@zizick123 - Thanks for your card! Interesting. A mechanic that rewards fair magic rather than keeping mana up for counterspells and shenanigans.
This card, though, is a strictly better Tormenting Voice. Usually when a card has a higher ceiling compared to the 'base version' if you fulfil certain criteria, it'll have a lower floor when that criteria isn't fulfilled. A good example is Brimstone Volley. It's worse compared to what you would normally expect (Lightning Strike) because it's too expensive but if you fulfill morbid, it's better. If Brimstone Volley cost 1R, it would just be a strictly better Lightning Strike. This is a particular issue for your mechanic because it's so easy to fulfil - just tap all your lands first, cast this and then you can use the floated mana to cast whatever else. (In fact, as I've just typed that it's occured to me that a 2 mana spell that almost always draws you three cards may be pushing it.)
So you'll need to lower the floor on your card in order to balance out the higher ceiling. Maybe it just draws one card without Profusion? Maybe it costs more? I don't know but it needs something so that it doesn't eclipse Tormenting Voice.
Finally, a few wording things. The profusion clause should go at the bottom of the card (again, check out Brimstone Volley). And I'd change the additional cost text to read "As an additional cost to cast this spell."
@FireOfGolden - Minor wording suggestion for Gaper: "Gaper attacks each turn if able." You also need to specify the colour of the Pacer token. Thanks for posting!
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Hi, @Coffeeish! Thanks for your card. This is too powerful as is I'm afraid, with just a bit too much going on for a common. Check out the cost to simply bring out a land with Oashra Cultivator or Embodiment of Spring and compare it to yours.
I think the most you could push this is to drop the land animation ability and have it be: "{g},{t}, Sacrifice ~: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library". (Highlighting a couple of wording tweaks here as well). Compared to the linked cards, yours isn't as great at defending so maybe that can justify a reduction in ability cost but even this is pushing it, to be honest.
If you want to retain the land animation ability as well, I think you'll need to look towards a higher rarity.
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@Spellpiper2213 - Neat, though it is just Unbridled Growth! I like the art though
So I thought these were pretty well balanced and wanted to know what you thought. Some are built for specific things (like Wild Overgrowth was built for landfall and ramp decks) and others to be useful in most situations. (like Energy Inversion)
awesome thanks for the tip. I did look at tormenting voice, and my worries were of increasing it's mana cost, it wouldn't be playable, but I didn't feel like it was good enough to be a uncommon.
I thought it would be ok because say you were trying to play it on turn three, you would need to have played a one mana card before it to be strictly better.
Plus if you look at something like Teferi's Tutelage vs. Sphinx's Tutelage, it is easy to say that Sphinx's is better in most circumstances, despite being the same rarity and price. Perhaps I could lower the cost to one, and make it be draw one and then upgrade to draw two? With the discard cost, though, wouldn't it still make it worse than Opt? It really comes down to being tricky to make a common balanced, but still not completely unplayable ya know?
@zizick123 - No problem. It's always good to discuss cards!
I'm not sure I understand the point about having to play a one mana card first on turn three. If I have three lands, I can just tap them all without playing anything and then cast the card with Profusion active and draw three cards. I still have one mana left over, which I can either use on something else or I can just let my mana pool empty. There's no requirement to play a card in order to tap mana.
I think that's the problem with Profusion - you can always 'activate' it by tapping all your lands first before you cast a Profusion spell. It's only counterspell or flash decks that wouldn't want to do that.
@Animist oh I dind't even think of that. I wonder if there is a way around that, like maybe specifing that when it resolves your lands are tapped and you dont have any mana in your pool, because I really wanted to use it to reward those who curved there mana out the best, and used all the mana they could.
@Ral1000: Thanks for the entry. At that mana cost it's not particularly OP or anything but it does have quite a few moving parts for a common. It's like a mini Elder Gargaroth. There's nothing particularly wrong with it but simpler cards are always welcome!
@LordTachanka123: This probably shouldn't be less than four mana. That's still cheaper than Rise Again or Rise From the Grave.
Also, you can enter a line at the top of the text box so the text is more centered on the card. You can also put in a line of underscores to mimic the flavour text dividing line that you see on cards nowadays. This should help make your cards look better.
@RandomFandom: Lots of cards there. I'll look through them properly later!
@zizick123 - Yeah, I've thought about something like that and it's a bit tricky. Like you said, you'd have to stipulate that all lands are tapped and the mana pool is empty. I suppose you could just go with that, though ideally you want mechanics to be as simple as possible. Something like:
Profusion - If all lands
you control are tapped and your mana pool is empty when this spell resolves, draw three cards instead.
@Animist - Thanks for the feedback! I remade the previous entry as a rare with updated wording.
New entries:
*The land doesn't enter the battlefield tapped because, when it becomes a creature, it has summoning sickness and can't be tapped for it's mana ability the turn it enters play.
@FireOfGolden - Your art always brings a smile to my face.
I think your cards are all great, except Infected Stickman perhaps ought to be a 2/1. It has two extra power compared to Doomed Dissenter but only costs one extra mana. Also, Onman's Advance is too pushed for a common and Dust is a functional reprint of Lava Coil so it should be an uncommon.
There are also some small wording issues but nothing major. For example with Dust, damage always needs a source so it would be "Dust deals four damage to target creature."
Other than that, it's always a joy seeing your cards. Thanks for posting!
@RandomFandom - Sorry it's taken a while to get round to your cards.
