TappedOut Custom Set Project

Card Design

Sollisnexus

6 February 2014

6215 views

Beginning of a new fun Project

Hello, Sollisnexus here. This is my first time doing my own article so it might be either similar or different to other topics. Anyway, today I want to talk to you about starting something I would consider fun for the rest of the Tappedout Community as well as myself. As of right now the set is code named Project Xeztra


Today, I want to start a new custom card set ( and don't gasp,) it won't be ridiculously long as the last one (I hope anyway).

Rules for the custom set:

  1. Be Original (Create something not seen often in Commander)
  2. No Arguing over stupid things/rules
  3. Try for balanced not overpowered
  4. Any questions just ask me (Sollisnexus)
  5. There doesn't have to be art (It can be added later)
  6. Have Fun (Always a must! =D)

As of right now I gonna set the Set to 50 cards, so I'm looking for 30 Supportive Commander cards and 20 Commander slots to fill but this might change but I will let you all know when this will occur but I want it to be available to anyone who wants to participate.


Set as of now:

Nothing so far, come back later when ideas have been posted and look over. (A Link Will appear when a list begins to form)


KrazyCaley says:

Usually these custom set projects need administrative help. If you'd like to help Sollisnexus run this project, please post below!

AnythingGoes says... #1

A custom card idea I've been sitting on for a while:

Destiny Bond- 5 CMC (3 blank, 2 white)

Enchantment

Whenever a creature enters the battlefield under your control, you may pair it with target creature an opponent controls. These creatures are then considered "paired"

All paired creatures have "When this creature is put into a graveyard, exile the creature it was paired to."

Notes:

  • You can pair a creature with a temporary creature (ie, a Keyrune). When the temporary creature is no longer a creature, the bond remains; the artifact/enchantment/land will be exiled when the creature it's paired to dies.

  • Only the first part of the mechanic is affected by shroud and hexproof. (For example, you can bond a creature to a Fleecemane Lion before it becomes monstrous. Even if the lion later becomes monstrous, the second part of the mechanic will still take effect. Think of it as a delayed enchantment.)

  • If a paired creature leaves the battlefield without dying, the pairing is removed.

  • A creature can only be paired to one creature at a time.

February 6, 2014 8:15 p.m.

Carsf says... #2

I've recently come up with a mechanic called Rumble for some random card making things that I do, and I think it could be simple enough to be used for a few things. It reads as such:

Rumble |number| (You may have this creature/permanent enter the battlefield tapped. If you do, it enters the battlefield with |number| additional +1/+1 counters on it.)

It can be used on creatures and on other permanents, and having things like "If this permanent enters the battlefield tapped..." for added complexity if deemed necessary.

February 6, 2014 8:48 p.m.

Servo_Token says... #3

I would like to see a cycle of creature cards that have a non-optional evoke ability and essentially act like sorceries. If the set is creature based, I think that this would be a cool addition.

It would read something like:

[Cardname] 2G

"When ~ Enters the battlefield, put a number of +1/+1 counters on up to two target creatures equal to ~'s power.

When ~ Enters the battlefield, Sacrifice it."

5/5


Just an idea. I'm not sure if this is going to be a creatures matter sort of thing, but if it is, this could be a nice piece to add.

February 6, 2014 9:14 p.m.

Darkness1835 says... #4

Happy to help!

February 6, 2014 9:24 p.m.

accelerando11 says... #5

I was thinking maybe a legendary creature, something like this:

3RULegendary Creature - Wizard

Whenever you cast an instant or sorcery spell, you may may put a charge counter on [card name].

X, Remove X charge counters: Copy target instant or sorcery spell X times. You may choose new targets for the copies.

3/3

If it needs to be balanced, it could either cost more to cast, or could add extra mana to the ability, like XRU or XX, or could be smaller than a 3/3.

February 6, 2014 10:43 p.m.

MagicalHacker says... #6

Can I suggest the idea of four colored commanders comprised of only hybrid mana? That way, anyone who wants a commander of four colors can get that, but each commander being able to operate under certain color combinations. For example, a commander who costs double red-white hybrid and double green-black hybrid could be run as gruul, selesnya, rakdos, orzhov, naya, newspaper, jund, junk, or four color. (I designed a commander like that themed around first strike and deathtouch.)

February 6, 2014 11:36 p.m.

