Card Feedback - Pay It Forward

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Comments

  • edited May 2017
    @MrRansom @syntheticreign
    Good call. And good catch.
    And I'm also not in the inspiring mood for a rename. But I did rename it fairly quickly.
  • edited May 2017
    @syntheticreign

    I think that It that Ceases Infinity's mana increasing abilit is a bit too much for its power and cost. Either tone down the creature's power and toughness or tone down the cost increase.

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  • @Mellenius
    Haunting of the Slain looks like a really innovative card. In game play when this hits, I feel like it might be a dead play. Though the temptation of it being there in play is real.

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  • @Beydin13
    Seems like it belongs to green. The summit thing, I mean. Also seems like it belongs to the Abzan.
  • @sanjaya666 - Don't forget to add your card!
    @Beydin13
    I also agree that Summit sounds green, but that would make this really fit into the Abzan. If you switch out the Artwork for something less Skeleton-like, it would totally embody that!
  • edited May 2017
    @Corwinnn @sanjaya666
    What about having it say control more of a certain land type than just "lands"
    For instance "control the most plains/swamps"
  • edited May 2017
    @Beydin13
    That could probably fine, I think. It would sound like:

    Summit [landtype] -- If you control the most [landtype], [effect]

    Dunno about the balancing parts though.

    So, here's an Eldrazi card from me. I choose this because the art is pretty neat. Any suggestion to make it not broken?

    (Card changed.)

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  • @sanjaya666 The card seems kind of underwhelming for a brand new Eldrazi overlord... As it is very powerful, I just think it needs a little something to make players want to run that in their deck instead of a different overpowered high-costing card.

    image

    This is my second card, and I know it needs a lot of improvement. I want to keep the name, and keep the ability somewhat the same. Feedback would be appreciated. :)
  • edited May 2017
    @MaelstromMaster
    Here's a better wording:
    "At the beginning of each player's upkeep, that player chooses one permanent of each type from among the nonland permanents he or she controls, then sacrifices the rest."

    The problem with this would be that (unless someone managed to remove it), players would play with only 1 land for the rest of the game, and, as it triggers on upkeeps, you could just let it get rid of all other players stuff and then get rid of it before it does the same to yours. It just doesn't work right now.

    Perhaps:
    Quality Over Quantity
    {3}{w}{u}
    When QOQ ETBs, choose one permanent of each type from among the nonland permanents you control, then sacrifices the rest.

    At the beginning of each player's upkeep, that player chooses one permanent of each type from among the nonland permanents he or she controls, then sacrifices the rest.


    Kind cool, just difficult to balance appropriately.

    Here's my newest!

    ________________Vampires and Werewolves, oh my!________________
    image -FLIP- image
  • Not sure if you've ever played Adventure Quest, but you might like Werepyres. This card feels cool but flimsy. At first, I thought about it and thought you just play it and it gets killed by anything even after it transforms, but then I thought about something. I started in Dark Ascension, and my second deck was a super noob Gisella deck. In the deck was a card named Stromkirk Noble, which could be seen as faintly similar, and I remembered how many times that little guy got out of hand if I dropped him turn 1. I think it is stellar design mechanically and flavorfully, but I wonder how often you can actual do anything with the flipping and cool stuff without running pump spells since you have to get them with only a 1/1 that they choose to block with which is extremely unlikely in the first two or three turns of the game. I would recommend finding some way to add something to fix that, but even if you don't I'm impressed with how simple but interesting this design is.

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    Mainly looking for thoughts on Legacy and other mechanics that you would recommend doubling with it. A pass time of making cards has become an interest in fleshing out a tiny set. Will probably start a thread, but want my stuff more together before I do.
  • edited May 2017
    Thanks @brcien! I think he could be a 2/1 on the front side.
  • @brcien I like the mechanic, and it is definitely helpful for balancing out the cost. I'd say you could also do a mechanic that's the opposite, called "Forgotten" or something like that. I actually made this card awhile ago that works like this.

    https://mtgcardsmith.com/view/bloodworker-of-the-gods

    Maybe you could have an extra effect for them casting it without Legacy. Like, they get the birds if they cast it using Legacy, but the birds get vigilance if they use the full mana cost to cast the card, or something like that. Just an idea that could be expanded upon.
  • Hello @Syntheticreign,

    I like the concept of the card - though I think it should be 'Human Wizard' instead of 'Human Mage' - but I am confused by the solid gold border. Is this intentional? Or is this a typo?

    Thoughts?
    https://mtgcardsmith.com/view/busshitsu-mystic
  • @Gelectrode, it's not even solid gold. It's a WB gold border.
  • @Gelectrode This was one of my first cards, and I just liked the gold lol. I never remade it to be accurate to formatting, but I really liked the mechanic, so that's why it's still gold and "Mage" instead of "Wizard".
  • edited May 2017
    @Gelectrode Nice way to fill your hand at the late game, until it gets removed from the battlefield of course. If that happens, then you just can't do anything to your exiled cards.
  • edited June 2017
    Just gonna place it here.

