@LuckyLeopard665 the way to go would be a "Whenever Leaning Mossbark is dealt damage by a creature, sacrifice it. If you do, deal damage equal to it's toughness to that creature."
Of course you have to also consider the fact that if you want to keep it mono green the ability in question would be very out of flavor due to the sacrifice clause. Even as written in your card, the card is kind of within Black's range.
@LuckyLeopard665 the wording you’re looking for is probably something along these lines: “When Leaning Mossbark dies, destroy each creature without flying that dealt combat damage to it this turn.”
While this does require the attacking creature to completely fell the tree, it reduces the clunkiness. If you want it to still trigger on any and all combat damage, you could try this: “When Leaning Mossbark is dealt combat damage, sacrifice it. If you do, destroy each creature without flying that dealt combat damage to it this turn.”
Yet another very well thoughtout review so thank you. While designing the glint cards I also had fun and I'm glad that that translates into how you perceive the card as well.
- I do agree with the flying on Chaosvoid angels being excessive but I wanted to stay in flavor with the dragons have flying thing. I have made a couple without flying, but I think if I ever get a membership on my alt, I will probably remove the flying as suggested. I also thought about how this could be a 12 damage, but the overall feel was that people would try to get rid of it before it got doubled down due to its volatility.
- The rework on Spartial Invader's second ability, I must admit was very masterful. It would not only scale the power down to a more balanced level, but it also stays within the flavor of the card. I will also consider that change when I upgrade.
In respects to your card, the art feels very Jeskai but my personal feel is that the card should have been Bant (GWU) since red is not a very aura heavy card and doesn't have cards that would echo the benefits of having auras Elidolon Of Blossoms or spells that help you go wide by increasing draw rate from targeting creatures like Season Of Growth.
Even if we keep it Jeskai which falls more in line with the second ability than Bant, the second ability to me doesn't feel like it encourages going wide, if I were to use the ability, it would be to essentially cheat triggers and/or double up on bigger creatures. I think that if you were to rework the card, the second ability would need to be more tailored to either making folder tokens, or drawing and attaching ann aura to another creature with a lesser converted mana cost kind of like Light-Paws ability but more spaced out.
Overall the idea is good, but the execution needs work. I think the flying, vigilance, and first ability are solid for what you are going for, but the second ability doesn't have strong serenergy. It just feels like Prothean Thaumathurge with extra steps. The color can remain jeskai but keep in mind that by cutting out green it misses out on creatures that can help go wide, and alot of auras. The art choice is great for the card you have made but I imagine if you modified the second ability the art would be a bit out of place.
Also with that in mind, get a second opinion before changing the card because I'm notoriously bad at seeing obscure uses for cards unless explained so I might have missed something in my judgements.
I used be on these forums like 5 or 6 years ago, but I was really young back then and didn't understand the game very well. It's been a long time and it's nice to be back. Unfortunately, I failed to look at the rules and posted a card without any prior feedback given, so here's some to make up for that.
@12SidedGuy Adries' aura ability is really cool, especially because it gets stronger the more auras you have on your creatures. As with most cards, it does seem like it could be somewhat overpowered because you would be able to cast a lot of auras for just 1 mana if you get enough auras. The auras having flash could also combine really well with the copying ability too. If you enchant a creature during your opponent's turn, you could, for instance, get a copy of a bigger blocker or one with some combat specific ability. Really interesting card to build a deck around. It seems like a bit much for 3 mana, even though it requires 3 types, but that could just be me.
Might post more soon, but I wanted to get this one out there.
Adries seems much more like a niche toolbox-style commander than a go-wide commander. Rather than play lots of creatures, you’d be much better off playing creatures with potent attack/combat damage triggers (e.g. Etali), then casting a cheap aura onto them to make Adries into an evasive clone of them.
Trying to spread your auras around means there’s a pretty big restriction on which ones you’d want to use in the deck (since most of the normal ones voltron-style decks use won’t be very helpful here). Since this is further compounded by Adries only triggering when the first aura is stuck to one of your creatures, your best bet would be cards like Conviction and Flickering Ward that can be bounced and replayed with their abilities (at which point the auras themselves really don’t matter, they’re just the requirement to make Adries work).
Given the above, you could actually build a roundabout voltron deck that revolves around putting cards like Ethereal Armor, various Umbras, etc. on Adries, alongside a small handful of powerful creatures that might normally be harder to use since they’d get blocked in a heartbeat.
Alternatively, since there’s no incentive to do anything other than enchant your other creatures (and said incentive is minor at best, with no real need for a discount higher than 2 or 3), you could run lots of creatures that buff Adries, then use your flash speed auras to protect whatever needs protecting.
If you want Adries to be about going wide, perhaps consider replacing the last ability with something that affects other enchanted creatures you control instead of Adries. It may also be fruitful to consider reworking one or more abilities to care about the actual number of creatures you control, otherwise there may still be insufficient incentive to go wide as opposed to just controlling a select few creatures. Even then though, there’s still the issue of auras generally being much better when compounded into a single creature rather than spread across a bunch of creatures, so your desired design may already be fighting a losing battle in that sense.
I’d appreciate feedback on the cards from my previous post, since they got skipped over.
A lot of the review of Adries focused on the incentive for going wide being subpar and, after considering it, I definitely agree. I have a habit of making cards that read well but in practice aren't that useful or don't create the desired effect. I had the idea for the text "Whenever another creature you control becomes enchanted, you may have - become a copy of that creature until end of turn" and tried to make a card for it. However, as yall pointed out, the card as is doesn't provide enough incentive for trying to enable this text by going wide with auras.
Big thanks to cadstar for explaining to me the strategies that this actually supports, that def helped me see how this would realistically be built around. I will probably try and find a way to use this ability on a card that properly incentivizes it, or maybe change the ability. I also agree that jeskai might not be the color combination for this. None of this card is very red as is and bant would be better for commander.
@cadstar369 sorry for skipping over your cards! Your designs are very clean and I couldn't find much feedback to give at first glance. After looking at your cards again, Celestial Cartography stands out to me as feeling a little odd. I think the effects go well together, but it still feels kind of random. I would try and make the first and second ability go together more, seeing as the second ability looking at 3 cards makes the scry feel kind of unhelpful. Maybe the first trigger is card selection (scry) and the second is card advantage (just drawing, maybe also gaining life or something.) That would make it clearer that the second ability is made more powerful by the first, which more heavily incentivizes triggering both effects.