Dangerous Crusade: Remember to add "until end of turn" for instants like this. I think it's actually pretty weak. You can find +2/+2 until EOT and lifegain on Moment of Triumph which ia a one-mana card, so there's no need to put a downside on a two-mana multicoloured card. I'd suggest replacing the life loss with something beneficial.
If your intent is a persistent buff, then that's best done either with an Aura or +1/+1 counters.
Boltstriker Myr: As it's an artifact that's easy to cast, I'd say this is really borderline. It'd be safer as a 3/1 for two mana or a 3/2 for three mana but I can still see something like this being printed. The wording should be "~ attacks each turn if able."
Wild Overgrowth: This is one of those effects that doesn't feel like it should be a common. I would probably make it more powerful and go for a higher rarity. The wording needs some tweaking but not much: "Exile the top five cards of your library. You may put any number of basic land cards from among them onto the battlefield tapped."
Energy Inversion: Similar to Dangerous Crusade, if this is meant to be an instant (I'm not sure why it's an Instant Aura) then you need to state "until end of turn". Also, you want to use the word "if" because it's a replacement effect, so: If you would gain life this turn, instead target opponent loses that much life."
Thans for the cards. Troublesome Seafaring strikes me as a bit of a colour pie break. You might want to consider Dimir colours because of the -x/-x abilities. Also, a 4/4 token for four mana at instant speed is already really good. Adding the flexibility of it also being a removal spell means that it's too powerful. (The second mode is also really good at this CMC).
@Animist For Troublesome Seafaring I wanted something that kind of stretched out of what blue normally does. I wanted something that also is very flexible, but I did think I was going to have to raise the cmc. I can't decide whether it should be for 5 or 6. Also, Dimir is not going to be one of the primary guilds probably, so I want to keep it at blue. Thanks for the feedback!
@Animist Thanks for the feedback! I’m not entirely sure why Auras can't be instants, or why they would have different effects. I though it was just a card type. Also, that's not really what I wanted Energy Inversion to do. It's supposed to work like this: you gain life because of some spell or ability, then you play Energy Inversion so that instead of gaining life, an opponent loses that much life. It’s like an optional triggered ability with a mana cost.
Comments
Thanks for the contest Animist!
The scry part is just tacked on there, but without it there would be too much space, and I really liked the flavor text.
I thought it would be ok because say you were trying to play it on turn three, you would need to have played a one mana card before it to be strictly better.
Plus if you look at something like Teferi's Tutelage vs. Sphinx's Tutelage, it is easy to say that Sphinx's is better in most circumstances, despite being the same rarity and price. Perhaps I could lower the cost to one, and make it be draw one and then upgrade to draw two? With the discard cost, though, wouldn't it still make it worse than Opt? It really comes down to being tricky to make a common balanced, but still not completely unplayable ya know?
New entries:
https://mtgcardsmith.com/view/spity
https://mtgcardsmith.com/view/maggot-8
https://mtgcardsmith.com/view/charger-5
https://mtgcardsmith.com/view/moter
https://mtgcardsmith.com/view/mulligan-8
More common cards from the Binding of Isaac: Wrath of the Lamb! Art are created by myself
https://mtgcardsmith.com/view/unwanted-guests?list=set&set=52946
https://mtgcardsmith.com/view/lost-soul-29?list=set&set=52946
https://mtgcardsmith.com/view/infected-stickman-1?list=set&set=52946
https://mtgcardsmith.com/view/dust-9?list=set&set=52946
https://mtgcardsmith.com/view/onmans-advance?list=set&set=52946
https://mtgcardsmith.com/view/ripped-1?list=set&set=52946
https://mtgcardsmith.com/view/murder-106?list=set&set=52946
There are more commons cards, but I am not adding them to here, so I instead put the link of the set, if ya want to check them out, do so please!
Figure: The Rise of The Inklings
https://mtgcardsmith.com/view/hearthrold-shieldsmith?list=set&set=56079
https://mtgcardsmith.com/view/confront-the-ambush?list=set&set=56079
https://mtgcardsmith.com/view/troublesome-seafaring?list=set&set=56079
https://mtgcardsmith.com/view/outfitted-recruit?list=set&set=56079
https://mtgcardsmith.com/view/accept-defeat?list=set&set=56079
https://mtgcardsmith.com/view/might-of-the-giants?list=set&set=56079
https://mtgcardsmith.com/view/alpine-lumberjack?list=set&set=56079
These cards are designed for limited play.
https://mtgcardsmith.com/view/dangerous-crusade?list=user
https://mtgcardsmith.com/view/boltstriker-myr?list=user
https://mtgcardsmith.com/view/wild-overgrowth?list=user
https://mtgcardsmith.com/view/energy-inversion-1?list=user
These were the ones I liked the most.
https://mtgcardsmith.com/view/geist-of-the-halo
https://mtgcardsmith.com/view/mourning-spirit-1
https://mtgcardsmith.com/view/lithic-ring
https://mtgcardsmith.com/view/untiring-thinker
Hope ya'll find any of these fun.
For Troublesome Seafaring I wanted something that kind of stretched out of what blue normally does. I wanted something that also is very flexible, but I did think I was going to have to raise the cmc. I can't decide whether it should be for 5 or 6. Also, Dimir is not going to be one of the primary guilds probably, so I want to keep it at blue. Thanks for the feedback!
Also, that's not really what I wanted Energy Inversion to do. It's supposed to work like this: you gain life because of some spell or ability, then you play Energy Inversion so that instead of gaining life, an opponent loses that much life. It’s like an optional triggered ability with a mana cost.