For the past couple of years, I've been creating Magic sets to be the "fake" third set of the block. The first year was as part of a team, and last year was a solo effort
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1) A gargoyle that doesn't fly! Whippoorwill 2! (Chamber Gatekeeper) 2) I feel all sad that Day Watch doesn't mirror Nightguard Patrol somehow. I dunno, make it a 2/1 first striker with the untap ability or something... 3) Wait, how does Denying Presence work if another spirit comes into play? Removes self, brings self back with ability, removes the other spirit? So it basically reads "spirits may not remain in play"? Or does subtype mean "legendary" and such?
I'm at work, so I can't get past white yet, but I'll keep lookin'! There's some fun stuff in there, definitely.
1) Whoops. Yeah, that had flying for a while. need to fix. 3) Denying Presence removes the creature coming into play, not itself. So, while he is in play, any other spirits that are cast will be removed.
I think what he meant about the Soulchain is that even if you don't use the Thrall ability (it is optional, right?) it's strictly better than Zombify on casting cost alone.
Also, while we're discussing the keyword abilities, shouldn't Evolve use some sort of mechanism to solve the memory issues? As is, the cards don't have any self-evident way of tracking whether the evolve ability has been played or not. Could this work like the Myojins where they come into play with an Evolution counter on them, and the evolve abilities all have "Remove an evolution counter from ~this~" as part of the cost?
Gosh, no. B/R doesn't believe in subtlety. There's nothing optional about it. All your other sorceries are Soulchain, whether you want them to be or not.
> shouldn't Evolve use some sort of mechanism to solve the memory issues?
If Wizards made it, yes. I decided to keep it clean.
Feedback and suggestionspredundantMarch 22 2006, 00:23:36 UTC
Armor of Light
This sounds a bit sticky to me. In order to allow the player to attach the auras to a new permanent wouldn’t either a triggered or activated ability need to be set up? The way it’s worded makes it sound like an ability which constantly triggers. I’m just picturing magic online asking you “Would you like to use this ability?” every time you have priority. It seems like it’s the kind of thing that should only trigger during a certain step or should be an activated ability. Maybe something like: Each unattached aura you control has “0: You may pay this card’s mana cost. If you do, attach this card to target permanent it could enchant.” (mana cost includes color)
Or a slightly cleaner compromise: Auras you control not attached to permanents remain in play.
X: Attach target unattached aura you control with converted mana cost X to target permanent it could enchant.
Denying Presence I believe if this were to go through the WotC templating dept it would end up as: If a creature would come into play, instead remove it from the
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Re: Feedback and suggestionspapa_funkMarch 22 2006, 00:58:33 UTC
Armor of Light: I think it works, though your solutions are fine, too. There are some problems (needs to be a sorcery speed ability), but it's just a static ability modifying the rules for local enchantments. The rules are putting the enchantments into the graveyard, not something intrinsic. I just provide a mechanism for reattachment.
Denying Presence: good call on the control. Pretty sure the rest is functionally the same.
Fillibuster: Have you seen the Oracle for Ertai's Meddling? :) I decided by fiat that we'd just fix the rules to make it work as is, though you are correct.
Message Courier: Good catch.
Clamor: It may be good, though it's just Pandemonium in reverse. Of course, that had it's own problems, but I'm trying not to think too hard about constructed implications.
Recyclops: Somewhat combo-y, though there are easier ways to get your storm count up. Easily disrupted, too.
I think the way Humbling Negotiation is supposed to work is that for 1W you get Pacifism, and if you choose not to untap a land during your next untap step, then the pacifism turns into a sort of targeted humility as well. As long as the removal of abilities by taxation does not remove the cannot attack/block clause, I believe this works.
Thrall is black and red because of the forcing nature. The idea is that it simply takes over your hand for its own purposes, which seems very black, without regards for what you might have wanted to do (red). I agree that were it optional, it would clearly be blue.
Not sure why they haven't made Feral Roar. It seems so obvious.