Another idea I had was to have the first ability say "Whenever you cast an instant, sorcery, or enchantment spell..." and the second say "At the beginning of your end step, if you cast an instant, sorcery, and enchantment spell this turn..." This kind of takes the card in a different direction, but I think it plays fun and feels a lot like cartography to me. Just ideas!
@LuckyLeopard665 First, a rules point, you'd want to either say the creature that dealt the damage is destroyed, or that the controller of the creature sacrifices it. Just saying it must be sacrificed doesn't really work anymore. It has to be sacrificed by a player. That being said, I love the flavor. It does read immediately as a tree falling on the creature that hit it. Two suggestions, plant is already a creature type, and would possibly better choice over tree, and you may want to specify combat damage. You know what would be really fun, is if when you sacrifice it, you leave behind a log creature token that's a 0/1 with defender?
Here's a card I NEED feedback on. My brother is RookerMTG on Youtube and designs, plays, and encourages decks on Arena that only use common and uncommon cards. I asked him which color(s) he'd be and abilities he'd have if he was a Magic card and he came back with Golgari and Double Strike (which is SO not a thing), so I had some interesting design space to work in. He also is a Johnny, but leaning Spike, so I wanted to work in that space, too. Anyways, I hope to polish this up and surprise him with it when we meet up at Magic 30 in Vegas. Any adjustments, suggestions, rules lawyer things, etc. would really be appreciated before then.
@Tonysparks@Faiths_Guide@StuffnSuch@cadstar369 Thanks for the feedback. Going to change the colors of the card to Golgari. The wording you guys suggested is much better and makes a lot more sense, now I just have to pick which one would fit the card the best. Maybe balance needs a fix too.
@StuffnSuch your right in that double strike doesn’t really fit for Golgari. I’m also not really I fan of the final ability mechanically. My suggestion is to make the double strike more connected to the Golgari type, like, for example, making it a delirium effect. You could also work towards making this card just a normal uncommon. For example, instead of player damage returning permanents to the battlefield, you could perhaps mill or return them to your hand instead. But most importantly, this is a tribute card to someone close to you. If you think he’d get a kick out of it as is, you should absolutely keep it that way. I’ll be sure to check out his channel one of these days.
heres’s mine: my gut’s telling me that this is overpowered. Would it be better to increases the cost, lower it’s power, or does it need something else entirely?
@Globert-the-Martian I like the idea, I think I'll change it to mill and/or return to hand with Delirium turning on double strike. Great suggestion. The card definitely needed a tweak, and I just couldn't put my finger on it, but making double strike conditional feels like what I was looking for. Thanks!
@Faiths_Guide Tidal Dike is super combotastic for landfall decks, particularly Tatyova & Aesi. The versatility of the ETB effect alongside the strong fixing during your opponent's turn perhaps warrants upshifting to rare.
@Globert-the-Martian Entrancing Triad's body makes sense for how hard it is to cast, and the first two options being relatively situational is interesting. That makes the 'scry 1' option feel like it was slapped on to force Entrancing Triad to always be useful (especially if it blocks or gets blocked by multiple creatures), so perhaps you could change the "choose one or more" to just "choose one". Alternatively, you could change the third option into something situational, perhaps not directly combat related like the other two (depends on space restrictions). Either way, the card would remain strong, just less of a no-brainer with regards to the player's decisions.
In regards to Entrancing Ostiano, I have to say it either needs to be a two mana or needs to be uncommon, because it's effect while it has potential to be powerfull, takes a while to ramp without running proliferate decks or cards that double counters. I will say that it is versatile in the sense that it can be a repeatable gain contr that allows the flexibility to change creatures each turn, but if I gain control of something I'd rather maintain it. I think that cards like "Threads of dysloyalty", "control magic", and even instants and sorceries such as "entrancing melody" while less versatile in the switching sense, offer more permanent solutions. Entrancing Ostiano is also very susceptible to bounce and removal so chances are opponents won't let you rack up a meaningful amount of counters before flaying the enchantment.
Now I would like to belive that I am an astute mtg player but obviously my evaluation should be taken with a grain of salt. I don't combo alot in the conventional sense, I mostly run decks that can mirror others, so I can't give you good cards that I would combo with your card, but overall I would say in my opinion the card is a bit weak for a rare
{ I really wanted a review on my Izzet cards since they don't get alot of love so I will break my 1 week rule just this once.} - I should be representing an izzet creature each but I will just focus on dragon I made multiple cards for.
It would likely play similarly to As Foretold in that you really don't need it to hit more than 2 or 3 counters. This is enough to steal any powerful tokens or cheap utility creatures, so the rest of your cards are freed up to answer your opponent's greater threats. This, in addition to enchantments being the most difficult type of permanent to remove, is why I don't think it should cost less than 3 mana.
While you don't get to keep the creatures you steal, you can do things such as sacrifice them, turning Entrancing Ostinato into a repeated removal spell with additional upside. Since most repeatable theft is either rare/mythic (e.g. Dominus of Fealty) or much harder to use (e.g. Might Makes Right), I figured it wouldn't be reasonable to have this exist at uncommon.
Enchantments are the permanent type least susceptible to removal, with answers only being common in White and Green (and this is assuming your opponent is actually playing a reasonable amount of such removal). While Blue decks can bounce them, in this case it's not going to be much of a setback unless they start spending multiple resources on it, which is good for you in a different way.
I'm glad you find Entrancing Ostinato 'weak' but not 'bad' or 'useless', since that means I've (hopefully) successfully created a card that requires thought and/or building around to utilize instead of one that just gets jammed into every other deck for sheer value. (For me, the former is significantly more interesting and desirable than the latter.)
With regards to your threefold Shagor – Mountain King:
This is a pretty nice finisher for a spellslinger deck; mostly for being easier to cast than Niv-Mizzet, Parun. Could also work in a red-deck-wins style deck focused around effects like Cavalcade of Calamity. Perhaps better slated as Izzet midrange, since Izzet aggro seems to tend toward Wizard tribal and faster finishers. (Aggro is just about the only kind of Izzet I don't play though, so I'm not sure about that last part.)