8vomit says... #7

Me and my buddy, Chancesawtelle used this ''Magic Set Editor'' software to make entire sets. it was super fun. Software is free. Y'all should try it out.

I cant remember what the deal was with his set, but I made mine about an alien invasion. Not very original, no, but there hasn't been anything in magic like it. I think it would be sick if they printed an alien-based set.

February 7, 2014 12:58 a.m.

GureiSeion says... #8

Here's something for the Timmys out there (picture in name):

Realmwinder 5GGGGG
Creature - Wurm Leviathan (Uncommon)
Trample
Realmwinder's power and toughness are each equal to the number of permanents in play.

February 7, 2014 2:05 a.m.

CrazyLittleGuy says... #9

Okay, I've been wanting to get some feedback on this card for a while.

Press Your Luck 1WW

Sorcery

Choose one; exile target permanent and its controller may copy this spell and choose new targets for the copy, or put a white Elemental creature token into play with power and toughness each equal to 10 minus the number of permanents in play.

The idea is to have a brief gamble between players; you can exile ANY permanent you want, but then they get to do the same. And if you keep exiling one another's permanents, eventually someone will stop and take the Elemental. And it could potentially be huge if enough permanents were exiled. But the challenge lies in deciding when to stop the cycle.

February 7, 2014 2:21 a.m.

cklise says... #10

I had a somewhat simple (albeit highly focused) idea for a mechanic on permanents. The ability could be called Tethered, Anchored, or some other similar sounding word. In a nutshell, the ability would prevent the permanent from being returned to its owner's hand. Considering how specific the ability is, it would add next to no additional cost to any given permanent.

February 7, 2014 2:31 a.m.

ljs54321 says... #11

CrazyLittleGuy: Is the first choice meant to be repeated until no player chooses to copy it? If so, you may want to add that in or anyone playing that card may not know they can continue the cycle after the opponent exiles something.

February 7, 2014 2:36 a.m.

One question: What's the setting? what kind of cards are we focusing on? The latest block for example is imitating greek mythology and focused on enchantments and the devotion and heroic mechanics.

We should probably talk about a basic direction before posting cards.

I'd like something "tech vs nature vs magic" again, because I want to make an equipment creature mecha. Oh, and dibs on that bestow, eehm equip mecha, by the way.

What are your thoughts on a setting/theme?

February 7, 2014 4:52 a.m.

SwiftDeath says... #13

there needs to be a better set of rules for this. If it is going to turn into submit cards until there are enough good ones to make a set, this isn't going to work well. My suggestion is look at how the last community set was done and give us pieces of the set to build at a time instead of all in one. The cards will generally be a lot more balanced and you will have a stronger stand alone set and cards. If you are only doing this for commander then let us know what is the main focus or if it is really just anything goes within non OP limits.

February 7, 2014 5:24 a.m.

artakha says... #14

I got one that might love your classic Grixis Mill deck. Don't know if this is classic Commander stuff or not, but I figured one that benefits from saving your chump creatures would be a new addition to the playstyle.

Soulless Phantasm (Cost: 2UBR)

Creature -- Horror 5/3 (Mythic Rare)

Flying

Mindshift -- If you control two or more other creatures that shares a color with Soulless Phantasm, when you cast Soulless Phantasm, it deals combat damage to a player, or dies, it deals damage equal to its power to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. If a player is dealt damage this way, that player puts that many cards from the top of his or her library into his or her graveyard.

Kind of ridiculous, but that's to be expected from a Mythic Rare. As for the Mindshift mechanic, I wanted to create a mechanic based off of unity that didn't focus heavily on keeping the creatures safe, but just long enough to get out the monster you had saved. Plus, the creature was usually much weaker if you cheated it onto the field, so it would encourage you to really save up the mana to cast it.

February 7, 2014 7:03 a.m.

MagicalHacker says... #15

Since you mentioned this set should be beneficial to commander, can the first "chunk" of cards we work on be commanders? I also want to again inquire about four color commanders.

There are currently zero commanders of four colors, and I feel that there should be some. The problem then arises that four colors doesn't appeal to many players. Because of that, I suggest hybrid mana as a way to allow players to use the four colored commanders in decks with 3, 2, 1, or even 0 colors in it (depending on the mana cost design).

February 7, 2014 8:30 a.m.

