this name intentional?)
I'd appreciate feedback on this card:
(Savira is meant to be part of Kadena's spy network.)
In particular, is it better and/or more interesting like this, or should I perhaps swap the face-down synergy for an effect that reveals more of your opponent's information to emphasize the flavor text?
Savira is a good card and would be a good morph/manifest commander, but the first ability isn't very useful unless your opponent is also playing a morph/manifest deck. I do think you should change it to an effect that reveals more of an opponent's info, maybe with looking at their hand or library?
I'd like feedback on this card:
https://mtgcardsmith.com/view/supreme-leader-hessatal-2
I'd appreciate feedback on this card:
Tried making a modal spell where every mode is two-colored instead of mono-colored like most existing cards.
I'd also appreciate additional feedback on Savira above.
That's just my opinion; like I've said in my previous post, I haven't designed many cards in a long time, but I of course still play regularly.
I wonder if it's more useful to be able to change the targets of a multi-target spell vs. being able to change the target of a single-target spell or ability. Just a hypothetical thought exercise, Goblin Flectomancer is weird and quirky and effects like that aren't common so it's fine to keep it as is.