Voice of the Clouds:
This is more like a control finisher than an aggro card. It's doesn't work for aggro decks because it puts this sort of dilemma onto your early game: If you play lots of aggro creatures, Shagor will be utterly useless. On the other hand, if you play enough instants & sorceries to build up Shagor, you're almost certainly not playing enough early game pressure to be an aggro strategy.
The need for 6+ power on Shagor to use its activated ability also puts it solidly out of aggro territory, since by the time you get there an aggro deck wants to have won the game already. (The random targeting also hurts it in this regard.)
The "exile an instant or sorcery card from your graveyard" clause should probably be moved into the cost, since currently you can spam the ability so long as Shagor has 6+ power. This would be most apparent in decks like Valduk or dragon tribal.
Thundering Descent:
This one's definitely not aggro. It's way too slow (6 mana + no haste) and can't hit players with its triggered ability. It does make for a strong control finisher though, since you could trigger the 6 damage every turn fairly easily in a dedicated deck. (Needing to reveal cards would likely make it fairly unpopular though, since control decks don't want to show their opponent what answers they have. Depends on what other cards they have access to, both for finishers and card advantage.)
@cadstar369 I think your Satyr Ritualist needs a little more attack power. Even though the ritualist is a two mana satyr, I feel as a cultist that one damage isn't enough. I would ramp up its attack to 2/1 or 3/1 and leave the toughness the same.
Overall the effect of the card is pretty solid, I like tjat you added the discard clause locking it from going infinite. When you trigger the ability you either gain two mana or card advantage which feels very ritualistic. End point, good card, little weak power wise.
My weekly entry will be from my Selesnya cards which actually do get a descent amount of love for their quantity.
This is basically Herald of Secret Streams on steroids & in significantly better colors for just 1 more mana. Getting not only up to ten power across four bodies, but also virtual unblockable on a huge body is nuts for 5 mana. (While preventing you from blocking is strange for these colors, it doesn't really matter since you have access to lifelink and a wide variety of removal & combat tricks, so you probably won't die even if your opponent tries to counterattack.)
Given the static ability, the ETB should probably either have fewer targets or only grant one +1/+1 counter to each target. All similar effects I could find aside from Avabruck Caretaker (which is a mythic rare day/night card) either cost more mana or don't have significant benefits aside from the counters.
The ETB should target, that way your opponent has the opportunity to reduce the huge amount of value you get from playing Pridemane Primordial. (Also because abilities that don't target tend to do things that provide and/or increase the number of potential targets during resolution, e.g. Druidic Ritual & Summon Undead.)
The static ability could definitely afford to be lowered, perhaps to 3~4 power. The only decks with even a moderate chance of having a creature with 6+ power to block with are probably mono-green stompy and certain other +1/+1 counter decks, and even then they'll probably only have one blocker as opposed to your instant army of moderately large threats. (That's assuming you play this on curve; since you're in green it could come out even quicker. Even if it's a turn or two late though, there's still not a huge chance of there being more than a couple blockers.)
Nisia, the Garden Keeper
Consistent, evasive card advantage at 3 mana is really strong. Given that Nisia can also ramp you, it's easily worth upshifting to mythic and/or increasing the mana cost by 1 or 2. Consider Thief of Sanity, which for a similar body and mana value requires you to inflict combat damage, doesn't draw your own cards, and can't ramp off the card advantage it provides.
It doesn't make much sense for Nisia to put the card into your hand as compensation for not ramping, since all similar effects are in green-blue, with blue representing the 'draw' half when the ramp fails. With white representing the life gain on Nisia, it would make more sense if the ability either had the life gain predicated on not ramping, or simply failed upon not hitting an appropriate land (this would also go a long way toward balancing the card).
I'd appreciate feedback on these two cards: (Going for some older creations this time.)
- As always your review is appreciated. I thought as much about Pridemane being a tad overpowered, the reason for the wide distribution of targets is because Pridemane was part of a "Primodial" cycle where six was the theme number. So instead of six +1/+1 counters on one creature (which would be broken) I distributed them among multiple potentially non-existent targets. Consider the following (If you were to ramp this early on, chances are either A: (You wouldn't have enough creatures to benefit making it a 4-7 power deal) or B: (You wouldn't have significant creatures ie (llanowar Elves) )
All in all, due to it being a part of a cycle, I won't mess with it.
- As for Nisia, I do admit it is kind of a color break that might need revamping, but from a imagination sense, ignoring green's marysue like qualities of doing everything, the idea of the lands having shroud means that Nisia blocks or gates the area from you keeping it's secrets. So by tutoring, she invites you into her domain (Plains or Forest), or gives you something of value (put in hand). You can also rest in her garden (gain 3 life).
I will review your cards in my next cycle if no one does it before hand. I appreciate your feedback. It makes making the cards engaging.
As much as I like it, I don't think the Overload cost of Weeping Eclipse should only have red colored mana in the cost. The ability of this card to be cast for only red mana feels like a color pie break to me. "Destroy all creatures" has never been printed on a red card without a big red-feeling downside such as reimbursing their owner with other creatures. I would probably add black to the cost.
I also wonder if it's a little pushed. Casting this for 3 is pretty fair, but I feel like the overloaded cost of this can end games too easily. In games where the board gets gummed up with creatures, a little bit of conservative playing can cause this to kill your opponent or deal a significant amount of damage. Especially considering the versatility of this card, I might make the overload cost (4)(B)(R)(R).
Bluestone Behemoth feels great to me! As far as nitpicks, I would probably name it Bluestone Behemoths because there are two in the art. I also think it is a little underpowered and could benefit from a +1 increase to power or toughness. These are little things, though.
Thoughts on this card and the mechanic in general?
- First of all, I am a fan of your work and expirementation of concepts, I like cardsmiths who venture out of the box so I will assume the mechanic is your own and nor do some searching but correct me if im wrong.
Starting with the mechanic. I feel like the mechanic is great in the sense that it incentivises diverse play and forces players to run decks with a delicate mix of creature and non-creature spells. That begin said, "Supremacy" doesnt match well with the effect because it doesn't really dominate, in the sense that a mechanic with such a name should in my opinion. Additinally, flavorwise, while the mechanic might find home in some cards, it feels kind of like a lifeless mechanic to work with due to the poor name effect combination.
