@Liwg Assuming that you missed them, the rules of the thread are that you either provide feedback on or give a favorite to the card or cards the previous person put up, then post up to two cards of your own. It's to ensure that the whole "Actually see what others think" gets done and to ensure that people don't just spam masses of cards. Also keeps the amount of feedback people have to provide in logical boundaries, come to think of it.
I'd recommend that you edit your comments to fit if you're still within the one hour edit period, or make a new, revised post if you aren't.
@Temurzoa Left a fav That card would plow through most mono white decks I've seen. It's a little on the op side of things... But otherwise not bad at all.
@Fantastickill7 I'm going to talk briefly about Uncontrollable Inferno, then complain about Havena. Here goes:
Uncontrollable Inferno seems relatively fair and relatively safe. My main point with it is that the graveyard ability should have the card exile itself as a part of the cost, not the effect. The difference is minimal, but it can still make a notable difference in specific situations.
Now, Havena. I'll break this one down: - The card does too much. It's a low cost card with relatively few demands, but it just does so many things. It gets a high toughness (as proven by the new Daxos in pioneer). It creates a slew of constellation triggers. It makes other bodies as it does this. It gains lots of life at minimal cost. It's just too much. - Token creation on this level and in conjunction with this other stuff isn't something that should appear at so low a cost. The closest we have to this recently is Emmara, Soul of the Accord. The tokens admittedly had lifelink (though these are easily given it), but the card had no other abilities, asked for two colors and often couldn't create a token every turn for fear of simply being blocked on attacking.
I'm not certain of how to fix her, to be honest. You could probably just remove the token-creation, but that'd bring her even closer to some sort of Daxos-Heliod blend, which it's already a little too close to being in my eyes. I suspect that re-balancing would require some notable changes of the base design of the card or some sort of significant increasing of the card's mana cost.
Here's my card. Give her a favorite and / or a comment, then post up to two cards of your own.
@Fantastickill7 I guess I'm not really fond of eldrazi in general, even though the biggest of them all are usually that strong. I guess Xegonish is very weak since one could simply counterspell it, but once it gets in the field it fills his role pretty well. I would delete the "sacrifice the rest" part since it's a very powerful effect on a very heavy hitter.
This is how I'd change it: "When [...], each opponent choses one creature under their control, then sacrifices it."
Aside from that, it's a neat card.
Now, this is my newest card. I know that Fading is a dead ability (it's for a challenge), but what do you guys think? (sorry I'm still getting accustomed to the new codes for uploading)
Up next, give it a fav and/or leave a comment, then post up to two of your own.
@Scaccogaming I'll start off with a wording fix, then move on to feedback on the concept itself. ----------------------------------------------- Fading 3 (This creature enters the battlefield with five [word, not number] fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Whenever a fade counter is removed from CARDNAME, draw a card, then discard a card. ----------------------------------------------- From a mechanical perspective, the card is out of color (draw-then-discard effect, known as looting, are almost entirely blue) and rather underpowered. Cards with fading tend to have good stats and / or powerful abilities because of the fact that a few turns after you play them, they die. As such, if this were to remain as it is in abilities (which I don't recommend) then I'd say that the stats would be better notably higher.
However, this shouldn't do that. The looting isn't on color (and so would need to be changed in a theoretical revised version) and the creature is a Spirit, which immediately makes me think that it should have flying. Theoretically, your best option might actually be to give it flying, increase the power and toughness a little and make it blue instead of black. If you were to keep in these colors then the changes would have to be significant, so I won't do any theorising there.
It's possible that some of those thoughts are irrelevant due to the limitation of the challenge it was created for. Sorry if that's the case. ____________________________________________________________________________________________________
Here's my card. Give it a favorite and / or a comment, then post up to two cards of your own.
Looks good! It's interesting to see Cat Tribal support in black, given that there are a number of unsupported black cats. Maybe granting all cats you control deathtouch is a bit much? It seems this would be incredibly oppressive to try and attack into, but it also dies to a stiff breeze, so... Long Live the King
@TheWanderer Hmm. The Timefolder Mage looks like a very fun/mean card, pretty strong too. The double double colored mana cost definitely is in the right place. I think this one is a very well balanced card. For the Wyrmfire Smith however, I think since the card costs 2RW, it should either be 3/3 or have another ability, like haste or something. Also the downside for the activated ability is pretty steep. 3 to the user's face and having to sacrifice the equipment afterwards are some pretty big downsides. Maybe only have one of them and see how that works? Very fun looking cards overall.
The reason I made the costs for Wyrmfire Smith so high is because pulling any equipment out of your deck and equipping it for free - especially at instant speed - is a really powerful effect. It can put an Argentum Armor onto one of your creatures from out of nowhere, or slap a Colossus Hammer on an unblocked creature.
Do want to note that the thing should be pay three life instead of "deals three damage to you." Unless you had a reason to make it part of the effect instead of cost?