Sollisnexus says... #16

@Everyone: This set for the first 15-20 Cards will be focused on the Commanders.

February 7, 2014 9:33 a.m.

Sollisnexus says... #17

@Triforce-Finder There's no particular setting since this is a commander based set so I can be from ANY Plane as long as it exists in the known Wizards MTG Universe.

@SwiftDeath Thanks for that, I'll focus on particular parts

@MagicalHacker I'll work on that when I setup the section for that

@Everyone, I have created a Commander I wish for you all to see and comment on real quick.

Nimble Creation 1UR

Legendary Artifact- Weird

Graft X (This creature enters the battlefield with X +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) Where X is the mana used to cast Nimble Creation

0/0

"Where man has failed magic has succeeded..." -Anonymous

February 7, 2014 9:43 a.m.

Okay, so we're supposed to make new commander generals and a few backup cards for them, to be played with the existing card pool. I'm going for this:

CEDRA, Sentient Sky City

pic

  • WUB
  • Legendary Artifact Creature - Construct Advisor
  • flying
  • tap: Exile any amount of creatures you control for as long as you control CEDRA, Sentient Sky City. CEDRA gets power equal to the combined power and toughness equal to the combined toughness of all creatures exiled this way.
  • 7: Search your library for a non-legendary artifact card with "CEDRA" in its name, and put it onto the battlefield. This ability costs 1 less for each creature exiled with CEDRA.
  • 0/5

CEDRA's Defense Drone

  • Artwork: this, until I find something better
  • 2W
  • Artifact - Equipment
  • Totem armor
  • 0: Until end of turn, CEDRA's Defense Drone becomes a 1/1 golem thopter creature with flying in addition to its other types. It gets +1/+1 for each creature exiled with a CEDRA, Sentient Sky City you control.
  • 2: Attach CEDRA's Defense Drone to a legendary artifact creature you control.

There's a blue scout drone and a black interceptor drone too, but I don't want to take up too many slots. So I'll leave it to the community to create those if they like the concept.

I wrote up some lore, but lost it because the browser crashed. If I find the time and motivation, I'll rewrite and post it.

February 7, 2014 10:34 a.m.

@ MagicalHacker

I like the idea of hybrid colors in commander generals. There could be a full circle of 4-colored commanders, that would take up only 5 slots and offer great new possibilities.

@ Sollisnexus

Nice Idea for a commander. Make it a legendary artifact creature, though.

February 7, 2014 11 a.m.

AGunWithLegs says... #20

@Sollisnexus: I like the idea for the the Wierd, sounds fun to abuse, but shame it isn't green.

I've had this card sitting on my hard drive for a while now with no where to put it, and would love to hear feedback on it.

Kaine, Master of Memories 4WUULegendary Creature: Human WizardHexproof1WWU T: Until end of turn, if a card would be exiled, return it to it's owner's hand instead.

Instants and Sorceries in all graveyards have flashback, where their flashback cost is equal to their casting cost.

1/5

February 7, 2014 11:33 a.m.

Warmonger says... #21

Card Name: Library Grenade

Casting Cost: 2UUUU

Card Type: Instant

Card Text: Look at the top 5 cards in your Library. From these cards, put a permanent on the battlefield, put one in your hand, put one in your graveyard, put one on the bottom of your library, and exile one. If a card cannot be placed on the battlefield as a permanent, exile it. Exile Library Grenade.

Picture Flavor: A library wall has cracks all over it as it breaks apart from an explosion. Blue light emanating through the cracks from deep within it. Spell orbs and books streak in multiple directions as the tomes disintegrate.

February 7, 2014 1:57 p.m.

artakha says... #22

Here's another:

Aspis, Archangel of Union (Cost: WUBRG)

Legendary Creature -- Angel Ally 2/8 (Mythic Rare)

Flying, first strike, defender

5: Ally creatures you control get +6/+6, have flying, and first strike until end of turn. If any of those creatures have defender, they can attack as though they didnt have defender until end of turn. Activate this ability only during combat, after blockers are declared.

There isn't any legendary ally creatures, which kind of bothered me a bit (almost as much as the fact that all angel creatures in Magic have to be female). So, why not a commander that works off allies?

I initially thought to make it only WU, but there are so few ally cards (even more so of just those two colors) that I figured the legendary REALLY needs to be five-colored.

