tag:blogger.com,1999:blog-5479847193762153273.post7251033313982735875..comments2024-03-11T02:32:15.295-04:00Comments on Goblin Artisans: Weekend Design Challenge 061518 - A Work of ArtUnknownnoreply@blogger.comBlogger42125tag:blogger.com,1999:blog-5479847193762153273.post-8126207225689609002018-06-21T18:42:00.119-04:002018-06-21T18:42:00.119-04:00Yeah swapping the last two lines makes sense, I st...Yeah swapping the last two lines makes sense, I still kinda like the counters idea.<br /><br />It is cats because I may have lost track of the challenge I did have it as 3/3 dinosaurs but would cost 3WW and I wasn’t sure white should have reoccurring green 3/3 creatures but should be<br /><br />Quiet of the Pool<br />3WW<br />Art K<br />Sorcery <br />Gain X life where X is the number of<br />Enchantments you control then create a 3/3 green dinosaur with trample<br />When an enchantment enters the battlefield under your control you may pay W if you do return Quiet of the pool to your hand from your graveyard<br />bobbbyyyhttps://www.blogger.com/profile/13839703000104330244noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-18458139112945468622018-06-18T16:13:35.753-04:002018-06-18T16:13:35.753-04:00Awesome.Awesome.Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-15935216783222747192018-06-18T14:59:31.071-04:002018-06-18T14:59:31.071-04:00I had flavor text from an Elder Wizard. I thought ...I had flavor text from an Elder Wizard. I thought a cool weekend challenge would be to make an Elder of some creature typr.Doug Kenthttps://www.blogger.com/profile/11099708938705613144noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-85669849017451225842018-06-18T13:59:39.140-04:002018-06-18T13:59:39.140-04:00It just occurred to me that someone could have mad...It just occurred to me that someone could have made a creature using Art B and creature type Elder.Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-41272466080955100252018-06-18T11:08:44.002-04:002018-06-18T11:08:44.002-04:00I like the name 'Quiet of the Pool' but I ...I like the name 'Quiet of the Pool' but I don't see why it's a sorcery rather than an enchantment and I'm deeply confused by the cat token given the art.<br /><br />Definitely swap the last two lines of Oozification. It's super confusing that you just said we're enchanting a non-creature and then you're referencing an enchanted creature. It's also not clear from this card alone why you're dancing around with 0/0 +3/+3 rather than just making it a 3/3 creature. That's slightly oozier, but not worth the complication without a +1/+1-matters theme.Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-58661945091294385812018-06-18T10:44:50.647-04:002018-06-18T10:44:50.647-04:001 is not the most build-around card, because it do...1 is not the most build-around card, because it doesn't require you to have Clerics to do something, but it is notably stronger in an all-Cleric deck and that counts.<br /><br />2. I was surprised none of the contestants or judges mentioned the possibility of cropping the art. That happens all the time.<br /><br />3. I did not notice the face in the art at the time.<br /><br />4. It's so funny that Chris copied Scott's round 1 card accidentally this round. I was aware of the homage here, and trying to make a clearer/safer version.<br /><br />6. It was so hard to find a mono-black Demon design for this art rather than black-red!<br /><br />7. Red gets reach now, and any color can do flash when totally necessary, but I still felt ishy just putting "Flash, reach" on this card. I like Ryan's solution best.<br /><br />8. Apparently entwine is my non-evergreen mechanic. I felt pretty good escaping the trap of using Art I here, though I definitely would've lost points since my art is so focused on the creature. (Just noticed that Scott's submission was a creature rather than a spell <i>and</i> no one called him out on it.)<br /><br />9. In the same way red is constantly trying out variations in the power space between <a rel="nofollow">Shock</a> and <a rel="nofollow">Lightning Bolt</a>, I think green needs to vary between <a rel="nofollow">Prey Upon</a> and <a rel="nofollow">Provoke</a>.<br /><br />10. This art depicts a creature's fate, and is thus a removal spell. How does green use Oozes to kill?Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-56698569728528767382018-06-18T10:18:31.994-04:002018-06-18T10:18:31.994-04:00This is about two hours of un-playtested work that...This is about two hours of un-playtested work that I did after the challenge was revealed publicly but before reading the submissions.<br /><br />1 <b>My Blood For Your Blood</b><br />{1}{W}<br />Art E<br />Instant U <br />Sacrifice a non-Cleric creature.<br />Creatures you control gain indestructible until end of turn.<br /><br />2 <b>Regal Omnicorn</b> <br />{2}{W}<br />Art K, cropped around the quadruped<br />Creature — Dinosaur R <br />Whenever Regal Omnicorn attacks, tap or untap target creature.<br />3/3<br /><br />3 <b>Minister of Mysteries</b> <br />{2}{U}<br />Art L<br />Creature — Human Wizard C<br />Whenever a creature dies, scry 1.<br />1/3<br /><br />4 <b>Transmute Water</b> <br />{2}{U}<br />Art A<br />Enchantment M<br />{2}: Target Island you control becomes a copy of target permanent until end of turn.<br /><br />5 <b>Disease Flinger</b><br />{2}{B}<br />Art C<br />Creature — Elf Wizard C<br />{1}{B}, Sacrifice Disease Flinger: Target creature gets -2/-2 until end of turn. Activate this ability only as sorcery.<br />2/2<br /><br />6 <b>Lord of Eternal Conflict</b><br />{5}{B}{B}<br />Art F<br />Creature — Demon M<br />Flying<br />At the beginning of combat on your turn, return a creature card from your graveyard to the battlefield. It gains haste. Exile it at end of turn.<br />7/7<br /><br />7 <b>Ambush Hellion</b> <br />{4}{R}{R}<br />Art D<br />Creature — Hellion U<br />Ambush Hellion has flash as long as a flying creature is attacking.<br />When Ambush Hellion enters the battlefield, it gains reach until end of turn.