Instilller Of Fear : This kind of rolls back into my comment about the mechanic, but I would have just given Instiller of fear menace and cut of the extra steps that supremacy adds. A 3/2 with menace for one and two black would have been a solid common on it's own. I actually think the mechanic makes "Instiller Of Fear" more like "Instiller Of Minor Concern" due to requiring you to cast a non-creature in addition to this, in order to get menace until end of turn, for a card without haste. Another concern is the fact that instiller of fear is an artifact, making it extra removable for a common, making the card's power level decrease dramatically even for a common. A 3/2 artifact creature common with conditional temp menace for three doesn't seem that strong to me. If you want to keep the mechanic you should make it do a little more than it does rn, otherwise just make it a solid 3/2 non-artifact with menace.
[I will do an additional review since im posting three cards, instead of two]
- Regarding "Weeping eclipse," I agree with @12SidedGuy. For {6}{r}{r} this spell is too cheap for a potential game ender. If this card were to remain as is, it should have an exile clause, or cost a bit more for the overload, because it feels like an agressive love child of [Blasphemus Act] and [Murder]. I will link those when I get on my computer later.
"Destroy all creatures" has been printed on a number of red cards before, though it's usually alongside destruction of one or more other permanent types. In contrast, the only red spell I can find that supports your claim is Mogg Infestation, and it likely replaces the creatures due to being a targeted board wipe for only five mana. In general, this sort of creature replacement effect appears on board wipes in a variety of colors (e.g. Curse of the Swine, March of Souls, Oversimplify, The Phasing of Zhalfir). Considering that Weeping Eclipse combines both potential results of Breaking Point, I see this more as a bend that'd could've appeared on an older card than an outright color break, somewhat justified by appearing on a card of a different color. (While I understand and agree that adding black mana to the overload cost would make it more in line with modern cards, I feel the complete color switch is more interesting.)
Weeping Eclipse dealing damage to each player is a red downside in and of itself, since you can kill yourself with it, similar to effects like Earthquake and Fault Line. Red also tends to be a "go wide" color, so this is very likely to hurt you pretty badly unless you just lost most or all of your creatures. It's also a sorcery, which alongside the symmetric effect is in large part why the overload cost is only six mana (might work better as 3RRR). Were it to be increased, the ability to cast Weeping Eclipse as a single-target removal spell likely wouldn't provide enough utility relative to other board wipes. Consider Rakdos Charm, which can achieve a similar effect at instant speed for only two mana, but provides vastly increased flexibility instead of a board wipe.
With regards to Instiller of Fear:
Similar to what Tonysparks already said, considering existing common 3/2 creatures with menace for 2B, Supremacy is fairly difficult to trigger for just menace. Perhaps it could get +1/+1 or a second keyword as well from its attack trigger, similar to Thraben Foulbloods getting +1/+1 and menace via Delirium, another fairly difficult condition to meet.
Since Supremacy is both difficult to have online and will generally only be available during your turn, the associated abilities would need to be fairly powerful to make them worth the effort. From playing with the recent day/night mechanic (particularly Vadrik), I don't think cards with Supremacy will be used particularly often without being built around, which poses its own problem since you'd have to decide which of your spells won't get their Supremacy effects (which will feel bad since I'd assume Supremacy spells are balanced around having the Supremacy effect).
One thing I don't like about Supremacy is that it seems to discourage the use of instants, since casting spells during your opponent's turn means you can't put them toward getting Supremacy online.
I'm not even sure where to begin with this. I assume you're already aware of how incredibly broken this card is, and I can't see any way to even begin to nudge it toward being reasonable without drastic alterations.
Why include Sinkhole and Cancel? Neither of them fit Tyvar's theme, especially when compared to the other three choices.
Silverchrome Dragon
Doesn't seem like there's much to comment on here aside from how obnoxiously difficult Silverchrome Dragon is to block with three forms of evasion and two protection abilities.
The {B/R} mana doesn't really make sense, since black is the only color that -1/-1 counters are primary in. Consequently, I see no real reason for the {W/U} to be present as opposed to simplifying the cost to WUBR, which would also help balance the card overall (there's really no reason to make this card easier to cast, which is all the hybrid mana is doing for it).
Visilia, the Sangromancer
The triggered ability is really weak. You need to not only gain life before your precombat main phase, but also gain exactly as much life as the mana value of the creature you intend to steal. Even then, you only get a Threaten effect for a specific creature type.
Basically legendary Vampire Nighthawk. Even if you buff the triggered ability, it'll be irrelevant 97% of the time, so this is practically a keyword soup legendary like the recent Wilson, Refined Grizzly.
I'd appreciate feedback on these cards:
In particular, what do you think of Kokunen's last ability? I'm currently considering increasing Kokunen's cost by {1}; if I did, should it be downshifted to rare?
(Nigredo's tap ability is a reference to Spore Cloud in the form of an alchemical smoke bomb.)
As always, your reviews help me gain insight on making better cards, so thank you. With that being said, let's address a few points.
In Regards To Tyvar:
Yes, I know that the repeatable, modified board wipe, counter, land destruction, word soup is broken, but why not. A dragon that controls asteroids ought to be. I wanted Tyvar, The Astropath to be multichromatic thats why I included sinkhole and cancel. It was actually hard to find spells that fit the overall theme I was going for in blue and black.
- Cancel, particularly the one with Ixalans art, represents an asteroid getting logged in your weaponry, disrupting your spells or something like that. I agree it doesn't fall too in line, but I was too lazy to spend hours finding a card in blue that did
- my reasoning behind Sinkhole was, that an asteroid impact caused it, so not much reasoning beyond that flavorwise.
- Overall, despite Tyvar being "broken" for an eyeline point of view, I feel like it's no more broken than Zacama for it's cost range, especially considering that you have to run a mana base of atleast two colors including one that ramps or library tutors for this card to be annoying. Additionally, the abilities tap it, forcing you to chose between activation triggers.
Silverchrome Dragon:
Silverchrome dragon was has so many colors because I wanted to make a yore-tiller set creature as a pose to an esper card which is what this would be. The reason for the multicolors is so that you can run this in plain Boros colors in a Boros Aggro deck while still fitting an artifact deck snuggly.
