ningyounk

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ningyounk
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  • I like how you distributed the different ways to remove cards from the library between colours, it sounds like it may have enough design space to support several archetypes and maybe be pretty central to the set itself. It's also pretty original and…
  • GENERAL FEEDBACK AND ARCHETYPES — GENERAL — * All the ally-coloured decks felt too directional and would benefit from clearer side strategies available. The enemy decks were fine since they had their own strategies on top of two paths they could…
  • COMMONS OF INTEREST: Angelic Hopebringer: This is the only card in the RW archetype that actually pumps the weenies and, as feared, it's quite un-synergistic as it can make your creatures pass the threshold of 2-power and prevent them from trig…
  • Partner of Frostvale: The rationale behind this was to synergise with both Discover and RW weenies by offering a new tokens hidden theme. That's why it gives double strike, so the weenies don't get over 2-power. This ended up completely broken, I'm …
  • Siren Concerto: The first ability was pinging the opponent way slower than I anticipated. It was actually interesting to play with but the reward didn't feel like it was worth the complexity and wordiness. I almost never played with the last ability…
  • CATEGORY IV: Not-a-fan... Dance Leader: Even in a dedicated deck, it very rarely found more than one creature and the lack of combat-relevant ability made it quite underwhelming. It felt ok as a support card but it's supposed to be one directio…
  • Set Ablaze: The additional upsides didn't come up enough that it felt like anything but a 3-mana shock. I don't think this is the right place for the "can't gain life" red cards. If felt fine, just not the premium burn spell it's supposed to be. Ca…
  • CATEGORY III: Ok-ish. Growling Missionary: The card felt amazing in agressive decks and Renaissance strategies, though ironically none of them are centred around White. So I guess it does its job fine, which is tempting you into splashing White…
  • Drunk Wolf: This card was never really embarrassing thanks to the nice options available, and really shined a couple times in the right deck. I'm not even sure why this wasn't in the AWESOME! category now that I think about it. It did feel like inde…
  • CATEGORY II: Nice! Messenger of Serra: Both abilities were useful at some point without being anything super impressive. It was doing its job just fine, but I wouldn't care if we changed it. Rays, Avatar of Victory: This was actually a bit on …
  • Thrill of Adventure: This card is really strong (maybe a bit too much?) but the play pattern was super interesting as it also pushed you to attack with small creatures that would normally die. With the help of the 2 damage, the opponent actually don…
  • Alright, I've finished playtesting every uncommon at least a little. Obviously it's impossible to get a sense of each card in every possible match-up but I made sure to cast each of them in actual situations to get a feel of how they impacted the ga…
  • @feralitator Oh there will be way more than one white uncommon required at the end of the playtest x) Playing with the cards for the first time usually shakes things a lot, whole archetypes may have to move. I've currently playtested 93% of uncomm…
  • Sink sounds interesting, I would probably start with just one card as a threshold and test where that leads you. Just like Dive though, don't lock yourself completely on the idea because it's not deep enough to support a whole set, but if you start …
  • Hello!  A few quick comments as I pass by:  • Dive is somewhat flavourful but it doesn't do anything that mill can't do in this form, so it won't lead you to any particularly original effect. I would probably wait to see if there are interesting s…
  • @feralitator The main problem you're going to face with a Deep-like mechanic though is that it's really bothersome to count the number of cards left in your library. That's why you only find these kind of mechanics on games you can only play onlin…
  • Hey! I don't know if this has come up before but there is a mechanic that is extremely similar to Sunken called Hideaway. Just to make sure you knew about it ^^   Also, just for research purpose, I don't know if you've looked into the Legends of R…
  • A tribal set might be a good suit for the concept and it's definitely a good idea to lay down the potential tribes and associated mechanical identities you'd like to explore, but it can be good to take a step back at the beginning and leave yourself…
  • @CoffeeishAboveAndAbout Favourites have been applied! =D AboveAndAbout, you still have two more favourites available, if you're interested ^^
  • Hey ^^ Liking the new set idea, the illustrations look like there could be some interesting themes. About White creatures, I strongly advice against changing its creature ratio (62%) or that of any colour for that matter. This is especially importa…
  • SpellPiper2213 @feralitator Thanks for the feedback! =D Currently, if you would exile a permanent you own but that is under your opponent control, what would happen is that you would be the only one to draw a card — though you would draw only one …
  • I've made physical playtest cards of all the uncommons and I've started to slowly test them out over the last week (It's going to take a while since decks need some amounts of commons to function). So far the white card drawing Violin has been prett…
  • Here's a personal opinion on each concept: • I've seen several music-oriented sets at various stages of completion, Rezatta being one of them to an extent, so I can say there's a decent enough amount of illustrations and design space available in t…
  • @ThePhantomJoker Yeah, but I don't think Consecrated Sphinx should be a role model for White card draw x) It's a really strong card that defines the best drawing colour in MTG. White is usually more about closing a gap in ressources, group hug dra…
  • I'm very much on the side of Red-Tower about the token spells, by the way. I think using an adventure card frame is the cleanest way to do this as finding the information about the spell in text form is tedious and extra-wordy. And I don't think it'…
  • @proggy Ah yes, I totally misread that for some reason, my bad >.< Well it certainly makes the card an actual option to cast on your turn compared to when I though it was 8-mana xD But I don't think it changes the feedback I had earlier: You…
  • Jadefire @LyndonF I favourited your most recent cards ^^
  • @Tonysparks Haha, it got me pretty surprised to see that on there, not gonna lie x) The problem with granting the City's Blessing like this is that it also undercuts the whole mini-game about reaching ten permanents, though. If there had been a ca…
  • Yeah, reminder text doesn't bear any rules baggage, everything that's italicised on the card basically doesn't exist. They're just notes. The name of a card can bear all its properties if you want, but you'd need to be able to look up the name on th…
  • * ThePhantomJoker In Search of Heroes An enchantment version of Inspiring Commander sounds like a safe bet for white card draw and I wouldn’t be surprised to see something similar happen one day in an official set. That being said, the …