<br />5/5<br /><br />8 <b>Kick it Up a Notch</b> <br />{R}{R}<br />Art B<br />Instant R<br />Choose one —<br />• Copy target spell. You may choose new targets for the copy.<br />• Kick or entwine each spell you control.<br />Entwine {2} <i>(Choose both if you pay the entwine cost.)</i><br /><br />9 <b>Stalk</b> <br />{G}<br />Art J<br />Sorcery C<br />Target creature you control gets +2/+2 until end of turn and must be blocked this turn if able.<br /><br />10 <b>Slimed</b> <br />{G}<br />Art H<br />Enchantment — Aura U<br />Enchant creature<br />Enchanted creature can’t attack or block as long as you control an Ooze or a creature with greater power.Jay Treathttps://www.blogger.com/profile/09428861685923241850noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-70427014050405545012018-06-18T03:53:47.498-04:002018-06-18T03:53:47.498-04:00What does card number 2 do?What does card number 2 do?Doug Kenthttps://www.blogger.com/profile/11099708938705613144noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-54837155241173676532018-06-17T12:22:14.841-04:002018-06-17T12:22:14.841-04:00I want 10 and 8 reviewed. Revark should read sacri...I want 10 and 8 reviewed. Revark should read sacrifice a creature.Doug Kenthttps://www.blogger.com/profile/11099708938705613144noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-42569357731862804542018-06-17T12:20:35.430-04:002018-06-17T12:20:35.430-04:004. The Mesmerizing Oasis 2 UU
Art K
Enchantment
Wh...4. The Mesmerizing Oasis 2 UU<br />Art K<br />Enchantment<br />Whenever you cast a blue spell but a mesmerizing counter on cardname.<br />XU, remove X mesmerizing counters: Choose one,<br />-Tap up to X target creatures and they do not untap during their controler's next untap step<br />-Gain control of target creature with cmc X or less.<br /><br />5. Blood Seer 1B<br />Art E<br />Creature-Human<br />Pay 2 life, T: Scy 1<br />1/3<br /><br />6. Revark the Indescribable Evil<br />5BB<br />Art F<br />Flying<br />R: Target creature gains haste until end of tutn<br />1RR, sacrifice: Deal 3 damage to each creature and player.<br />Revark sure knows how to get things done, a little destruction goes a long way.<br />5/7<br /><br />7. The Hulking Goblin<br />4R<br />Art G<br />Menace<br />1RR: Target creature cannot block this turn<br />4/4<br /><br />8. Chaotic Mistake<br />XRR<br />Art I<br />Search your library for X instant and/or sorceries with cmc x or less and put them into your graveyard. For each card put into your graveyard this way flip a coin. If you win the flip cast the spell without paying its mana cost. If you lose the flip deal 2 damage to any target.<br /><br />Messing with chaos magic sometimes can have unforeseen consequences.<br />-The Elder Wizard<br /><br />9. Enlarged Predator<br />2GG<br />Art D<br />Put 2 +1/+1 counters on target creature, destroy target flying creature.<br /><br />The energy of lands made things bigger and hungrier.<br /><br />10. The Mask of Enragement<br />2GG<br />Art J<br />Enchanted creature gets +2/+2 and trample.<br />1RR: Enchanted creature fights a creature at random. Activate this ability each turn if able.<br />When cardname is put into the graveyard return it to plah enchanting a creature.Doug Kenthttps://www.blogger.com/profile/11099708938705613144noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-68068585652767778102018-06-17T11:35:39.218-04:002018-06-17T11:35:39.218-04:00So the Acre Shaker's weirdness is do to my poo...So the Acre Shaker's weirdness is do to my poor grasp of some red mechanics. I thought anti-flyer damage and forced blocking were only in green. They are in fact, also both permitted in red. So I was trying to get around it with a concept that everybody with good sense was running away (and dragons aren't known for good sense.)<br /><br />But! Since I was wrong, we can fix it and make it more red and art appropriate<br /><br />Acre Shaker (Uncommon)<br />3RR<br />Art D<br />Trample<br />Creatures with flying must block Acre Shaker if able.<br />5/3<br />(Same flavor text)<br /><br />Piercing Lancefire is a bit more complicated. I was struck by the fact that the art emphasizes the boat and a community and it got me thinking about who would survive this devastation and who wouldn't and how to represent that as a Johnny thing. That naturally meant to me Johnny would want to combo it to make sure his creatures would survive. So I thought about the idea of people taking cover and protecting themselves with their "things." Those who had things survived, but the things were destroyed. Mechanically, artifacts seemed like the best fit. (Boat=vehicle=artifacts...)<br /><br />And if you're playing red, there are plenty of artifact-focused red decks, so I figured Johnny can find interesting ways to play off it, like with the artifacts that do things when they die. Or with cheap artifact tokens/treasures.Larcenthttps://www.blogger.com/profile/02637510675812632748noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-29292216937628038532018-06-17T00:53:42.057-04:002018-06-17T00:53:42.057-04:00The cards I want feed back on are card 10(Oozifica...The cards I want feed back on are card 10(Oozification) and card 1(quiet of the pool)<br /><br />1) Card #1: White (uncommon) – We want a build-around noncreature for Draft. (It encourages the player to draft a theme that they might not normally.)<br />Quiet of the pool<br />2W<br />ART K<br />Sorcery<br />Gain X life where X is the number of enchantments you control and create a 1/1 white cat token with lifelink.<br />Whenever an enchantment enters the battlefield under your control you may pay W, if you do return Quiet of the pool to your hand.<br /><br />2) Card #2: White (rare) – We want a Spike-friendly creature.<br />Sage of Arnlor<br />1W<br />ART B<br />Creature – Human Cleric<br />First strike<br />Whenever a creature leaves the battlefield <br />2/1<br /><br />3) Card #3: Blue (common) – We want a creature without evasion. 2U<br />Censer Swinging Brute<br />3U<br />Art E<br />Creature – Human <br />When Censer Swinging Brute blocks a creature, scry 1<br />3/4<br /><br /><br />4) Card #4: Blue (mythic rare) – We want a super-exciting enchantment.