Mechanically, I wanted Silverchrome dragon to feel really mechanic, thus the mechanic combination. First strike and haste from it cutting through air resisitance with It's light metalic body, the indestructability from the erethrium infused metal, and the -1/-1 counters on it from It's bladed body cutting creatures before they can react.
Visalia, The Sangromancer:
I agree about it being conditional, but as a vampire it is not weak. Vampires as a whole benifit from each other, so if you were to run Visilia in a vampire tribal deck, not only would you have no trouble gaining life before combat, you would have an additional arsenal agains dragon decks in your library. I think as a commander, it would need work, but as a legendary pawn, it does It's job.
I might post again around Friday or Thursday if your cards are not reviewed by then to drop some commentary, but otherwise, I will be back with better cards next week. Thanks again.
@cadstar369 Kokunen's last ability can really cause sudden wins given the right combo card. You just need to have more life than an opponent and a card in play that says pay 1 life:<effect> there are a few old ones that do that and one or two modern cards. Personally I think a combo like this should be a bit harder to pull off as it's quite fast and sudden, the only answer is to kill it immediately or burn them before the end step.
Outside of that combo I think it's pretty neat as a life payment payoff or a bit of a retaliation for hitting you with small creatures.
Comments
You are supposed to give feedback on a previous post first, before posting your own card.
Of course you have to also consider the fact that if you want to keep it mono green the ability in question would be very out of flavor due to the sacrifice clause. Even as written in your card, the card is kind of within Black's range.
My bad, I failed to read the rules. I'll make sure to give some feedback soon.
@LuckyLeopard665 the wording you’re looking for is probably something along these lines: “When Leaning Mossbark dies, destroy each creature without flying that dealt combat damage to it this turn.”
(Using these cards as reference: https://scryfall.com/search?q=o%3A%22when+%7E+dies%22+o%3Adestroy)
While this does require the attacking creature to completely fell the tree, it reduces the clunkiness. If you want it to still trigger on any and all combat damage, you could try this: “When Leaning Mossbark is dealt combat damage, sacrifice it. If you do, destroy each creature without flying that dealt combat damage to it this turn.”
Yet another very well thoughtout review so thank you. While designing the glint cards I also had fun and I'm glad that that translates into how you perceive the card as well.
- I do agree with the flying on Chaosvoid angels being excessive but I wanted to stay in flavor with the dragons have flying thing. I have made a couple without flying, but I think if I ever get a membership on my alt, I will probably remove the flying as suggested. I also thought about how this could be a 12 damage, but the overall feel was that people would try to get rid of it before it got doubled down due to its volatility.
- The rework on Spartial Invader's second ability, I must admit was very masterful. It would not only scale the power down to a more balanced level, but it also stays within the flavor of the card. I will also consider that change when I upgrade.
In respects to your card, the art feels very Jeskai but my personal feel is that the card should have been Bant (GWU) since red is not a very aura heavy card and doesn't have cards that would echo the benefits of having auras Elidolon Of Blossoms or spells that help you go wide by increasing draw rate from targeting creatures like Season Of Growth.
Even if we keep it Jeskai which falls more in line with the second ability than Bant, the second ability to me doesn't feel like it encourages going wide, if I were to use the ability, it would be to essentially cheat triggers and/or double up on bigger creatures. I think that if you were to rework the card, the second ability would need to be more tailored to either making folder tokens, or drawing and attaching ann aura to another creature with a lesser converted mana cost kind of like Light-Paws ability but more spaced out.
Overall the idea is good, but the execution needs work. I think the flying, vigilance, and first ability are solid for what you are going for, but the second ability doesn't have strong serenergy. It just feels like Prothean Thaumathurge with extra steps. The color can remain jeskai but keep in mind that by cutting out green it misses out on creatures that can help go wide, and alot of auras. The art choice is great for the card you have made but I imagine if you modified the second ability the art would be a bit out of place.
Thanks again for your through review.
(On mobile sorry)
- Eidolon Of Blossoms (https://scryfall.com/card/pjou/*122/eidolon-of-blossoms)
- Season Of Growth (https://scryfall.com/card/m20/191/season-of-growth)
I used be on these forums like 5 or 6 years ago, but I was really young back then and didn't understand the game very well. It's been a long time and it's nice to be back. Unfortunately, I failed to look at the rules and posted a card without any prior feedback given, so here's some to make up for that.
@12SidedGuy
Adries' aura ability is really cool, especially because it gets stronger the more auras you have on your creatures. As with most cards, it does seem like it could be somewhat overpowered because you would be able to cast a lot of auras for just 1 mana if you get enough auras. The auras having flash could also combine really well with the copying ability too. If you enchant a creature during your opponent's turn, you could, for instance, get a copy of a bigger blocker or one with some combat specific ability. Really interesting card to build a deck around. It seems like a bit much for 3 mana, even though it requires 3 types, but that could just be me.
Might post more soon, but I wanted to get this one out there.
@12SidedGuy
I’d appreciate feedback on the cards from my previous post, since they got skipped over.
Big thanks to cadstar for explaining to me the strategies that this actually supports, that def helped me see how this would realistically be built around. I will probably try and find a way to use this ability on a card that properly incentivizes it, or maybe change the ability. I also agree that jeskai might not be the color combination for this. None of this card is very red as is and bant would be better for commander.
@cadstar369 sorry for skipping over your cards! Your designs are very clean and I couldn't find much feedback to give at first glance. After looking at your cards again, Celestial Cartography stands out to me as feeling a little odd. I think the effects go well together, but it still feels kind of random. I would try and make the first and second ability go together more, seeing as the second ability looking at 3 cards makes the scry feel kind of unhelpful. Maybe the first trigger is card selection (scry) and the second is card advantage (just drawing, maybe also gaining life or something.) That would make it clearer that the second ability is made more powerful by the first, which more heavily incentivizes triggering both effects.
Another idea I had was to have the first ability say "Whenever you cast an instant, sorcery, or enchantment spell..." and the second say "At the beginning of your end step, if you cast an instant, sorcery, and enchantment spell this turn..." This kind of takes the card in a different direction, but I think it plays fun and feels a lot like cartography to me. Just ideas!
Take a look! Feel free to click the card and go comment on its page!
