opcode_6e
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Comments
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Here's one for Spite:
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This mechanic is both insular (relies on opponents haviong a counter to your mechanic on hand) and overpowered. @UndeadZombie22 mentioned Shadow above. I think R&D considers Shadow a poor mechanic these days, so you shouldn't try to emulate it. …
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This one is for when you want to kill that annoying modular creature or boost your Canker Abomination:
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@Connor2001 Suffering is impossible to kill because the -1/-1 counter from persist will be removed as a state-based action as soon as it enters the battlefield due to rule 121.3: 121.3. If a permanent has both a +1/+1 counter and a -1/-1 counter o…
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Here's one for Immolate:
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EDIT: Going to delete my old card because I thought of something better:
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Here's a dimensionally-themed cycle:
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Not sure how well a modular decayer would play, but I tried making one:
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Have a look at this one:
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Nice, second place! Here are the cards I'd like favorited: http://mtgcardsmith.com/view/chronosavants-wisdom http://mtgcardsmith.com/view/generals-insight http://mtgcardsmith.com/view/whisperwood-steward Thanks!
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Here's an artifact for you:
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I got "door" and "anticlimactic" No image this time because of some weird Cloudflare thing: http://mtgcardsmith.com/view/the-red-menace-3
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A mechanic that rewards heavy investment into one color:
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This card is about as useless as it possibly could be at the moment, but Wizards can change that at any time. C'mon, Wizards, make it happen!
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Δ Spirit:
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Here are a couple of utility lands, though one technically has a mana ability:
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I haven't entered a rare yet, so I'll add one:
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There's not enough room on the card for reminder text for the consumed mechanic, so here's how it works: 1. Creatures with consumed enter the battlefield consumed by evil. 2. Creatures that are consumed by evil can't attack, block or activate abil…
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I'm putting this here because it's odd and I'm sure there are 999999999 rules issues I'm missing with this, but it's interesting design space to explore:
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Here you go:
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This contest is lonely, so here's a new mechanic: Energize. Whenever a permanent would become untapped, but it already untapped, it becomes energized. Thus, permanents with energize will usually become energized during their controllers' untap step…
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Card for Timmy right here:
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Random red/blue weirdness:
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Static ability manipulation fun:
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Here are a couple for round 2:
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Five colors, coming right up:
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Here are a few that haven't been posted on this forum before:
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Common!
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Since I have 99 cards on my account, I rolled 4d100 to get four random numbers. Here's what I got: #5 is weird: #14 is kinda boring: #43 is pretty specialized: #73 is trying to make flanking is little less terrible:
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Base card: Transforms into: Repulse ability: When a creature with repulse blocks a creature without first strike or double strike, it deals damage equal to its power to the blocked creature, then the blocked creature is removed from combat.