<br />Way of the Turtle Snake<br />3U<br />ART A <br />Enchantment<br />When a snake or turtle enters the battlefield under your control scry 2.<br />1U: name a non-land card, then reveal the top card of your library, if it is the named cards create a 1/1 blue turtle snake creature tokens, activate this ability only if you haven’t revealed the named card this turn.<br /><br />5) Card #5: Black (common) – We want a creature with an activated ability.<br />Speaker to the Nether <br />1B<br />ART C<br />Creature- Human Cleric<br />B: exile target card from an opponents graveyard, if you do Speaker to the Nether gains deathtouch until end of turn.<br />2/1<br /><br /><br />6) Card #6: Black (mythic rare) – We want a splashy creature for Timmy/Tammy.<br />Corrupted Illusionist<br />3BBB<br />ART L<br />Creature – Human Wizard<br />X T: target creature gets -X/-X until end of turn, if that creature dies this turn return it the battlefield under your control except it is a black horror in addition to it’s other types.<br /><br />7) Card #7: Red (uncommon) – We want a creature that costs four or more.<br />Scry-Scraping Wurm<br />4R<br />ART D<br />Creature- Wurm<br />Reach<br />When Scry-Scraping Wurm becomes blocked it deals 2 damage to each creature that blocked it and an additional 2 damage to each creature with flying that blocked it.<br />4/5<br /><br />8) Card #8: Red (rare) – We want a weird Johnny/Jenny-style instant or sorcery.<br />Gaze of The Infernal Spawn<br />1R<br />ART F<br />Sorcery<br />Until end of turn deal whenever an instant or sorcery you control deals damage to a creature exile the top card of your library, until the end of the turn you may cast cards exiled this way for “RR, RB or BB”.<br />Deal one damage to target creature. <br /><br />9) Card #9: Green (common) – We want a noncreature spell for Limited.<br />Jungle paving <br />2G<br />Sorcery<br />ART J<br />Reveal the top five cards of your library, you may put up to one land card and up to one creature card with converted mana cost 3 or less into your hand, then put the rest of the cards onto the bottom of your library in any order<br /><br />10) Card # 10: Green (uncommon) – We want a quirky Aura.<br />Oozification <br />2G<br />ART H<br />Enchantment Aura<br />Enchant Artifact or Enchantment<br />As Oozification enters the battlefield put three +1/+1 counters on enchanted creature.<br />Enchanted permanent loses all abilities and is a 0/0 creature<br /><br />bobbbyyyhttps://www.blogger.com/profile/13839703000104330244noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-78689210353901641302018-06-17T00:24:17.003-04:002018-06-17T00:24:17.003-04:00Thanks for the feedback! I'll admit a bunch of...Thanks for the feedback! I'll admit a bunch of my ideas may be confusing to players due to how they target. I'll just take this opportunity to clarify the intended usages of some of these:<br /><br />Inhabit the Ruins, because it doesn't have "enchant creature you control", can be played on any creature, making it a form of defensive soft removal. However, you still control the enchantment, meaning if you drafted any defenders of your own you can start laying down +1/+1 counters. If you didn't, you can still make use of either its soft removal or cumulative +1/+1 aspects individually, but building around defenders in a limited environment where walls are an archetype allows the player a clever cumulative advantage, appropriate for the uncommon slot in my opinion.<br /><br />The Battersmith also messes with targetting a bit; it can steal equipments and auras from across the board when it triggers ETB. Also, it can pick up the equipment it was carrying after it flickers. I wanted to design around the art here, while acknowledging that equips have the inherent weakness of being vulnerable to removal. In a set with strong equipments, this is the creature to carry those equipments. The aura is an extra form of utility, allowing Spike to snipe his opponent's auras and then destroy them by flickering.<br /><br />I designed Tricasta's Barrage around Howl of the Horde, from Tarkir block, with a few different upsides offset by the downside of random targeting. In my mind, Johnny would see this downside and think of all the ways he can get around it. The first thing that comes to mind is Lava Axe, but card draw, tutors, field-wide effects and other single target abilities have potential here too. Plus, Tricasta's Barrage serves as a sort of counter-counter; in response to a counterspell you can copy the countered spell twice, as they will resolve first on the stack. You can also counter a counterspell with Tricasta's if you're feeling cheeky, but that's far riskier.<br /><br />And the curse? Yeah, I was torn as to which party should do the fighting. I went for the goblin being attracted to a cursed minotaur, but it might clash with the art too much.<br />I can see times when the game would be decided by a Curse of Deliciousness on a big fatty, as no more creatures could ever be played, but the fact that any player can activate the ability means the enchanted creature is made vulnerable to deathtouch creatures and might be tricked into fighting too many creatures in one turn, or even creatures on its controller's own team. I can see how this would promote an unhealthy line of play, so I'll work on this.<br /><br />Thanks again for your feedback! It was really helpful in evaluating the appeal of each card. I'll work on these some more and repost the list later.Chris M-Shttps://www.blogger.com/profile/13848977898930684845noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-48882038257346975852018-06-17T00:19:16.688-04:002018-06-17T00:19:16.688-04:00Thanks for the feedback! How about this:
