@Temurzoa There aren't any wording errors, so I'll just do some general points and thoughts:
- First off, the general idea of doing things to the Urza lands just generally seems like a nice one. There's probably also interesting space to work with on giving something to all "Urza's" lands, though that's kind of iffy from a grammatical standpoint and I'm not suggesting you should do it on this exact card.
- The primary thing I see as a potential issue (notably "potential" rather than a guarantee, it's context-based) is the creation of energy counters by Power-Plants. It's good from a flavor perspective (as are the other two. Mines dig up Treasure, Towers let you see), but I do worry that the niche-ness of the effect is perhaps a bit too high to justify it. From a gameplay perspective, the energy would be useless unless you were running some sort of Aetherworks Marvel build of Tron. I'll admit that I haven't got any great ideas of what it could be changed to, though.
- I feel that the mana cost and / or the power + toughness perhaps need a little changing. In a vacuum, this is bordering on worthless (obviously). In a situation where you've got all of the Tron pieces, it's rarely useful at all (all it provides is the ability to scry for big things to cast with all of your mana using Towers, which both takes away your biggest source of mana, and brings an argument of "Why wouldn't you just run a big card to cast instead of this?").
This card operates at its best when you're at a point where you haven't got all three Tron pieces, you haven't got any good search methods, and you're slowly searching for exactly the Power-Plant. The Mines help you slowly add mana towards playing big stuff anyway, and the Tower helps you look for the missing piece or cards that can get you the missing piece. The problem is that this is a bad situation that you'd really rather never be in, it's relatively specific, and playing a three-mana badly-statted creature really isn't something you want to do when your opponent's trying to ding you across the head with a load of Red Aggro or whatever. I'm not sure exactly what it needs to be good, but a more open ability on the Power-Plant is one aspect of it and having stats that actually function's probably another.
Hopefully some of that's useful.
Next up, this. I haven't done a split card in a long while, so I figured it was time to remedy that. Give it a favorite and / or a useful comment before posting up to two cards of your own.
@MemoryHead I already favorited it, and I can’t find anything to critique... great job, I guess!
So, here’s one that I’ve been meaning to do for a while. It’s meant to replicate how the bodies of Abzan family members are buried near that family’s kin-tree, and the spirits are sealed inside, but can be called forth to protect their descendants. The mechanic for it I called Boon, for lack of a better name.
@AboveAndAbout I like the concept of an aura that does nothing, however, red is only secondarily an auras colour, and the card would fit better is white or green. Mine:
(He should say "Other Cartouches" in the second ability)
@KorandAngels You forgot to switch to the most recent page. The most recent card prior to yours is RandomFandom's Kin-Tree Worshipper and its transformed side, Kin-Tree Blessing. Preferably you'd do some useful feedback for / favorite that, if you don't mind.
I apologize, I will do that later. Let's just say that I definately ?Ike the flavour of the cards hail dromoka
Ok it's later now, here's my feedback @RandomFandom. I do like the card, it's simple and is an interesting redesign of bestow. I think the mechanic might be too complex for common though.
@KorandAngels That's a pretty cool idea! I have a few things I want to point out about this design though:
1. You don't need "then attach it to target creature" because auras with enchant creature enter the battlefield attached to a creature.
2. The reminder text should say this: (It's an Aura Enchantment with "Enchant creature".) You put the subtype capitalized before the type like that when talking about both a type and a subtype.
3. The tribal type isn't normally used on creatures. Is there a reason you used it here?
@shadow123 what a lovely coincidence, a card for my challenge! It may be bad judging form to give critique, and so I wont, which sorta goes against the thread, but the card is near perfect regardless! I love simple, ordinary cards like this and I think you nailed the idea of a nice hot drink. It may scald you, but it's certainly a wake up call. It seems a little weird that you'd want to hit an opponent's creature with it 9 times out of 10 but eh function over flavor sometimes. Also I really like the flavor text. I don't drink coffee, but I can only assume that 160 degrees would be very painful to drink!
I'm going to cheat again real quick, in that my submission isn't actually one card as much as it is three cards that outline a very basic tribal frame. Something I thought would be neat, and i'm looking for some outside opinions as well!
@Usaername, nice witches. For Journeyman Witch I believe the choose one should come first because Blue has domain over looting (draw before discard) and not rummaging which is red (discard before draw.) Same might apply for the other witches.
Might I also suggest switching nonland to nonpermanent as well? Fits the flavor of witches specializing in spells.
@WarriorCatInAhat I really like Etherium Phantom! I don't think I've ever seen an Artifact/Spirit before! And the flavor text on Sinister Saboteur is SO FLAVORFUL! Well done!
