@cleriyou I think the following should satisfy what you're looking for. (Revised slightly!) ----- Bloodrage (This creature gets +X/+0, where X is the amount of damage on it. Damage isn't removed from this creature.) ----- and/or ----- Bloodrage 2 (This creature gets +X/+0, where X is twice the amount of damage on it. Damage isn't removed from this creature.) -----
Dreadful ability is the opposite of Skulk ability, but there has already been creatures which can't be blocked by creatures with lesser power. I just put that mechanic into a keyword.
@Everyone Just for future reference of users wanting feedback, to best get feedback you should follow the steps below.
Recommended:(Just as guidelines, not requirements!) 1) Try to post no more than three cards at once to guarantee feedback on the specific cards. 1b) Any additional cards can be posted in plain links below in your comment for those in need of additional feedback. 2) It's best to post linked images so users see them without searching pages prior to commenting. 3) Make sure to write any questions and/or feedback requests you have to get the most out of responses.
@Gelectrode Given mtgcardsmith's formatting for the contest, I'd write the last ability as shown below. ----- Moonlight - As long as Luna is risen, you control enchanted creature and it must attack or block if able.
Whenever you gain control of enchanted creature, untap it. If it doesn't have haste, it gains haste. ------
Any thoughts on this? I intended it to be a really strong card with fair costs and a bit of a fun mechanic to build around but I'm really iffy on it's power and the 4 mana "Better brainstorm" effect. How about the wording? It seemed alright to me when I made it, but I'm unsure how putting a pile onto the battlefield would properly be worded.
First off, River doesn't make any sense as a regular creature. Make it a Legendary and it could be a decent commander, but as it's second ability attempts to exile it from a graveyard that wouldn't make sense either. The biggest issue would be getting the proper mana for it. Sure it's nice if you manage it, and with an effective scry 4 draw 2+miracle party it's absolutely broken in certain decks, it's just not quite feasible without building a deck around that specific card.
A slight phrasing issue of the second ability would be "you may pay 7GUR and exile it. If you do..."
I would recommend as a whole for the card dropping the second ability altogether, making it a 2/3 and changing it to a legendary creature. Either that or make it 2GUR casting cost, same P/T and reduce the transcendence cost to 4 or 5+GUR, although I still recommend giving it legendary.
My biggest problem with this card currently is its starting mana cost. I can't tell if it's too good or too weak, though it may be neither. Any thoughts?
Just a thought. If you want to use the second revision I recommended minus the legendary that'd make the card more useable. The abilities make more sense for a legendary card rather than a normal one.
@NokiSkaur Comparing it to Ophiomancer that sees very limited play, it feels fair as you have to pay a cost and don't have a choice on when. Since Ophiomancer has seen so limited amount of play, I think your card is balanced.
@NokiSkaur Yeah, since you're not getting much value from that part. Although, I'd avoid it and develop it in a different aspect.
Keep in mind Ophiomancer creates tokens on each upkeep and therefore every turn. Which is a big boon.
Edit: The only tipping point is it's excellent for attacking and blocking. Which may be a problem for lower rarity cards. Although keep in mind three hard colored mana is devastating.
What do you mean by 'develop it in a different aspect?' I'm sorry--It's almost midnight and I'm focusing on too many things. I can barely think straight right now...
@NokiSkaur No problem, I meant either using different keywords or have some sort of ability that benefits from crowds of tokens. For example, an affect that scales off the amount of tokens created or even a triggered ability.
I don't want this card to be too big--it's only uncommon. I have noticed that a couple of my Rakdos cards have involved token creation, so I might be able to make an enchantment to benefit token generation.
Comments
I think the following should satisfy what you're looking for. (Revised slightly!)
-----
Bloodrage (This creature gets +X/+0, where X is the amount of damage on it. Damage isn't removed from this creature.)
-----
and/or
-----
Bloodrage 2 (This creature gets +X/+0, where X is twice the amount of damage on it. Damage isn't removed from this creature.)