Cypherwo...Thanks for the feedback! How about this:<br /><br />Cypherwood Sorcery<br />3UUU<br />Enchantment<br />Whenever you cast a noncreature spell, create X blue 1/1 Illusion creature tokens where X is equal to the converted mana cost of that spell.<br />Sacrifice a spell: Draw a card.<br /><br />That makes it much more of a not-awful Dovescape. (Though I do love me some Dovescape.) I really liked the feel of mist illusions and making them poof when targeted, but I think 1 toughness gets the point across as well.<br /><br />Bottled Mistlings<br />2U<br />Enchantment<br />Whenever you cast a noncreature spell, put X animus counters on ~, where X is equal to the CMC of that spell.<br />Sacrifice ~: Create a 1/1 blue Illusion creature token for each animus counter that was on ~.<br /><br />I'm still trying to capture the bottle aspect of the art. I really like the "Sac a spell: Draw a card" ability and I think it goes very well with cast triggers. This version doesn't feel mythic to me without really lowering the casting cost, at least in part because it doesn't have the spell saccing ability. It's also probably not worded correctly. And I wish it was an artifact at this point.Anonymoushttps://www.blogger.com/profile/15107119691219468708noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-6374798889085894862018-06-17T00:04:33.382-04:002018-06-17T00:04:33.382-04:00Thanks for the feedback! To respond to the points ...Thanks for the feedback! To respond to the points made:<br /><br />Palace Sanctuary - To be honest, I struggled with this slot the most and agree that it doesn't really fit as an uncommon build-around enchantment. It probably needs to be completely reworked.<br /><br />Warhammer Mystic - I think I pushed this enough that it would see constructed play, but I don't think it's broken by any means.<br /><br />Shrunken Specimen - It struck me as flavorful and exciting to turn my opponent's creature into a clone factory, but that might not be the case for other people, so I'm not sure.<br /><br />Elvish Shadowmage - The mana for the activation is mostly to keep the card from being too powerful at common.<br /><br />Insanity Demon - This was definitely the card I was most happy with. I don't think it should have more than 3 power, as you really want to be killing opponents with its ability rather than attacking, but I could see it as a 3/5 or 3/6.<br /><br />Extreme Multicasting - I didn't have storm in mind when designing this, and I'm not sure exactly what scenario you're thinking of that will break this card. I think it requires a lot to go right before becoming good.<br /><br />End of the Trail - Yeah, in a set without support for plants, this should probably cost 2G.<br /><br />Oozification - Yes, the correct wording is base power and toughness. I don't think it's correct to allow enchanting opponents' creatures, since that's way too close to removal in green (it would essentially be "destroy target creature that was dealt damage this turn"), but maybe it should have a faster way to add +1/+1 counters, or abandon the 1/1 thing entirely. I'll have to think about it.rkohn1357https://www.blogger.com/profile/13571769648433004272noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-63494525176738683562018-06-16T23:43:44.444-04:002018-06-16T23:43:44.444-04:001. That's a good point. I originally had it at...1. That's a good point. I originally had it at 4 toughness and upped it to ensure it was something players definitely had tocommit to. 4 I probably high enough. I would avoid going higher on reward since there's an inflection point where if you play this before a dude, then throw down 1 guy you could make 1 unstoppable threat. So, changed to 4 toughness.<br /><br />2. I think 3 mana 3 power double strike is enough to get spike interested. If you manage to equip him before you swing it 10 damage + whatever comes with the equip. That gets games over in a hurry and while it requires investment to make him really shine, cards that are good without investment are why energy was such a ridiculous strategy. <br />https://www.youtube.com/watch?v=356ilzFF8BE<br />I think more cards like this should be the norm where there's a clear downside but a huge upside that plays to an insular mechanic if you are so inclined.<br /><br />3 I shouldn't have shorthanded this one. Its an enters the battlefield effect. Also, who wouldn't sell a stolen elephant? What else are you supposed to do with them?<br /><br />4 I think there's more of a tolerance for it than you'd expect and more importantly mana cost plays a huge role here. At 5 mana it might be too good or cause problems, but what about at 6, 7? That's not even accounting for the greater number of cards drawn by that point, but just how narrow the number of turns you have left to play becomes when this effect exists. Its not materially more time consuming than Tomorrow, Azami's Familiar with the added drawback that if your opponent kills it you lose on the spot. When making weird cards the only measure is playtesting, which I haven't done with it but that I think would reveal that if anything its too slow if not played immediately on turn 5.<br /><br />5. Again, mana cost plays a big role here. It might be too good at 3, but what about 2BB? I think that's probably safer and makes the card more committal. Its home would still be primarily limited where the life payment can be an issue. If playtesting reveals an issue the life cost can go up.<br /><br />6. Misread the non-evergreen mechanic. Probably just change Merfolk Fence to spell out raid, same with Invasion. Soulbond is too evocative and specific to try to write out.<br /><br />7. A 5 mana 4 power flyer in red is really really good. Red is the color most capable of ending the game through direct damage, and thus has very low amounts of flying outside of rare. The card is a borderline bend. The stiff drawback is absolutely required and honestly might not be enough. Players holding a fireball would be ecstatic to spend 4 less mana on it to end the game. As always, playtesting will bear it out but I think its right at the sweet spot.