First, a rules point, you'd want to either say the creature that dealt the damage is destroyed, or that the controller of the creature sacrifices it. Just saying it must be sacrificed doesn't really work anymore. It has to be sacrificed by a player.
That being said, I love the flavor. It does read immediately as a tree falling on the creature that hit it.
Two suggestions, plant is already a creature type, and would possibly better choice over tree, and you may want to specify combat damage.
You know what would be really fun, is if when you sacrifice it, you leave behind a log creature token that's a 0/1 with defender?
Here's a card I NEED feedback on. My brother is RookerMTG on Youtube and designs, plays, and encourages decks on Arena that only use common and uncommon cards. I asked him which color(s) he'd be and abilities he'd have if he was a Magic card and he came back with Golgari and Double Strike (which is SO not a thing), so I had some interesting design space to work in. He also is a Johnny, but leaning Spike, so I wanted to work in that space, too. Anyways, I hope to polish this up and surprise him with it when we meet up at Magic 30 in Vegas. Any adjustments, suggestions, rules lawyer things, etc. would really be appreciated before then.
https://mtgcardsmith.com/view/rooker-artisan-master-1
Thanks for the feedback. Going to change the colors of the card to Golgari. The wording you guys suggested is much better and makes a lot more sense, now I just have to pick which one would fit the card the best. Maybe balance needs a fix too.
heres’s mine: my gut’s telling me that this is overpowered. Would it be better to increases the cost, lower it’s power, or does it need something else entirely?
I like the idea, I think I'll change it to mill and/or return to hand with Delirium turning on double strike. Great suggestion. The card definitely needed a tweak, and I just couldn't put my finger on it, but making double strike conditional feels like what I was looking for. Thanks!
@Globert-the-Martian Entrancing Triad's body makes sense for how hard it is to cast, and the first two options being relatively situational is interesting. That makes the 'scry 1' option feel like it was slapped on to force Entrancing Triad to always be useful (especially if it blocks or gets blocked by multiple creatures), so perhaps you could change the "choose one or more" to just "choose one". Alternatively, you could change the third option into something situational, perhaps not directly combat related like the other two (depends on space restrictions). Either way, the card would remain strong, just less of a no-brainer with regards to the player's decisions.
I'd appreciate feedback on this card:
In regards to Entrancing Ostiano, I have to say it either needs to be a two mana or needs to be uncommon, because it's effect while it has potential to be powerfull, takes a while to ramp without running proliferate decks or cards that double counters. I will say that it is versatile in the sense that it can be a repeatable gain contr that allows the flexibility to change creatures each turn, but if I gain control of something I'd rather maintain it. I think that cards like "Threads of dysloyalty", "control magic", and even instants and sorceries such as "entrancing melody" while less versatile in the switching sense, offer more permanent solutions. Entrancing Ostiano is also very susceptible to bounce and removal so chances are opponents won't let you rack up a meaningful amount of counters before flaying the enchantment.
Now I would like to belive that I am an astute mtg player but obviously my evaluation should be taken with a grain of salt. I don't combo alot in the conventional sense, I mostly run decks that can mirror others, so I can't give you good cards that I would combo with your card, but overall I would say in my opinion the card is a bit weak for a rare
{ I really wanted a review on my Izzet cards since they don't get alot of love so I will break my 1 week rule just this once.} - I should be representing an izzet creature each but I will just focus on dragon I made multiple cards for.
1. Shalgor, The Mountain King
(Izzet Finisher)
https://mtgcardsmith.com/view/shagor-the-mountain-king?list=set&set=65598
2. Shalgor Voice Of The Clouds
(Izzet Mid-Range)
https://mtgcardsmith.com/view/shagor-voice-of-the-clouds?list=set&set=65598
3. Shalgor, Thunder's Descent
(Izzet Control Finisher)
https://mtgcardsmith.com/view/shagor-thunders-descent?list=set&set=65598
With regards to Entrancing Ostinato –
- It would likely play similarly to As Foretold in that you really don't need it to hit more than 2 or 3 counters. This is enough to steal any powerful tokens or cheap utility creatures, so the rest of your cards are freed up to answer your opponent's greater threats. This, in addition to enchantments being the most difficult type of permanent to remove, is why I don't think it should cost less than 3 mana.
- While you don't get to keep the creatures you steal, you can do things such as sacrifice them, turning Entrancing Ostinato into a repeated removal spell with additional upside. Since most repeatable theft is either rare/mythic (e.g. Dominus of Fealty) or much harder to use (e.g. Might Makes Right), I figured it wouldn't be reasonable to have this exist at uncommon.
- Enchantments are the permanent type least susceptible to removal, with answers only being common in White and Green (and this is assuming your opponent is actually playing a reasonable amount of such removal). While Blue decks can bounce them, in this case it's not going to be much of a setback unless they start spending multiple resources on it, which is good for you in a different way.
- I'm glad you find Entrancing Ostinato 'weak' but not 'bad' or 'useless', since that means I've (hopefully) successfully created a card that requires thought and/or building around to utilize instead of one that just gets jammed into every other deck for sheer value. (For me, the former is significantly more interesting and desirable than the latter.)
With regards to your threefold Shagor –Mountain King:
- This is a pretty nice finisher for a spellslinger deck; mostly for being easier to cast than Niv-Mizzet, Parun. Could also work in a red-deck-wins style deck focused around effects like Cavalcade of Calamity. Perhaps better slated as Izzet midrange, since Izzet aggro seems to tend toward Wizard tribal and faster finishers. (Aggro is just about the only kind of Izzet I don't play though, so I'm not sure about that last part.)
Voice of the Clouds:- This is more like a control finisher than an aggro card. It's doesn't work for aggro decks because it puts this sort of dilemma onto your early game: If you play lots of aggro creatures, Shagor will be utterly useless. On the other hand, if you play enough instants & sorceries to build up Shagor, you're almost certainly not playing enough early game pressure to be an aggro strategy.
- The need for 6+ power on Shagor to use its activated ability also puts it solidly out of aggro territory, since by the time you get there an aggro deck wants to have won the game already. (The random targeting also hurts it in this regard.)
- The "exile an instant or sorcery card from your graveyard" clause should probably be moved into the cost, since currently you can spam the ability so long as Shagor has 6+ power. This would be most apparent in decks like Valduk or dragon tribal.