    Card changed.
  • edited May 2017
    @sanjaya666 I like the idea of the card, but I think the second effect negates the third. You always have a land to bring back from the graveyard once you sacrifice one, and assuming you have two lands in hand, you can play those after you bring back one from the graveyard, then just sacrifice the one you brought back from the graveyard. I think if you had it say "sacrifice an untapped land. If you don't, sacrifice two lands." that might balance it out a little more, because then it means that the player can't just cycle that land card in and out of the graveyard, and if forces them to leave at least one land untapped, but still gives them the benefit of two land drops before the start of their second main phase.

    Not to mention, if someone has a land card that has an effect when it's sacrificed or when it enters the battlefield, they can use those effects every other turn and every turn (respectively) without penalty. If you have something like Heroic Intervention on hand (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=423776), you can protect this enchantment for fairly cheap, which is great considering it's a 1 cost.

    Nevertheless I love the card and its ability, I'd just suggest reworking either the second or third ability.
  • @syntheticreign Hmm, that's a great idea. Thanks mate. Gonna remake it.
  • @syntheticreign And don't forget about your card.
  • @syntheticreign Firstly, it should definitely enter tapped. Lands that enter untapped and tap for two colours are the original dual lands, and they're Vintage level OP. I think the crystal but is balanced, but I don't know about the token. I know that Sliver Hive costs 5 for a token, buts it's a sliver token so :|

    The last ability can be insane, or awful. It synergises well with the top ability, which is nice.

    https://mtgcardsmith.com/view/parioash-grand-defender?list=user

    This is one of the first cards I made on this site. I'd really like to see some feedback.
  • @Brainifyer I was gonna have it enter tapped, but there wasn't a whole lot of room. If there was one more line I'd definitely add that. And the notion was to have that final ability work with all the Crystals, so I'm glad that came across well. The only reason I figured the tokens would be fine (other than for the flavor) was they were just 1/1's with no extra abilities, and a creature type that is unique, so other cards couldn't really boost them as easily. But thanks for the feedback! I'll get to yours in just a bit.
  • @Brainifyer I'd say that the idea of the card is good, but I personally think that the cost should either be higher, or the ability should have a "once per turn" cooldown or something like that.

    Basically, no matter how many cards block this, they will all be destroyed unless they're of really high toughness. He does 3 damage to them all right off the bat, and they do whatever damage they're doing to him to themselves as well. Players can destroy it, but if they do so with damage, they're hurting themselves. That ability is fine, but that means they'll be doing at LEAST 9 damage to themself. I'd recommend lowering the toughness a bit, especially considering its activated ability.

    You have the potential to kill all of an opponent's creatures in one go by diverting all damage to Pariosah, which is a pretty strong ability that's hard to counter. I love the card, and the ideas are cool, I'd just recommend lowering the toughness and MAYBE refining the passive a bit. I don't want to neuter the card and make it useless, but as it is it feels pretty strong, as well as its ability to burst damage with Dash.

    Just my opinion, I'm sure there are people far more suited to this than me.

    I guess I'll throw this in here: https://mtgcardsmith.com/view/summon-the-end-2

    I made a few cards with the new type of Ritual, the stipulation being that they cost as much as how many turns you wish to keep them in play, and all creatures that use the effects of the Ritual must be exiled after the Ritual resolves.
  • @syntheticreign, with Summon the End, I am afraid players would use it to dump all of their Thought-Knot Seers, Eldrazi Mimics, and Eldrazi Displacers for free turn 1! You could also play 1 Reality Smasher for a consistent T2 kill!

    Thoughts about my own ritual?
    https://mtgcardsmith.com/view/ritual-of-the-devouring-lights
  • @Gelectrode So what it does is over time restores your life to your starting life, then you have to start giving it to your opponents.

    That is kinda the opposite of what black does.

    Balance is fine, and I love the concept. I would have made it mono white not mono black. Changing the name and art, of course.
  • https://mtgcardsmith.com/view/powerstorm?list=user

    I struggled with balancing is one for a while. I would love to hear your thoughts.
  • edited June 2017
    @Brainifyer Maybe a little bit OP, for an uncommon. I think. Seems like a nice 3 or 4-turn combo part though.

    Is the cmc too high for this?

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  • @Gelectrode I figured the -4 to cost was a bit much, although they couldn't drop them for free because I specified that the cost can be no less than 1.
  • @sanjaya666 I'd say it's fine. Those kinds of effects as sorceries at uncommon are usually 4 or 5 cmc and as an artifact this is much stronger, but as a rare I think its fine. Cool card though!

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    I know the name isn't the best, but I usually struggle with coming up with cool names. But anyway, how's the balancing?
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