<br /> <br />8. I don't know why the effect would feel green. They also aren't being milled, they are coming from exile, eg invading from another world. It could be upgraded to permanent but I don't think that works as well. Though the card is intentionally fighting itself to require more of a puzzle to figure out the optimal number of storm to have versus number of creatures. The casting cost of those creatures. Actually, thinking about, perhaps it should read, "Exile the top card of your library. Deal damage equal to its converted mana cost to each creature. If the exiled card is a permanent, you may put it onto the battlefield." That way your still trying to balance the cost of creatures versus number since if you put a lot of creatures in they kill each other.<br /><br />9. I disagree completely. Feeding on death is definitely a green thing. The rate on this might be too good, but if you play it on turn 7 its going to be really slow so you'd want it to common to give players the density for it to be a strategy they can plan around.<br /><br />10. I mean it says name a creature card. I don't know how to be clearer than that. That said, it might be better if it named a creature type since as is it pretttttty fucking narrow.Lefhttps://www.blogger.com/profile/17314232061312529400noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-1888079725848664512018-06-16T22:45:51.212-04:002018-06-16T22:45:51.212-04:00Feedback on everything (I need to figure out somet...Feedback on everything (I need to figure out something to do with my Saturdays)!<br /><br />Palace Sanctuary: This is doing way too much for uncommon. Being able to so easily remove anything from combat and replay it is incredibly powerful, even if you have to cast it again. And once you start gaining life off creatures in exile, you're essentially doing that thing they don't like where you're treating exile as a second graveyard. They're no longer realistically removed from the game if you're gaining life off them. And yet your opponent can't interact with them in any way to stop your life gain. They have to kill the enchantment, and some color combos cannot even do that.<br /><br />Warhammer Mystic: Definitely a spike creature for white but arguably again too powerful, even at rare. The Warkite Marauder in Rivals of Ixalan only did this to one creature and was rare. Also note the wording on that. You have to set a power and toughness for the creature in order to account for abilities on a card that define power and toughness (cards in hand, creatures in graveyard, lands in play, etc.)<br /><br />Illusion Summoner: Works fine. It's funny, typically you'd want to give this illusion flying, but the card slot demands no evasion. <br /><br />Shrunken Specimen: I think players would rather just steal the creature with no conditions rather than have to wait several turns to spend all mana to make a version of the creature that actually works, and then have to wait another turn to actually use it. And given the tremendous drawback you put on the creature, I wonder if it would even survive long enough to clone.<br /><br />Elvish Shadowmage: I think the menace on this creature doesn't actually need to be activated and can just be there. But then it wouldn't be compliant with the slot request. Which maybe means it should have a different activatable ability.<br /><br />Insanity Demon: This has been my favorite demon creation so far. I think I like it better than the demons that were submitted for GDS3 itself! And so wonderfully Timmy in a fun way that even non-Timmy players will enjoy.<br /><br />Extreme Multicasting: Is this an attempt to try to "fix" storm? I think this is fine in limited but is going to be incredibly destructive/problematic in constructed. And the name doesn't really reflect the art. <br /><br />Gorging Hellion: Nice uncommon hole-filler. It's not fancy, but it works very well, and a red player is going to think highly of this creature in draft.<br /><br />End of the Trail: Interesting weaker version of fog. I think it's actually too expensive, since they want this for limited in this slot. If it's not a tribal set they might not have loads of "plant" creatures and so it's probably only going to shut down two attackers in most situations.<br /><br />Oozification: "Is an ooze with a base power and toughness of 1/1" will be the text format you want to allow for the bonuses of the counters. It's amusing and fun and flavorful. Not everybody will want to play it (Spikes aren't going to touch it and it becomes a terrible draw later in the game) but I think people who like "quirky" will enjoy it. Larcenthttps://www.blogger.com/profile/02637510675812632748noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-71917572722240045172018-06-16T21:27:28.898-04:002018-06-16T21:27:28.898-04:00Inhabit the Ruins: I'm not sure why the enchan...Inhabit the Ruins: I'm not sure why the enchantment checks for defender if it gives the creature defender. I am not sure removing a creature's ability to attack makes up for getting a +1/+1 counter during your upkeep. I'd rather had a single aura with only upsides. Is there an intent with this that I'm missing?<br /><br />Wizened Battlesmith: As I mentioned up with Lee Owens, Spikes tend to take a dim view of creatures that need auras or equipment to be combat-ready. It's too many eggs in one basket and very vulnerable to removal. Yours has the bonus of being able to save itself, but the self-blink essentially means you want to be playing with lots of auras in order to really take advantage of its ability. The fact that it does almost nothing if you control no auras or equipment will turn Spikes right off it.<br /><br />Turtleshell Sibyl: That turtle apparently knows a lot! (I have no criticism. I think this is a fine common.)<br /><br />Djinnself Evocation: So this is a slower Helm of the Host that also gives an additional advantage. But is that advantage worthwhile to make an already slow effect (available to all colors) even slower? I don't think it will work out well. I've had some fun with Helm of the Host, but I think I've played maybe one game where I wasn't already winning by the time I was able to get it out and attach it to something.