-----
No problem, just make sure to use the latest edit of that comment.
https://mtgcardsmith.com/view/favonia-regal-magus
https://mtgcardsmith.com/view/harsh-echoes
https://mtgcardsmith.com/view/edict-of-blades
https://mtgcardsmith.com/view/duel-of-undeath
https://mtgcardsmith.com/view/sijan-ice-chain
https://mtgcardsmith.com/view/uncanny-calm
https://mtgcardsmith.com/view/temporal-deviant
https://mtgcardsmith.com/view/kielis-of-the-frozen-star
https://mtgcardsmith.com/view/arboreal-vigilante
Dreadful ability is the opposite of Skulk ability, but there has already been creatures which can't be blocked by creatures with lesser power. I just put that mechanic into a keyword.
https://mtgcardsmith.com/view/unending-nuisance
https://mtgcardsmith.com/view/tidecaller-adept
https://mtgcardsmith.com/view/stromkirk-hedonist
https://mtgcardsmith.com/view/terrorscape
https://mtgcardsmith.com/view/returned-general-1
https://mtgcardsmith.com/view/pythe-daughter-of-surrak
Just for future reference of users wanting feedback, to best get feedback you should follow the steps below.
Recommended: (Just as guidelines, not requirements!)
1) Try to post no more than three cards at once to guarantee feedback on the specific cards.
1b) Any additional cards can be posted in plain links below in your comment for those in need of additional feedback.
2) It's best to post linked images so users see them without searching pages prior to commenting.
3) Make sure to write any questions and/or feedback requests you have to get the most out of responses.
Here's a guide for any users new to posting linked images or would like a source to copy/paste from.
Brief guide to uploading linked pictures/images in comments! (W/ Visual Aid)
Thoughts?
https://mtgcardsmith.com/view/lunas-madness
Given mtgcardsmith's formatting for the contest, I'd write the last ability as shown below.
-----
Moonlight - As long as Luna is risen, you control enchanted creature and it must attack or block if able.
Whenever you gain control of enchanted creature, untap it. If it doesn't have haste, it gains haste.
------
Hopefully this is helpful!
Any thoughts on this? I intended it to be a really strong card with fair costs and a bit of a fun mechanic to build around but I'm really iffy on it's power and the 4 mana "Better brainstorm" effect. How about the wording? It seemed alright to me when I made it, but I'm unsure how putting a pile onto the battlefield would properly be worded.
The biggest issue would be getting the proper mana for it. Sure it's nice if you manage it, and with an effective scry 4 draw 2+miracle party it's absolutely broken in certain decks, it's just not quite feasible without building a deck around that specific card.
A slight phrasing issue of the second ability would be "you may pay 7GUR and exile it. If you do..."
I would recommend as a whole for the card dropping the second ability altogether, making it a 2/3 and changing it to a legendary creature.
Either that or make it 2GUR casting cost, same P/T and reduce the transcendence cost to 4 or 5+GUR, although I still recommend giving it legendary.
It isn't named, so it shouldn't be legendary.
Why?
My biggest problem with this card currently is its starting mana cost. I can't tell if it's too good or too weak, though it may be neither. Any thoughts?
Comparing it to Ophiomancer that sees very limited play, it feels fair as you have to pay a cost and don't have a choice on when. Since Ophiomancer has seen so limited amount of play, I think your card is balanced.
I didn't make the card.
However, this has hexproof. That's my biggest problem with the mana cost--does it also cover the hexproof?
Yeah, since you're not getting much value from that part. Although, I'd avoid it and develop it in a different aspect.
Keep in mind Ophiomancer creates tokens on each upkeep and therefore every turn. Which is a big boon.
Edit: The only tipping point is it's excellent for attacking and blocking. Which may be a problem for lower rarity cards. Although keep in mind three hard colored mana is devastating.
What do you mean by 'develop it in a different aspect?' I'm sorry--It's almost midnight and I'm focusing on too many things. I can barely think straight right now...
No problem, I meant either using different keywords or have some sort of ability that benefits from crowds of tokens. For example, an affect that scales off the amount of tokens created or even a triggered ability.
I don't want this card to be too big--it's only uncommon. I have noticed that a couple of my Rakdos cards have involved token creation, so I might be able to make an enchantment to benefit token generation.
Okay, that's fair. I'd change the hexproof though as it's unfun on token generators.
Alright. My second choice for an evergreen on this creature was flying. That way, it can be targeted while still being evasive.
On Faceless Loyalists?
Yeah.
Makes no sense.
How so? I guess the art doesn't make sense with them, but the only other thing I could think of would be skulk, and that makes even less sense to me.