February 7, 2014 3:02 p.m.

kintighd says... #23

Castle of The Plains 3WW

Legendary Artifact- Castle

Castle of Plains comes into play with six barricade counters on it. If damage would be dealt to you may prevent that damage, and instead remove that many barricade counters from Castle of The Plains. At the end of combat phase if Castle of The Plains has no barricade counters on it, sacrifice it.

1W: Exile target creature that attacked this turn, until Castle of Plains leaves the battlefield.

I came up with these castles in a medieval themed set I was making. They all involve barricade counters that get removed if you decide to prevent damage. They also all have an activated ability. Another example would be:

Skeleton Castle 3BB

Legendary Artifact- Castle

Skeleton Castle comes into play with three barricade counters on it. If damage would be dealt to you may prevent that damage, and instead remove that many barricade counters from Skeleton Castle. At the end of combat phase if Skeleton Castle has no barricade counters on it, sacrifice it. BB, or sacrifice a creature: Add three barricade counters to Skeleton Castle.

February 7, 2014 3:02 p.m.

@ Sollisnexus

How about making one commander of each color combination?

That's 10 two-colored, 10 three-colored, 5 four-colored and 1 five-colored, for a total of 26 commanders.

February 7, 2014 3:23 p.m.

Emrakool says... #25

In addition to Chaos Warp I've always wanted to see red get some of the complete permanent hate it desperately lacks, so I came up with this one.

Name: Flaming Shrapnel

Casting Cost: 2R

Card Type: Sorcery

Card Rarity: Uncommon/Rare

Card Text: Destroy target permanent. Flaming shrapnel deals 3 damage to you.

Not sure if I agree with hybrid mana 4 color generals. It'd allow for nearly the same variety of card pool as a 5 color general while being as easy to cast as a 3 color general.

February 7, 2014 3:41 p.m.

artakha says... #26

@Emrakool: That's a neat sorcery you have there. But... making it uncommon/rare? As a three cost sorcery? I would understand if it was an instant, but it feels like it should be a common if it was a sorcery, don't you think?

February 7, 2014 3:48 p.m.

@ Emrakool

Makes sense. How do you feel about two- and three-colored hybrid symbol commanders for a balanced overall improvement?

February 7, 2014 3:49 p.m.

Emrakool says... #28

@artakha: I feel it deserves at least an uncommon rating. There's no nonland restriction, it's splashable in any color scheme, and the drawback is minor. Plus it does two things red doesn't normally do on its own, it destroys enchantments and it destroys creatures/planeswalkers without using damage to achieve that end.

@Triforce-Finder: It's possible but my biggest concern still would be power level within the card itself. Can you imagine if you were able to cast Rafiq of the Many for 1GGW? That'd be ridonkulous. But of course if you hose a three color hybrid card too much, it'd make more sense just to run a regular three colored general.

February 7, 2014 4:15 p.m.

smash10101 says... #29

I'm always interested in custom sets. If you want a rules manager, I volunteer. Also, do we have any sort of flavor or mechanics ideas, or is this totally open ended?

February 7, 2014 4:39 p.m.

KingSorin says... #30

My idea was a card that can only be cast by spending mana from basic lands. These would help mono-coloured commanders stand up to multicoloured ones. Like: Devoted fire: R/L R/L Instant: (R/L means costs R produced from a basic land.) ~ deals 4 damage to target creature or player.
Or more for a commander set: Spirit of the ancient fire: R/L R/L R/L R/L R/L
When ~ enters the battlefield, you may have it deal 5 damage divided as you choose among any number of target creatures and/or players. 5/5 Haste.

February 7, 2014 4:54 p.m.

KingSorin says... #31

I was also thinking of a mechanic called Martyr: (you may sacrifice this permanent at any time.) Creatures like this Goblin cannonfodder: R 1/1 Martyr. When goblin cannonfodder dies, deal 1 damage to target creature or player. Or: On the verge of insanity: 1RRUU enchantment: Martyr: At the beginning of your upkeep, choose an opponent, then flip a coin. If the result was heads, gain control of target creature that player controls: if the result was tails, you lose 5 life, then give control of ~ to that opponent.

February 7, 2014 5:04 p.m.

Jacques says... #32

Is there a place we could upload these "cards" and get community feedback? I agree that it should be a TappedOut only community project, but eventually the amount of pages needed to be filtered through on here would decrease productivity in the terms of making cards.