<br /><br />Profane Palmist: I really like how this elegantly solves the dangers of having activated creature abilities at common. Well done.<br /><br />Asgarvatoth: Interesting demon concept, but what about the other dude in the artwork?<br /><br />Drakesnapper: This caused me to look up the mechanical color pie and realize that I misunderstood some red mechanics. I thought green alone had the power to damage flyers, but I was wrong! (Which is why my version of this card is so strange) This is a fine card. It could probably do even more damage to a flyer if it's confined to a single target.<br /><br />Tricasta's Barrage: You had me and then you lost me. Johnny isn't as down on randomness as Spike, but not like this. Johnny wants rewards for creative deck conceptualization and this seems like it has a lot of backfire potential, unless it's paired with something like card draw. Can this be gamed in some particular way I'm not catching?<br /><br />Track the Beast: That's an awful lot of digging. It's pretty much a creature tutor at this point. I'd at least make them put the cards at the bottom in random order to avoid absurd game slowdowns.<br /><br />Curse of Deliciousness: I don't understand the name. Oh God! Is he going to eat the minotaur?!!<br /><br />Anyway, the art looks like it's the goblin that's enchanted, not the minotaur, so the nature of the enchantment is a little odd. It's certainly quirky. I think it's also too powerful, because it will essentially allow people in a round-of-about fashion to counter creature spells if you put this on a large creature.Larcenthttps://www.blogger.com/profile/02637510675812632748noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-70218032954054301382018-06-16T20:09:37.226-04:002018-06-16T20:09:37.226-04:00In regards to number 6, I think you've hit the...In regards to number 6, I think you've hit the mark for a mythic rare's ability perfectly. I can imagine all kinds of great Timmy moments with this one. My only critique would be the mismatch between the art and the size. Look at Archfiend of Despair, a Mythic with a similarly awesome ability. It's a 6/6 with Flying that can also instantly kill your opponent off a big enough swing. I'd suggest pumping yours to a 6/6 or so and giving it a cooler name :)<br /><br />Oozeification is a little TOO quirky imo. You should totally be able to enchant creatures that aren't your own with it, and you don't usually want to turn your own creatures into 1/1s. Furthermore, the card uses a lot of text to convey two really simple abilities: this card puts +1/+1 counters on a creature (really slowly) and makes a chump blocker when it dies. I think opening it up to enchanting any creature would make its abilities more interesting by virtue of increased choice related to them. Also, speeding up the process of gaining +1/+1 counters seems important. Perhaps an activated ability related to saccing creatures or exiling from graveyard? There's a lot more "quirky" design space to explore for this card.Chris M-Shttps://www.blogger.com/profile/13848977898930684845noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-28658314503657354072018-06-16T20:04:45.396-04:002018-06-16T20:04:45.396-04:00Cypherwood Sorcery is somewhat similar to Metallur...Cypherwood Sorcery is somewhat similar to Metallurgic Summonings from Khaladesh, a card that I loved but didn't turn out to be terribly impactful. Part of the problem was the speed of the format and more importantly, being completely outclassed by the set's other blue mythic (Torrential Gearhulk). So it could fare better in a different set. Keep in mind that this enchantment may look powerful but is actually very slow-going. One of the big challenges with crazy blue enchantments is that in order to keep them from breaking the game, they're costed to come out later. But if you they come out too late AND have to ramp up to be effective, it may be too much.<br /><br />The slowness is even more pronounced in your second enchantment. If your opponent has creatures worth stealing with this card, they've probably been beating you up the whole game and at this point of the game may be too expensive to steal with your other spells. It could partner with a UW control deck. But it's going to take some playtesting to see if it's actually worth the effort to get it going. Most control decks are heavily dependent on board-clearing, which can make it incompatible with creature stealing.Larcenthttps://www.blogger.com/profile/02637510675812632748noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-62064943538623959062018-06-16T20:02:29.057-04:002018-06-16T20:02:29.057-04:00For Goblin Ambusher, yeah, red is not very defensi...For Goblin Ambusher, yeah, red is not very defensive and that DOES make it one-sided as a color. That's an aspect of red. Go to gatherer.wizards.com and do an advanced search for red cards with defender in the rules text. Check out how offensive those are. And they're walls! Or go to mtg.gamepedia.com/red and read some more about red's color philosophy. I think the point being made is that a red creature with "When this creature ETBs it gains double strike until end of turn" is much, much more likely to have haste than flash. I would believe this as a red/white card, though.<br /><br />As far voodoo, yes, it's a real tradition that, when speaking about it scholastically, is usually spelled voudoun (or similar) to both try to more accurately represent the tradition as it might represent itself and to distance the modern speaker from past representations in American culture that were almost always stereotypical and reductive. (But major shout-outs to Orson Welles' all black, voodoo-inspired production of Macbeth he put on Broadway!) Same with using the term "witch doctor" instead of something like "tribal shaman". Distancing yourself from older terminologies by using more clinical expressions is important to modern American culture; the term "colored person", which was often used in the middle of last century, is often called a racist term but "person of color" or even the acronym "POC" is okay (at least to the loudest advocates of political correctness).