Thundering Descent:I'd appreciate feedback on this card:
Overall the effect of the card is pretty solid, I like tjat you added the discard clause locking it from going infinite. When you trigger the ability you either gain two mana or card advantage which feels very ritualistic. End point, good card, little weak power wise.
My weekly entry will be from my Selesnya cards which actually do get a descent amount of love for their quantity.
1. Pridemane Primodial
(Selesnya mid-range)
https://mtgcardsmith.com/view/pridemane-primodial?list=set&set=65596
2. Nisia, The Garden Keeper
(Selesnya Ramp)
https://mtgcardsmith.com/view/nisia-the-garden-keeper?list=set&set=65596
Pridemane Primordial
- This is basically Herald of Secret Streams on steroids & in significantly better colors for just 1 more mana. Getting not only up to ten power across four bodies, but also virtual unblockable on a huge body is nuts for 5 mana. (While preventing you from blocking is strange for these colors, it doesn't really matter since you have access to lifelink and a wide variety of removal & combat tricks, so you probably won't die even if your opponent tries to counterattack.)
- Given the static ability, the ETB should probably either have fewer targets or only grant one +1/+1 counter to each target. All similar effects I could find aside from Avabruck Caretaker (which is a mythic rare day/night card) either cost more mana or don't have significant benefits aside from the counters.
- The ETB should target, that way your opponent has the opportunity to reduce the huge amount of value you get from playing Pridemane Primordial. (Also because abilities that don't target tend to do things that provide and/or increase the number of potential targets during resolution, e.g. Druidic Ritual & Summon Undead.)
- The static ability could definitely afford to be lowered, perhaps to 3~4 power. The only decks with even a moderate chance of having a creature with 6+ power to block with are probably mono-green stompy and certain other +1/+1 counter decks, and even then they'll probably only have one blocker as opposed to your instant army of moderately large threats. (That's assuming you play this on curve; since you're in green it could come out even quicker. Even if it's a turn or two late though, there's still not a huge chance of there being more than a couple blockers.)
Nisia, the Garden KeeperI'd appreciate feedback on these two cards:
(Going for some older creations this time.)
- As always your review is appreciated. I thought as much about Pridemane being a tad overpowered, the reason for the wide distribution of targets is because Pridemane was part of a "Primodial" cycle where six was the theme number. So instead of six +1/+1 counters on one creature (which would be broken) I distributed them among multiple potentially non-existent targets. Consider the following (If you were to ramp this early on, chances are either A: (You wouldn't have enough creatures to benefit making it a 4-7 power deal) or B: (You wouldn't have significant creatures ie (llanowar Elves) )
All in all, due to it being a part of a cycle, I won't mess with it.
- As for Nisia, I do admit it is kind of a color break that might need revamping, but from a imagination sense, ignoring green's marysue like qualities of doing everything, the idea of the lands having shroud means that Nisia blocks or gates the area from you keeping it's secrets. So by tutoring, she invites you into her domain (Plains or Forest), or gives you something of value (put in hand). You can also rest in her garden (gain 3 life).
I will review your cards in my next cycle if no one does it before hand. I appreciate your feedback. It makes making the cards engaging.
Love these cards! Here are my thoughts:
As much as I like it, I don't think the Overload cost of Weeping Eclipse should only have red colored mana in the cost. The ability of this card to be cast for only red mana feels like a color pie break to me. "Destroy all creatures" has never been printed on a red card without a big red-feeling downside such as reimbursing their owner with other creatures. I would probably add black to the cost.
I also wonder if it's a little pushed. Casting this for 3 is pretty fair, but I feel like the overloaded cost of this can end games too easily. In games where the board gets gummed up with creatures, a little bit of conservative playing can cause this to kill your opponent or deal a significant amount of damage. Especially considering the versatility of this card, I might make the overload cost (4)(B)(R)(R).
Bluestone Behemoth feels great to me! As far as nitpicks, I would probably name it Bluestone Behemoths because there are two in the art. I also think it is a little underpowered and could benefit from a +1 increase to power or toughness. These are little things, though.
Thoughts on this card and the mechanic in general?
https://mtgcardsmith.com/view/instiller-of-fear?list=user
- First of all, I am a fan of your work and expirementation of concepts, I like cardsmiths who venture out of the box so I will assume the mechanic is your own and nor do some searching but correct me if im wrong.
Starting with the mechanic. I feel like the mechanic is great in the sense that it incentivises diverse play and forces players to run decks with a delicate mix of creature and non-creature spells. That begin said, "Supremacy" doesnt match well with the effect because it doesn't really dominate, in the sense that a mechanic with such a name should in my opinion. Additinally, flavorwise, while the mechanic might find home in some cards, it feels kind of like a lifeless mechanic to work with due to the poor name effect combination.
Instilller Of Fear : This kind of rolls back into my comment about the mechanic, but I would have just given Instiller of fear menace and cut of the extra steps that supremacy adds. A 3/2 with menace for one and two black would have been a solid common on it's own. I actually think the mechanic makes "Instiller Of Fear" more like "Instiller Of Minor Concern" due to requiring you to cast a non-creature in addition to this, in order to get menace until end of turn, for a card without haste. Another concern is the fact that instiller of fear is an artifact, making it extra removable for a common, making the card's power level decrease dramatically even for a common. A 3/2 artifact creature common with conditional temp menace for three doesn't seem that strong to me. If you want to keep the mechanic you should make it do a little more than it does rn, otherwise just make it a solid 3/2 non-artifact with menace.
[I will do an additional review since im posting three cards, instead of two]
@cadstar369
- Regarding "Weeping eclipse," I agree with @12SidedGuy. For {6}{r}{r} this spell is too cheap for a potential game ender. If this card were to remain as is, it should have an exile clause, or cost a bit more for the overload, because it feels like an agressive love child of [Blasphemus Act] and [Murder]. I will link those when I get on my computer later.
1. Tyvar, The Astropath
(Mono white control/ Chromatic? (Idk, what it is))
https://mtgcardsmith.com/view/tyvar-the-astropath?list=set&set=65562
Tyvar controls asteroids, so each ability there represents a existing mtg card, depicting what his manipulation of asteroids does.