@DrakeGladis Paying life isn't something red and white do often, especially when they're together (the only example of it as a theme that comes to mind is the white vampires from Ixalan). There are numerous red cards such as Char that deal damage to you, however, and it interacts differently with lifelink. It's also far more flavorful to my imagination, because it feels like you're getting burnt by sparks and hard work instead of willingly feeding your blood to a vampire or something.
TheWanderer may have totally different reasons, of course, but I feel like every opinion's at least vaguely welcome on this.
@Ranshi I like the versatility. And the balance seems good. WotC has never printed a card that uses both of +1/+1 counters and -1/-1 counters. It is for avoiding the confusion that could happen during the game. If I wanted to make it more realistic, I would change the last ability(and the card's color) to one of these-
Sacrifice an artifact token: Eowyn deals 1 damage to any target. (RGW)
Sacrifice an artifact token: Tap target creature. (GW or GWU)
Sacrifice an artifact: Target creature gets -1/-1 until end of turn. (WBG)
@Tomigon Neat card! Left a fav. Your wording is a little off. It should be(imo) {t}: Until end of turn replace all instances of "until end of turn" on target card with "until your next upkeep"
@Fantastickill7 Thanks! Probably it should be uncommon though. I used Overload's text for my wording. https://mtg.gamepedia.com/Overload Thanks for the rewording, but yours doesn't work. You can't call "spell and permanent" just "card". A card is called "card" only it is in your hand, library, graveyard, or exile. And if you change "until your next turn" to "until your next upkeep", it becomes a little complicated and confusing. There's nothing wrong with "until your next turn." See Detain's text: https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270972
@KorandAngels cool card! I really love the Battlebond set and this card really feels like it could have been a part of it (pretty sure there weren't any Kobolds in Battlebond, but, ehhhhhh who cares). The way the attack trigger is worded the drain is exponential, for each attacking creature you pay for you drain for each attacking creature (attack with 2 and pay for 2 = drain 4, attack with 3 and pay for 3 = drain 9). I'm not sure that was what you intended, but if it was, that seems a bit strong.
Next up, I'm curious to see if this effect template is easily understandable enough for more use: (And yes, this is probably too powerful)
@Faiths_Guide : Burden of Corpses seems reeeaaallly strong. I am comparing it to Necrotic Wound from Guilds of Ravnica, and immediately you see it's cc should go up by 1 or 2 colorless. Alternately, I think it being costed BB, and being a sorcery (as most of the "library stripper" cards are) would balance it up really nice. I could also imagine WotC might release it at BB to cast and as an instant, with the power creep advancing as it does.
@Scott_Anderson : I love Necrahelion! Man, as is I would play the monkey faeces out of this card, limited and constructed..... so that tells me it may be a bit undercosted. At an uncommon level I feel WotC would release it at 4BG, with the graveyard ability about the same. If it was bumped to rare... (Ignore me on my "bump it to rare" comments, as I am always bumping my cards up a rarity... because I instinctively want them all to be broke i guess) ... I could see this about as is. Maybe Necrahelion should be 3/4? It sort of fits with Golgari being a bit tougher, it tones down the power level a teency bit, and it is still very aggro because of the life loss. Also, if the Activated ability had some sort of painful cost, like maybe sacrifice a creature or a land, or maybe remove cards/creatures from graveyard or something? it might be a bit more flavorful.
@TenebrisNemo : I just wanted to mention, I love Dreadful! I think it is a mechanic with a lot of design space. Ya really neat
Just my thoughts! My uneducated unwashed masses of thoughts!
On my end, This one is a ponder on the "Tangle token" mechanic as much as the card.
Comments
I'd recommend that you edit your comments to fit if you're still within the one hour edit period, or make a new, revised post if you aren't.
That card would plow through most mono white decks I've seen.
It's a little on the op side of things... But otherwise not bad at all.
Up next, give them a fave and/or comment, then post up to two of your own.
https://mtgcardsmith.com/view/uncontrollable-inferno
https://mtgcardsmith.com/view/havena-star-of-blessing
Uncontrollable Inferno seems relatively fair and relatively safe. My main point with it is that the graveyard ability should have the card exile itself as a part of the cost, not the effect. The difference is minimal, but it can still make a notable difference in specific situations.
Now, Havena. I'll break this one down:
- The card does too much. It's a low cost card with relatively few demands, but it just does so many things. It gets a high toughness (as proven by the new Daxos in pioneer). It creates a slew of constellation triggers. It makes other bodies as it does this. It gains lots of life at minimal cost. It's just too much.
- Token creation on this level and in conjunction with this other stuff isn't something that should appear at so low a cost. The closest we have to this recently is Emmara, Soul of the Accord. The tokens admittedly had lifelink (though these are easily given it), but the card had no other abilities, asked for two colors and often couldn't create a token every turn for fear of simply being blocked on attacking.