<br /><br />That's a tricky minefield that may not make sense to an outsider, but Hasbro's marketing team sure as hell knows it, lives it and breathes it. They're the ones who try to make it so they never have to deal with those "loudest advocates" over twitter or whatnot. Gatherer tells me the first, last and only Magic card with "voodoo" in the rules text is Voodoo Doll from Legends. That was, you know, a while ago.<br /><br />I hope I helped make that clear for you. It's not worth arguing politics over an internet forum, but I brought it up because it's something I think the Magic judges would've noted and dinged you for, and then I explained a bit more because you asked.Anonymoushttps://www.blogger.com/profile/15107119691219468708noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-59901609791528262572018-06-16T19:54:27.240-04:002018-06-16T19:54:27.240-04:00In my opinion, both designs are interesting. Howev...In my opinion, both designs are interesting. However, neither quite fit the "super-exciting" requirement, at least for me.<br /><br />For the first, Illusion "Go Wide" Tribal feels pretty bad when a single Shock can wipe everything you've worked for. Cypherwood Sorcery feels like a very slow commitment for a very fragile reward, and that's just no fun. It isn't too splashy either, more of a slow but potentially deadly engine. When I think "super-exciting", I think of something that would create big, swingy game moments or crazy board states that your group would talk about for weeks. This doesn't seem like either of those.<br />However, it should be said that I really like the second line: "Sacrifice a spell: Draw a card." This has a lot of great Johnny potential, in both its synergies with on-cast abilities and its individual interactive moments. I'd like to see that ability some time on a more exciting enchantment, or even on its own in the rare slot.<br /><br />For your second submission, the problem is the restrictions. As long as you have to EXACTLY match the converted mana cost of the creature and ONLY with an instant or sorcery, this doesn't really work. I'd suggest lowering the requirements, both by triggering off of any noncreature spell and by targetting CMC equal to or less than the cost of the spell. Knocking down limitations would really help sell this card as a super-exciting Mythic Rare.<br />Also, this design is just as fragile as the first one. One enchantment removal spell and your opponent gets all their guys back. Again, that's a pretty big feelsbad for such heavy investment. I'd suggest providing some other way by which the opponent can struggle to bring their guys back. That way, there's more interaction between the two players.Chris M-Shttps://www.blogger.com/profile/13848977898930684845noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-76307901559926946482018-06-16T18:32:51.458-04:002018-06-16T18:32:51.458-04:00Feedback!
Pools of Rejuvenation: Definitely a bui...Feedback!<br /><br />Pools of Rejuvenation: Definitely a buildaround, but how many creatures with a toughness of five or more do you imagine a player being able to get on the battlefield in a typical limited game? I think either the threshold should go down or the reward should be greater. Or maybe even both.<br /><br />Disciple of Thor: From what I've experienced from watching Spikes play, because they place a high priority on removal they tend to really dismiss rewards for auras/equipment unless the set really, really is designed around facilitating it. As far as I can tell, Dominaria's R/W equip/enchant theme has been a non-starter because removal in the set is so common and cheap. If it's easy to remove creatures in this set, Spike is probably not going to value this guy highly.<br /><br />Merfolk Fence: Is this version of raid an Enter the Battlefield or a repeat trigger every time you attack? It's fine as an ETB, too powerful at common for a repeat trigger. Also not sure about the name. Is that a stolen turtle?<br /><br />5. Quantum Suicide: Fascinating and splashy, but this is a card they wouldn't print because of the massive slowdown that would hit gameplay. I'm not even getting into the power level of the card here, but making every card draw a tutor would cause games to go on forever.<br /><br />Cult Ritualist: Requiring life loss and tap makes it more balanced, but I still think being able to scry every turn is too strong for common. Especially in black. I think it would be fine as uncommon.<br /><br />Akama: This is a second non-evergreen mechanic. You're only allowed one. Flag on the play! Anyway, the card itself seems fun and fine and definitely very Timmy.<br /><br />Low-Flying Dragon: The emphasis here is on the worm creature, so it's surprising to see the dragon chosen as the creature. A creature like this begs for a cheaper casting cost than this, given the vulnerability. The card art is screaming "This creature is doomed!" to the player. I don't think they're gonna want to pay five mana for it.<br /><br />Invasion from the Stars: Storm? So I guess the flavor here is that those are meteors containing creatures? The milling creatures out onto the battlefield though feels green rather than red. Red typically will either go with sorcery/instant or any non-land card, depending on the context.<br /><br />Mould Cauldron: I like it but it both screams black and build-around uncommon to me.<br /><br />Hunter's Mask: Neat name and concept. The eye is drawn to that mask in the artwork. The text has me confused as to whether you're naming a creature type (merfolk, zombie) or a particular creature name (Fire Elemental, Sailor of Means)Larcenthttps://www.blogger.com/profile/02637510675812632748noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-19249581768363594392018-06-16T18:30:21.132-04:002018-06-16T18:30:21.132-04:00Cheers for the feedback cosmos and Larcent. Most o...Cheers for the feedback cosmos and Larcent. Most of your feedback seems on-point and fair. <br /><br />I definitely should have added some cost to Provide Shelter to make recurring more difficult, as you both pointed out. I'm honestly not sure why I didn't..