Humbling Negotiation seems to confuse a lot of people. Note that it isn't giving the "can't attack or block" ability to the creature, so Taxation won't remove it. It's a pacifism with the additional ability of being able to shut off any abilities of the creature buy paying extra.
I debated the can't regenerate ability for a while and decided to leave it. Note that it isn't EOT, so it's effectively erasing part of a card, which seemed white. Definitely a stretch.
Fixed ironwood wanderer, Mutual Devastation, Pyromatic remains and Cocoon Bearer. Bumped Lurker to uncommon (and Instrument Courier to common)
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1) A gargoyle that doesn't fly! Whippoorwill 2! (Chamber Gatekeeper)
2) I feel all sad that Day Watch doesn't mirror Nightguard Patrol somehow. I dunno, make it a 2/1 first striker with the untap ability or something...
3) Wait, how does Denying Presence work if another spirit comes into play? Removes self, brings self back with ability, removes the other spirit? So it basically reads "spirits may not remain in play"? Or does subtype mean "legendary" and such?
I'm at work, so I can't get past white yet, but I'll keep lookin'! There's some fun stuff in there, definitely.
Reply
3) Denying Presence removes the creature coming into play, not itself. So, while he is in play, any other spirits that are cast will be removed.
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I don't have a problem with that.
It does need a clause that keeps his evolve ability through the first copy, though.
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Also, while we're discussing the keyword abilities, shouldn't Evolve use some sort of mechanism to solve the memory issues? As is, the cards don't have any self-evident way of tracking whether the evolve ability has been played or not. Could this work like the Myojins where they come into play with an Evolution counter on them, and the evolve abilities all have "Remove an evolution counter from ~this~" as part of the cost?
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Gosh, no. B/R doesn't believe in subtlety. There's nothing optional about it. All your other sorceries are Soulchain, whether you want them to be or not.
> shouldn't Evolve use some sort of mechanism to solve the memory issues?
If Wizards made it, yes. I decided to keep it clean.
Reply
This sounds a bit sticky to me. In order to allow the player to attach the auras to a new permanent wouldn’t either a triggered or activated ability need to be set up? The way it’s worded makes it sound like an ability which constantly triggers. I’m just picturing magic online asking you “Would you like to use this ability?” every time you have priority. It seems like it’s the kind of thing that should only trigger during a certain step or should be an activated ability. Maybe something like:
Each unattached aura you control has “0: You may pay this card’s mana cost. If you do, attach this card to target permanent it could enchant.” (mana cost includes color)
Or a slightly cleaner compromise:
Auras you control not attached to permanents remain in play.
X: Attach target unattached aura you control with converted mana cost X to target permanent it could enchant.
Denying Presence
I believe if this were to go through the WotC templating dept it would end up as:
If a creature would come into play, instead remove it from the ( ... )
Reply
Denying Presence: good call on the control. Pretty sure the rest is functionally the same.
Fillibuster: Have you seen the Oracle for Ertai's Meddling? :) I decided by fiat that we'd just fix the rules to make it work as is, though you are correct.
Message Courier: Good catch.
Clamor: It may be good, though it's just Pandemonium in reverse. Of course, that had it's own problems, but I'm trying not to think too hard about constructed implications.
Recyclops: Somewhat combo-y, though there are easier ways to get your storm count up. Easily disrupted, too.
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Thrall is black and red because of the forcing nature. The idea is that it simply takes over your hand for its own purposes, which seems very black, without regards for what you might have wanted to do (red). I agree that were it optional, it would clearly be blue.
Not sure why they haven't made Feral Roar. It seems so obvious.
Humbling Negotiation seems to confuse a lot of people. Note that it isn't giving the "can't attack or block" ability to the creature, so Taxation won't remove it. It's a pacifism with the additional ability of being able to shut off any abilities of the creature buy paying extra.
I debated the can't regenerate ability for a while and decided to leave it. Note that it isn't EOT, so it's effectively erasing part of a card, which seemed white. Definitely a stretch.
Fixed ironwood wanderer, Mutual Devastation, Pyromatic remains and Cocoon Bearer. Bumped Lurker to uncommon (and Instrument Courier to common)
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