I'm not certain of how to fix her, to be honest. You could probably just remove the token-creation, but that'd bring her even closer to some sort of Daxos-Heliod blend, which it's already a little too close to being in my eyes. I suspect that re-balancing would require some notable changes of the base design of the card or some sort of significant increasing of the card's mana cost.
Here's my card. Give her a favorite and / or a comment, then post up to two cards of your own.
Thank you for the feedback, it was much appreciated.
Uncontrollable Inferno's graveyard ability was supposed to have the exiling as part of the cost (small mistakes always happen)
Havena was just me being bored, I wasn't being to serious about balance and creativity.
In my opinion, renown and persist are not supposed to both be on the same card. but who knows.
Up next, give it a fav and/or leave a comment, then post up to two of your own.
This is how I'd change it: "When [...], each opponent choses one creature under their control, then sacrifices it."
Aside from that, it's a neat card.
Now, this is my newest card. I know that Fading is a dead ability (it's for a challenge), but what do you guys think? (sorry I'm still getting accustomed to the new codes for uploading)
Up next, give it a fav and/or leave a comment, then post up to two of your own.
-----------------------------------------------
Fading 3 (This creature enters the battlefield with five [word, not number] fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Whenever a fade counter is removed from CARDNAME, draw a card, then discard a card.
-----------------------------------------------
From a mechanical perspective, the card is out of color (draw-then-discard effect, known as looting, are almost entirely blue) and rather underpowered. Cards with fading tend to have good stats and / or powerful abilities because of the fact that a few turns after you play them, they die. As such, if this were to remain as it is in abilities (which I don't recommend) then I'd say that the stats would be better notably higher.
However, this shouldn't do that. The looting isn't on color (and so would need to be changed in a theoretical revised version) and the creature is a Spirit, which immediately makes me think that it should have flying. Theoretically, your best option might actually be to give it flying, increase the power and toughness a little and make it blue instead of black. If you were to keep in these colors then the changes would have to be significant, so I won't do any theorising there.
It's possible that some of those thoughts are irrelevant due to the limitation of the challenge it was created for. Sorry if that's the case.
____________________________________________________________________________________________________
Here's my card. Give it a favorite and / or a comment, then post up to two cards of your own.
TheWanderer may have totally different reasons, of course, but I feel like every opinion's at least vaguely welcome on this.
https://mtgcardsmith.com/view/eowyn-galvanic-pathfinder
(I don't know how to shrink the image with the new interface...)
I like the versatility. And the balance seems good.
WotC has never printed a card that uses both of +1/+1 counters and -1/-1 counters. It is for avoiding the confusion that could happen during the game. If I wanted to make it more realistic, I would change the last ability(and the card's color) to one of these-
https://mtgcardsmith.com/view/chronoshifter-mage-3
Your wording is a little off. It should be(imo)
{t}: Until end of turn replace all instances of "until end of turn" on target card with "until your next upkeep"
Up next, give them a fav and/or leave a comment, then post up to two of your own.
https://mtgcardsmith.com/view/fangoth-assassin
https://mtgcardsmith.com/view/terror-of-the-night-3
Next up:
https://mtgcardsmith.com/view/zikk-and-jaah-twin-kobolds
Fangoth Assassin was supposed to be a 'bit overpowered'
Should've upped the mana cost though.
Thanks! Probably it should be uncommon though.
I used Overload's text for my wording.
https://mtg.gamepedia.com/Overload
Thanks for the rewording, but yours doesn't work. You can't call "spell and permanent" just "card". A card is called "card" only it is in your hand, library, graveyard, or exile. And if you change "until your next turn" to "until your next upkeep", it becomes a little complicated and confusing. There's nothing wrong with "until your next turn." See Detain's text: https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270972
Next up, I'm curious to see if this effect template is easily understandable enough for more use:
(And yes, this is probably too powerful)
Ok, I just found the way you worded it confusing.
@Scott_Anderson : I love Necrahelion! Man, as is I would play the monkey faeces out of this card, limited and constructed..... so that tells me it may be a bit undercosted. At an uncommon level I feel WotC would release it at 4BG, with the graveyard ability about the same. If it was bumped to rare...
(Ignore me on my "bump it to rare" comments, as I am always bumping my cards up a rarity... because I instinctively want them all to be broke i guess)
... I could see this about as is.
Maybe Necrahelion should be 3/4? It sort of fits with Golgari being a bit tougher, it tones down the power level a teency bit, and it is still very aggro because of the life loss.
Also, if the Activated ability had some sort of painful cost, like maybe sacrifice a creature or a land, or maybe remove cards/creatures from graveyard or something? it might be a bit more flavorful.
@TenebrisNemo : I just wanted to mention, I love Dreadful! I think it is a mechanic with a lot of design space. Ya really neat
Just my thoughts! My uneducated unwashed masses of thoughts!
On my end,
This one is a ponder on the "Tangle token" mechanic as much as the card.
Keep up the good work everyone!