I think that all overall inquiries about the set or rules should be on this thread, but it would be nice to have a place where people can comment on specific cards that are made without having to search through 10 pages of eventual comments.

I don't know any website where this could be done, though, so it would be dependent on if someone does know one.

February 7, 2014 5:38 p.m.

DodgeNDive says... #33

1 U/R/B

Jraxxus, Planeswalker Hunter

Legendary Creature Rogue Demon

Unblockable.
When Jraxxus, Planeswalker Hunter enters the battlefield, choose an opponent. That opponent may search his/her library and graveyard for a planeswalker with CMC equal to the mana paid to play Jraxxus, Planeswalker Hunter and place it on the field. Shuffle their library.

When Jraxxus, Planeswalker Hunter deals damage to your opponent, you may destroy target planeswalker that opponent controls.

Pay X mana: Summon Jraxxus, Planeswalker Hunter from the command zone. (Only any opponent may activate this ability. X cannot be zero)

3/3

Jace searched Ravnica for clues. Elsewhere something searched for Jace.

February 7, 2014 6:12 p.m.

DodgeNDive says... #34

U/B/R

The Enemy of My Enemy is My Friend

Instant/rare

Double-Edged: (When you play this spell, you may have target opponent select an additional target for it.)

Exile target permanent.

For example, you play this card and decided you'd like it to be double-edged. You pick an opponent, they exile a permanent of their choosing (which could be one of yours or one of the other players'). Then you can pick a permanent and exile it.

You gamble on having one of your permanents removed for a chance of a 2 for 1.

I think it would be a fun mechanic in multiplayer :)Sort of like a double-edged sword

February 7, 2014 6:49 p.m.

Nigeltastic says... #35

UURR
Steven, Crazed Chemister
Legendary Creature - Human Wizard
(T) Target player chosen at random sacrifices a permanent chosen at random. Any player who does not control Steven, Crazed Chemister may pay 4 life to not be included.

4/4

Because I love chaotic mtg cards, especially in commander.

February 7, 2014 9:17 p.m.

Okay, Nigeltastic, who is Steven and what has he done to you? ;)

February 7, 2014 10:16 p.m.

Fumbles says... #37

I would like to give this a try, how about this guy:

Falin, Master of the Pride

3WG

Legendary Creature - Cat

Banding, Soulbond

As long as Falin is paired with another creature, both creatures gain lifelink.

3/6

February 8, 2014 12:07 a.m.

BooJr2001 says... #38

XRGBCardnameLegendary Creature-Demon Hydra

Enters the battlefield with X +1/+1 counters

R(T): Remove a +1/+1 counter. Deal 1 Damage to each other creatureB(T) Lose 2 life. Draw a card2G(T) Cardname gains Double strike and trample

February 8, 2014 12:13 a.m.

DaShPrime says... #39

I thought it would be amusing to have a land destruction general, especially with Armageddon and to combat the use of fetchlands.

February 8, 2014 12:29 a.m.

DaShPrime says... #40

Slightly modified version

February 8, 2014 12:39 a.m.

jonhydude says... #41

Ok there have been so many legendary creatures I think its time for someone to post an uncommon.

2W - Cleric of (insert place here)

Creature-Human Cleric | Uncommon

Matyr

When Carname dies, destroy target basic land.

2/2

Read above (KingSorin's post) for an explanation of what matyr does.

February 8, 2014 4:26 a.m.

Only 10 commanders have been proposed so far, and not one of them has been approved or discussed yet. I'd hold the other stuff back until Sollisnexus asks for it.

February 8, 2014 8:12 a.m.

MagicalHacker says... #43

Triforce-Finder, I like the Idea of one for each color combo, but could a colorless general be added to for a total of 27?

By the way, these are the suggested ones so far:

COLORLESS

AZORIUS:

AGunWithLegs's Kaine, Master of Memories.

ORZHOV

DIMIR

IZZET:

accelerando11's Wizard or Sollisnexus's Nimble Creation or Nigeltastic's Steven, Crazed Chemister.

RAKDOS

GOLGARI

GRUUL

BOROS

SELESNYA:

Fumbles's Falin, Master of the Pride.

SIMIC

USA

ESPER:

Triforce-Finder's Cedra, Sentient Sky City.