Thoughts on this planeswalker? Here's the lore I made: Crexada is a Viashino who was captured and then forced to work in mines on Tarkir, but she escaped and was adopted by the Abzan clan. Her spark ignited when the dragon Dromoka herself performed a kin-tree ceremony welcoming Crexada into the family. Crexada was so overwhelmed by the feeling of acceptance after having endured so much misery, that she has dedicated her life to bringing that to others.
Your dragon looks like a bulk rare, or a sideboard card at best. Although, are people nowadays still playing vehicle decks anyway, hmm. No matter then. Changing that ability to simply "When [CREATURE NAME] ETB, destroy target artifact." would be a much better one tbh.
And that sorcery seems like a BG colored card, dunno. Never saw a whatever land tutor (that is not Swamp) in black so yea.
So here's a card of mine, for anyone who wants to give a damn about it. Should be a pretty simple one, I think...
@Fallen_Lord_Vulganos Very beautiful art! I see nothing wrong with the card as it seems lime a praetor like ability to have. I favorited! Can't wait to see morr of your work!
@KrakenSalad Cool card! A problem with this is that this should be silver-bordered. I know it isn't an un-card, but this effect isn't normal in regular magic so it would fit int the silver-bordered class. Other than that, it's cool!
These cards are the same, just using my mechanic, "Opposite sides". This is when you cast one side, and that one has an affect that says, "Cast the opposite side". They're always sorceries.
@TheDukeOfPork It’s cool! I like Songs and I like opposite sides. One of the things I have with it is that I don’t see a real reason to have opposite sides on a Song. I mean, the enchantment will be sacked anyway, and it can just have the text of Uncontrolled Rampage as the last mode. Also, having taken upwards of 200 damage in a single hit before, power-doubling effects are powerful as heck. The Song side should probably cost a little more.
My card is also green, built for Temur cascade decks because those are super fun to play, maybe not so fun to play against though.
@RandomFandom Sometimes I make ok cards. Sometimes they're flavourful. But what I'ma sucker at is balance. Anyway, thanks for the feedback! I was just doing that to register if my mechanic is okay, and it seems ok.
@RandomFandom I like the cascade ability and it seems like a balanced card. Awesome work! I favorited! Can't give any advice though since it akreafy seems perfect the way it is. Sorry lol
Hi @KrakenSalad, I absolutely love this card! This works really well as a ramp and card draw in WG decks. The only problem is that one ability rewards not attacking, but that will mostly prevent the second ability from triggering. Otherwise, good job!
@WarriorCatInAhat I'll address Mind Devourer first since I don't have too much to say. Mainly, it seems very undercosted. First, it's a 4/4 for 4cmc, that's already a stat-to-mana ratio that's pretty pushed outside of green. It has evasion, a combat damage trigger, and an effect that is decent on its own and triggers off the combat damage trigger. Also it's an uncommon. All that to say, this is probably 6+cmc. Maaaaybe 5 but that would be pushed.
Verdant Wave has a big glaring problem right away. Direct, unrestricted damage to any target is a color pie break for green. The three or so times it was done were deemed a mistake and WotC isn't going to print more. Furthermore I don't see any justification for it here (except maybe the art? Not a good reason. Speaking of, neither of your cards credit the artist.) Balance-wise, ignoring the 3 damage for a moment, spending 4 mana on a 3/3 with trample is pretty reasonable, maybe a little underpowered, but reasonable. Paying 4 mana for 3 life is practically worthless. An uncommon 3/3 with trample that gives you 3 life on etb for 4 would be a pretty respectable creature. Say adding flash since this is an instant might be pushed but I could see it, especially with how much WotC loves green.
I'm not trying to be overly critical, I just see a few somewhat significant issues and want to help you recognize them.
Comments
https://mtgcardsmith.com/view/urzas-custodian
- First off, the general idea of doing things to the Urza lands just generally seems like a nice one. There's probably also interesting space to work with on giving something to all "Urza's" lands, though that's kind of iffy from a grammatical standpoint and I'm not suggesting you should do it on this exact card.
- The primary thing I see as a potential issue (notably "potential" rather than a guarantee, it's context-based) is the creation of energy counters by Power-Plants. It's good from a flavor perspective (as are the other two. Mines dig up Treasure, Towers let you see), but I do worry that the niche-ness of the effect is perhaps a bit too high to justify it. From a gameplay perspective, the energy would be useless unless you were running some sort of Aetherworks Marvel build of Tron. I'll admit that I haven't got any great ideas of what it could be changed to, though.
- I feel that the mana cost and / or the power + toughness perhaps need a little changing. In a vacuum, this is bordering on worthless (obviously). In a situation where you've got all of the Tron pieces, it's rarely useful at all (all it provides is the ability to scry for big things to cast with all of your mana using Towers, which both takes away your biggest source of mana, and brings an argument of "Why wouldn't you just run a big card to cast instead of this?").