2. Silverchrome Dragon
(Yore-tiller Aggro)
https://mtgcardsmith.com/view/silverchrome-dragon?list=user
3. Visilia, The Sangromancer
(Rakdos Lifegain control)
https://mtgcardsmith.com/view/visilia-the-sangromancer?list=user
So I know what you are thinking "Thats not a dragon," well it's not, but it sure is dragon themed. Also account does specify mostly dragons.
Regarding Weeping Eclipse:
- "Destroy all creatures" has been printed on a number of red cards before, though it's usually alongside destruction of one or more other permanent types. In contrast, the only red spell I can find that supports your claim is Mogg Infestation, and it likely replaces the creatures due to being a targeted board wipe for only five mana. In general, this sort of creature replacement effect appears on board wipes in a variety of colors (e.g. Curse of the Swine, March of Souls, Oversimplify, The Phasing of Zhalfir). Considering that Weeping Eclipse combines both potential results of Breaking Point, I see this more as a bend that'd could've appeared on an older card than an outright color break, somewhat justified by appearing on a card of a different color. (While I understand and agree that adding black mana to the overload cost would make it more in line with modern cards, I feel the complete color switch is more interesting.)
- Weeping Eclipse dealing damage to each player is a red downside in and of itself, since you can kill yourself with it, similar to effects like Earthquake and Fault Line. Red also tends to be a "go wide" color, so this is very likely to hurt you pretty badly unless you just lost most or all of your creatures. It's also a sorcery, which alongside the symmetric effect is in large part why the overload cost is only six mana (might work better as 3RRR). Were it to be increased, the ability to cast Weeping Eclipse as a single-target removal spell likely wouldn't provide enough utility relative to other board wipes. Consider Rakdos Charm, which can achieve a similar effect at instant speed for only two mana, but provides vastly increased flexibility instead of a board wipe.
With regards to Instiller of Fear:- Similar to what Tonysparks already said, considering existing common 3/2 creatures with menace for 2B, Supremacy is fairly difficult to trigger for just menace. Perhaps it could get +1/+1 or a second keyword as well from its attack trigger, similar to Thraben Foulbloods getting +1/+1 and menace via Delirium, another fairly difficult condition to meet.
- Since Supremacy is both difficult to have online and will generally only be available during your turn, the associated abilities would need to be fairly powerful to make them worth the effort. From playing with the recent day/night mechanic (particularly Vadrik), I don't think cards with Supremacy will be used particularly often without being built around, which poses its own problem since you'd have to decide which of your spells won't get their Supremacy effects (which will feel bad since I'd assume Supremacy spells are balanced around having the Supremacy effect).
- One thing I don't like about Supremacy is that it seems to discourage the use of instants, since casting spells during your opponent's turn means you can't put them toward getting Supremacy online.
@TonysparksTyvar, the Astropath
- I'm not even sure where to begin with this. I assume you're already aware of how incredibly broken this card is, and I can't see any way to even begin to nudge it toward being reasonable without drastic alterations.
- Why include Sinkhole and Cancel? Neither of them fit Tyvar's theme, especially when compared to the other three choices.
Silverchrome Dragon- Doesn't seem like there's much to comment on here aside from how obnoxiously difficult Silverchrome Dragon is to block with three forms of evasion and two protection abilities.
- The {B/R} mana doesn't really make sense, since black is the only color that -1/-1 counters are primary in. Consequently, I see no real reason for the {W/U} to be present as opposed to simplifying the cost to WUBR, which would also help balance the card overall (there's really no reason to make this card easier to cast, which is all the hybrid mana is doing for it).
Visilia, the SangromancerI'd appreciate feedback on these cards:
In particular, what do you think of Kokunen's last ability? I'm currently considering increasing Kokunen's cost by {1}; if I did, should it be downshifted to rare?
(Nigredo's tap ability is a reference to Spore Cloud in the form of an alchemical smoke bomb.)
As always, your reviews help me gain insight on making better cards, so thank you. With that being said, let's address a few points.
In Regards To Tyvar:
Yes, I know that the repeatable, modified board wipe, counter, land destruction, word soup is broken, but why not. A dragon that controls asteroids ought to be. I wanted Tyvar, The Astropath to be multichromatic thats why I included sinkhole and cancel. It was actually hard to find spells that fit the overall theme I was going for in blue and black.
- Cancel, particularly the one with Ixalans art, represents an asteroid getting logged in your weaponry, disrupting your spells or something like that. I agree it doesn't fall too in line, but I was too lazy to spend hours finding a card in blue that did
- my reasoning behind Sinkhole was, that an asteroid impact caused it, so not much reasoning beyond that flavorwise.
- Overall, despite Tyvar being "broken" for an eyeline point of view, I feel like it's no more broken than Zacama for it's cost range, especially considering that you have to run a mana base of atleast two colors including one that ramps or library tutors for this card to be annoying. Additionally, the abilities tap it, forcing you to chose between activation triggers.
Silverchrome Dragon:
Silverchrome dragon was has so many colors because I wanted to make a yore-tiller set creature as a pose to an esper card which is what this would be. The reason for the multicolors is so that you can run this in plain Boros colors in a Boros Aggro deck while still fitting an artifact deck snuggly.
Mechanically, I wanted Silverchrome dragon to feel really mechanic, thus the mechanic combination. First strike and haste from it cutting through air resisitance with It's light metalic body, the indestructability from the erethrium infused metal, and the -1/-1 counters on it from It's bladed body cutting creatures before they can react.
Visalia, The Sangromancer:
I agree about it being conditional, but as a vampire it is not weak. Vampires as a whole benifit from each other, so if you were to run Visilia in a vampire tribal deck, not only would you have no trouble gaining life before combat, you would have an additional arsenal agains dragon decks in your library. I think as a commander, it would need work, but as a legendary pawn, it does It's job.
I might post again around Friday or Thursday if your cards are not reviewed by then to drop some commentary, but otherwise, I will be back with better cards next week. Thanks again.
Kokumen is actually interesting one, and no. The mana cost seems reasonable, since:
Let's say, if you lost two life, that's one.
Then a creature dealt damage to you and you lost 3 life. That's two.
Then you lost 5 life this turn and every opponent loses 2 life as end step ends.
It's unique ability, I haven't seen one like it, and it's very specific. Therefore, mystic or rare wouldn't hurt.
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