BUG

GRIXIS:

DodgeNDive's Jraxxus, Planeswalker Hunter.

NEWSPAPER

JUND:

BooJr2001's Demon Hydra.

RUG

NAYA:

DaShPrime's Ergron, the Earthbreaker.

JUNK

BANT

YORE-TILLER (WUBR)

WITCH-MAW (GWUB)

INK-TREADER (RGWU)

DUNE-BROOD (BRGW)

GLINT-EYE (UBRG)

MAELSTROM (WUBRG):

artakha's Aspis, Archangel of Union.

February 8, 2014 noon

DaShPrime says... #44

So I assume we're not doing any mono-color commanders?

February 8, 2014 12:40 p.m.

DaShPrime says... #45

Thought I would make one to see if discards decks could be a thing in Commander

February 8, 2014 12:54 p.m.

DaShPrime says... #46

February 8, 2014 1:02 p.m.

DaShPrime says... #47

February 8, 2014 1:15 p.m.

-Logician says... #48

I've been making custom cards here and there for quite a while now with my biggest accomplishment I suppose being a 402 card full set that I exported to Cockatrice and was able to play with my older brother online. Good times! :D

The hardest part about creating a set is taking a deep breath and realizing you need commons. Commons need to suck, for the most part. There are some good commons out there, don't get me wrong, but there's also Great Hart cards.

Of course, this is your custom set and it's a very small one. It seems like rarity distribution isn't a factor here, which I suppose makes the creation process a lot more lenient and fun for a group of people, and that's OK.

So here's some ideas I had recently.

Magma Stone | 1R

  • Instant - Rune | Uncommon
  • Imbue -- 1R (As a Rune instant spell resolves, you may pay its Imbue cost to have it become an Rune artifact token.)
  • [T]: Magma Stone deals 2 damage to target creature and 1 damage to you.

From here, you can have all sorts of synergies with possibly the number of Rune artifacts in play etc.

If that mechanic isn't to your liking, perhaps this similar thing might be interesting to you.

Arcane Codex | U

  • Sorcery - Tome | Common
  • (You may cast a Tome spell without paying its mana cost by tapping an untapped creature that shares a color with it.)
  • Search your library for a Tome spell and add it to your hand. The shuffle your library.

This could be a dual-land cycle that would be very powerful in commander.

Coral Shores

  • Land - Hideout | Rare
  • (Hideouts come into play tapped. When a Hideout enter the battlefield, you may exile a creature you control.)
  • [T]: Add U or W to your mana pool.
  • [T]: Return a creature exiled with Coral Shores to the battlefield under your control.

I like the flavor in this idea for sure. Elite Informant plays the informant role in battle. He reveals to you the plans of your opponents, which is always a risky tactic, thus it costs life. Once your informant has given you the critical amount of information, he is ready to give your opponent some pain from the inside.

Elite Informant | 1BB

  • Creature - Vampire | Rare
  • Lifelink
  • While your life total is greater than 13, you may pay X life: Target player reveals X cards from his or her hand.
  • While your life total is exactly 13, Elite Informant gets +2/+2, and has unblockable and, "When this creature deals combat damage to a player, that player exiles a card from his or her hand at random."
  • 2 / 2

Group hug spell that accelerates the gameplay for everyone.

Face-Off | 2GG

  • Sorcery | Rare
  • Each player with a commander in their command zone puts that commander onto the battlefield.

I feel like every set isn't complete without a Hellkite. This one's flavor is that it is tamed by Knights. As it attacks, it lets a knight ride on its back, thus giving it flying. This brave dragon would sacrifice his life to save the life of the knights that he's grown to respect.

Templar Hellkite | 3RR

  • Creature - Dragon | Mythic Rare
  • Flying, haste
  • When Templar Hellkite attacks, target Knight you control gains flying.
  • Sacrifice Templar Hellkite: Knights you control are indestructible until end of turn.
  • 3 / 4

Hope you like my ideas. :D Good luck on the project.

February 8, 2014 1:18 p.m.

DaShPrime says... #49

February 8, 2014 1:23 p.m.