<br /><br />The Battle Monk has noncreature because it matches up with the prowess. I think that's still easy enough to activate? And yes the name is terrible, it was one of the last ones I made and I couldn't be bothered at that moment :p<br /><br />Reader of Omens would be fair at scry 1 instead of 2 no? I tend to underestimate recurrent scrying I think.<br /><br />I agree that Phantasmal Vistas is a strange form of land destruction. What if instead of 'sacrifice it', it read 'return to its owner's hand'? That feels more blue and wouldn't be quite as bad? Still too much pseudo ld?<br /><br />Vertigo Cultist is probably the card I'm least happy about. I think the +1/-1 fits the off-balance art with the swirly background. But +1/-1 every turn seems too strong on common as it invalidates any X/1s. Making it a one-time effect doesn't fit the challenge. Perhaps making it require discarding a card would make it ok?<br /><br />Lassar Ulu does give more than one voodoo counter, you get one every time a Swamp etb under your control. Perhaps you accidentally read it only gave a voodoo on Lassar Ulu etb?<br /><br />Goblin Ambusher is definitely a defensive creature. I don't think that's necessarily a bad thing or a white thing though (but maybe I'm wrong). I feel like making red only about aggression makes it very one-sided as a color.<br /><br />Increasing Incantation can use a better name, agreed. Suggestions?<br /><br />Grow Towards the Skies: Cheers :) Even though this is essentially the same as +3/+3 trample and reach ueot, I think this reads more clearly and intuitively for newer players (it avoids confusion on trample on blocking and reach on attacking).<br /><br />I personally thought the green/jade armour on the merfolk with the vines seemingly being controlled fit the enchantment, but art is very subjective and this is just my interpretation. It's useful to see that other people don't agree with that. Somewhat similar for 'quirky', but I guess it could've been more so.Isaohttps://www.blogger.com/profile/04032882984602067306noreply@blogger.comtag:blogger.com,1999:blog-5479847193762153273.post-14024628852183994212018-06-16T17:11:29.060-04:002018-06-16T17:11:29.060-04:00Feedback on everything! (I'm just in that mood...Feedback on everything! (I'm just in that mood)<br /><br />Provide Shelter: White typically only recurs permanents, but they started experimenting with conditional recurring spells with Unconventional Tactics in Amonkhet.<br /><br />That said, I think this needs to be a little bit harder to bring back (Look at the hoops on that Amonkhet card). You're making blue and red jealous at the efficiency here. Also, I'm not sure what you're building around with this, other than possibly creatures with ETB effects, but this card's recursion is powerful enough and it's an instant that I'd want it with any creature deck.<br /><br />Arc-Hammer Battle Monk: Name's a bit on the nose, lol. I don't think you need "noncreature" here. I like it in concept, but it might be too parasitic and require too many hoops for a Spike. <br /><br />Reader of Omens: Now Spike likes this one. That's because it's way too powerful for common. Scry 2 is typically only a one-time trigger in common. It's easy to fix, though.<br /><br />Phantasmal Vistas: Now this card is interesting because everything on the card itself is within blue's color pie, but once it is actually played in practice it becomes a huge color pie break. The most likely play pattern with this card is that its user will build a deck around targeting (and then destroying) his opponents' animated lands. This would end up being a blue land destruction enchantment.<br /><br />I don't think it's mandatory for all illusions to have that drawback (I haven't searched to make sure). So it could be fixed by taking the sacrifice away.<br /><br />Vertigo Cultist: Making the activation a sorcery is good, but I'm still concerned about how many creatures it would kill in a single game at common. Maybe require a sacrifice?<br /><br />Lassar Ulu, Witch Doctor: I'm not sure why the counter goes on the opponent instead of you or the witch doctor itself (I guess in that case to separate from +1/+1 counters). If you want the player to do this only once, why not just make it a sacrifice effect? If you want them to do it more than once, it should have a way of getting more voodoo counters. I like what the creature does (my cephalid tribe would love to meet up with this person). I am just confused by the process.<br /><br />Goblin Ambusher: I was going to say red doesn't have very much access to flash, but this does seem to fit where it's permitted, with surprise ETB effects. The problem though is that this creature's play pattern is defensive. You put it in as a surprise blocker, which makes it feel more white than red. Take note of how many red combat tricks require "target attacking creature."<br /><br />Increasing Incantation: Doesn't get more Johnny than this in red, I don't think, so good work there. I don't think the name connects well with the art, though obviously the intent is that a red player is going to line up a parade of destruction spells. Maybe just a more sinister name that speaks to devastation of some sort.<br /><br />Grow Towards the Skies: I love the concept of modal spells that change based on whose turn it is and have been experimenting with it myself. I really like this one. And good work finding a way of resolving the red creature/green action issue with the card.<br /><br />Vinelasher's Blessing: The enchantment doesn't really match with the art much at all. It's also not terribly "quirky." It's not a bad enchantment otherwise. I think you fell into the art trap with this one. It's really not meant to be an enchantment and it shows here.Larcenthttps://www.blogger.com/profile/02637510675812632748noreply@blogger.com