This card operates at its best when you're at a point where you haven't got all three Tron pieces, you haven't got any good search methods, and you're slowly searching for exactly the Power-Plant. The Mines help you slowly add mana towards playing big stuff anyway, and the Tower helps you look for the missing piece or cards that can get you the missing piece. The problem is that this is a bad situation that you'd really rather never be in, it's relatively specific, and playing a three-mana badly-statted creature really isn't something you want to do when your opponent's trying to ding you across the head with a load of Red Aggro or whatever. I'm not sure exactly what it needs to be good, but a more open ability on the Power-Plant is one aspect of it and having stats that actually function's probably another.
Hopefully some of that's useful.
Next up, this. I haven't done a split card in a long while, so I figured it was time to remedy that. Give it a favorite and / or a useful comment before posting up to two cards of your own.
So, here’s one that I’ve been meaning to do for a while. It’s meant to replicate how the bodies of Abzan family members are buried near that family’s kin-tree, and the spirits are sealed inside, but can be called forth to protect their descendants. The mechanic for it I called Boon, for lack of a better name.
Mine:
(He should say "Other Cartouches" in the second ability)
1. You don't need "then attach it to target creature" because auras with enchant creature enter the battlefield attached to a creature.
2. The reminder text should say this: (It's an Aura Enchantment with "Enchant creature".)
You put the subtype capitalized before the type like that when talking about both a type and a subtype.
3. The tribal type isn't normally used on creatures. Is there a reason you used it here?
Nice work!
My card:
I'm going to cheat again real quick, in that my submission isn't actually one card as much as it is three cards that outline a very basic tribal frame. Something I thought would be neat, and i'm looking for some outside opinions as well!
https://mtgcardsmith.com/account/sets/58700
Thoughts?
https://mtgcardsmith.com/view/eternal-advance
interesting card, I like it. I think the mana cost might be a bit too big though.
thoughts?
oof I misspelled saboteur sorry
I really like Etherium Phantom! I don't think I've ever seen an Artifact/Spirit before! And the flavor text on Sinister Saboteur is SO FLAVORFUL! Well done!
Thoughts on this planeswalker? Here's the lore I made: Crexada is a Viashino who was captured and then forced to work in mines on Tarkir, but she escaped and was adopted by the Abzan clan. Her spark ignited when the dragon Dromoka herself performed a kin-tree ceremony welcoming Crexada into the family. Crexada was so overwhelmed by the feeling of acceptance after having endured so much misery, that she has dedicated her life to bringing that to others.
thoughts on @TerryTags 's card
crexada's lore is pretty interesting, and I really like viashino too. the abilities all work well together. great card!
Your dragon looks like a bulk rare, or a sideboard card at best. Although, are people nowadays still playing vehicle decks anyway, hmm. No matter then. Changing that ability to simply "When [CREATURE NAME] ETB, destroy target artifact." would be a much better one tbh.
And that sorcery seems like a BG colored card, dunno. Never saw a whatever land tutor (that is not Swamp) in black so yea.
So here's a card of mine, for anyone who wants to give a damn about it. Should be a pretty simple one, I think...
https://mtgcardsmith.com/view/elesh-norn-cunning-tyrant?list=user
I know mono blue elves isnt really a thing but i didn't really see this being green in any way. Hope you all like!
These cards are the same, just using my mechanic, "Opposite sides". This is when you cast one side, and that one has an affect that says, "Cast the opposite side". They're always sorceries.
My card is also green, built for Temur cascade decks because those are super fun to play, maybe not so fun to play against though.
How y'all like!
Here's mine:
On the House is an interesting card, although I don't think blue/black really fits it. It seems more like a blue/red.
thoughts?
Verdant Wave has a big glaring problem right away. Direct, unrestricted damage to any target is a color pie break for green. The three or so times it was done were deemed a mistake and WotC isn't going to print more. Furthermore I don't see any justification for it here (except maybe the art? Not a good reason. Speaking of, neither of your cards credit the artist.)
Balance-wise, ignoring the 3 damage for a moment, spending 4 mana on a 3/3 with trample is pretty reasonable, maybe a little underpowered, but reasonable. Paying 4 mana for 3 life is practically worthless. An uncommon 3/3 with trample that gives you 3 life on etb for 4 would be a pretty respectable creature. Say adding flash since this is an instant might be pushed but I could see it, especially with how much WotC loves green.
I'm not trying to be overly critical, I just see a few somewhat significant issues and want to help you recognize them.
https://mtgcardsmith.com/view/annabelle-crystallia
https://mtgcardsmith.com/view/moonlight-blade-1