-Logician says... #50

I messed up when I described this card. Here's an update to it. I forgot to put down the part that it deals 2 damage to target creature and 1 damage to you when it's cast as an instant, and it can tap to do the same effect if you imbued it into an artifact. Also, the Rune Spell doesn't have to be instant. It could be a sorcery, so I updated the reminder text. As well, I fixed the reminder text so that it said Rune artifact, not "Rune artifact token," which wouldn't have made sense.

Magma Stone | 1R

  • Instant - Rune | Uncommon
  • Imbue -- 1R (As a Rune spell resolves, you may pay its Imbue cost to have it become an Rune artifact.)
  • [T]: Magma Stone deals 2 damage to target creature and 1 damage to you.
  • Magma Stone deals 2 damage to target creature and 1 damage to you.
February 8, 2014 1:25 p.m.

-Logician says... #51

Akromium, Overlord of All seems overpowered. Here's my reasoning. Legendary creatures that are indestructible aren't very common. Here's a list of all of them.

  1. Avacyn, Angel of Hope
  2. Konda, Lord of Eiganjo
  3. Myojin of Cleansing Fire
  4. Myojin of Infinite Rage
  5. Myojin of Night's Reach
  6. Sapling of Colfenor
  7. Tajic, Blade of the Legion
  8. Slobad, Goblin Tinkerer
  9. Ulamog, the Infinite Gyre
  10. Myojin of Life's Web
  11. Myojin of Seeing Winds

It is specifically easy to put down green creatures as opposed to non-green creatures, so this guy is easily cheated into play with Garruk, Caller of Beasts , Natural Order , or Green Sun's Zenith etc. Not to mention that it doesn't shuffle itself back into the deck, so it is easy to reanimate as well.

Indestructible is one of the most powerful mechanics in magic. For a creature to just innately have the indestructible ability, it usually costs 3 mana for that alone, ie: a 1/1 indestructible creature is reasonable for 3 mana. Your opponent simply needs something like Terminus or Swords to Plowshares to deal with this. Every single creature gains flying and intimidate... which is pretty close to unblockable. Every creature gains haste is kind of ridiculous in this situation too.

February 8, 2014 1:50 p.m.

shadow63 says... #52

keeper of the natural order

CMC (GG6)

reach hexprof trample

when keeper of the natural order enters the battle field you may search your library for x land cards where x is the number of creatures you control.

when ever a player draws their second card in a single turn you may draw a card

                                                                                                                      10/10
February 8, 2014 3:39 p.m.

DodgeNDive says... #53

 photo JraxxusPlanes-Hunter_zps26ae52f0.png

Jraxxus can feel overpowered or underpowered depending on which angle you see Jraxxus from.

Guess it all depends on the opponent, and the cards which supports Jraxxus.

Eitherway, I posted Jraxxus here to get feedback to hopefully tweak and settle on a good, powerful-but-not-broken card design :)

February 8, 2014 3:54 p.m.

-Logician says... #54

DodgeNDive - Underpowered if anything. Your opponent can pay 4 colorless mana to put their Jace, the Mind Sculptor into play from their library, then use a basic removal spell to just kill Jraxxus. So much benefit given to your opponent just to have a 3/3 Unblockable creature? Of course, if they're not playing any planeswalkers, then shame on them and you have a 3/3 Unblockable for 4, which isn't actually that bad if you're about to protect it and can pump it up. It wouldn't be too difficult to deal 21 Commander Damage with this.

Also, it should be reworded and reformatted to something like this to make sense technically. I just resketched it in MSE.

February 8, 2014 5:07 p.m.

BooJr2001 says... #55

Some of my Cardsfile:///C:/Users/James/Pictures/Axaron%20The%20World%20Ender.jpgfile:///C:/Users/James/Pictures/Tyrannus%20Elf%20King.jpgfile:///C:/Users/James/Pictures/The%20Council%20of%20Esper.jpgfile:///C:/Users/James/Pictures/Lord%20Stromkirk.jpgfile:///C:/Users/James/Pictures/Kareth%20Lord%20of%20the%20Mealstrom.jpgfile:///C:/Users/James/Pictures/Hyruth%20Master%20of%20Time.jpgfile:///C:/Users/James/Pictures/Hellspawned%20Hydra.jpgfile:///C:/Users/James/Pictures/Garoa%20Angel%20of%20Victory.jpgfile:///C:/Users/James/Pictures/Exardian%20Vampire%20Hero.jpgfile:///C:/Users/James/Pictures/Diarack%20Master%20of%20Death%20.jpg

February 8, 2014 5:09 p.m.

-Logician says... #56

Ugh. Even the way I worded it doesn't make sense and would work the way you'd want it to. I don't even know how to word that (the ability that the opponent activates) to make it work with the first ability. Since it causes your opponent cast it without paying its mana cost, then the first ability's X would be zero, technically, even though I know what you were going for.

February 8, 2014 5:10 p.m.

-Logician says... #57

BooJr2001

rofl.

February 8, 2014 5:11 p.m.

Sollisnexus says... #58

Someone mind helping me out in organizing these card offers in one list via word document? Love the ideas coming out so far!!

February 8, 2014 5:11 p.m.

BooJr2001 says... #59

i know sorry

February 8, 2014 5:13 p.m.

-Logician says... #60

This is just an MSE sketch of a card detailed in my above post, and I edited to make it more appealing to this thread.

February 8, 2014 5:24 p.m.

-Logician says... #61

Gahh! The knight should only gain flying until end of turn, and only if he's also attacking... I fixed it.

February 8, 2014 5:29 p.m.

artakha says... #62

How do I put down card files from MSE? I wanted to show my 5 color Commander, but I can't find it under FAQ.

February 8, 2014 5:41 p.m.

-Logician says... #63

Upload your image to the internet on an external website like perhaps imageshack, photobucket, or imgur.

Then just do this:

<img src="DIRECT_LINK_TO_IMAGE">

February 8, 2014 6:11 p.m.

artakha says... #64

Here's my 5-color commander (with a special inverted Worldwake symbol! I tried to make the original, but this was the closest thing to it I could do.)

February 8, 2014 6:18 p.m.

Fumbles says... #65

So I had o e more idea for a creature.

Jodah, Emissary of Dominaria

2WURG

Legendary Creature - Human Wizard

2WU Tap: Target Planeswalker may use a second ability this turn.

4RG Tap: Search your deck for a Planeswalker card, Reveal it, shuffle your deck and place that card on top.

3/6

February 8, 2014 6:26 p.m.

jonhydude says... #66

@artakha Umm... how is the any creature with defender supposed to attack because they can't attack after blockers are declared without Aurelia, the Warleader .

February 8, 2014 6:27 p.m.

artakha says... #67

... Well, now I need to go rewrite the text. Dammit. D:

February 8, 2014 6:30 p.m.

-Logician says... #68

artakha

That ability isn't worded very well. The way it's worded now, it doesn't do anything. You declare your attacks, then you get to the declare block step, blockers are declared, and now you have the opportunity to allow your defenders to attack, but you've already passed the point in time that you are allowed to attack. All of that being said, I'm not honestly feeling the flavor of a 5-color legendary creature. This could easily just be green and blue. Nothing about this card hints at black, and the first strike only sort of hints at red and/or white. I would lean towards white because white has more defenders than red. I suppose I could see this as a G/W/U creature, but not 5-color.

February 8, 2014 6:33 p.m.

artakha says... #69

I fixed it. Thank you jonhydude for catching that.

February 8, 2014 6:36 p.m.

artakha says... #70

Also, the creature was specifically supposed to be for Allies from the Zendikar block to make it more relevant, and it was gonna be white/blue until I noticed how few Ally cards there were (less than 40). Such was the reason it was made 5-color.

February 8, 2014 6:37 p.m.

@ DaShPrime

Of course there can be mono-colored commanders. I simply forgot to count them, just as I forgot about the colorless one.
I'm not making the rules, anyway. It's just a suggestion of mine to have one of each combination, or at least one of each combination.

@ jonhydude

She's an ally herself. So she can attack as though she wouldn't have defender through her activated ability.

February 8, 2014 6:38 p.m.

You know, those mse pictures are making it kinda hard to make this into a text file. With text, I just have to ctrl +a, ctrl+c, ctrl+v and then kick everything out that isn't part of a card, now I'm gonna have to start typing...

February 8, 2014 6:44 p.m.

artakha says... #73

@Triforce-Finder: He was right about the wording, though. You could only activate the ability after blockers were declared, thus making it too late to use it as an attacker (if it's during your turn).

That's why I went back and fixed it. Now it can only be activated before attackers are declared. And I separated the "attacking defenders" ability to make it static instead of activated.

However, Aspis herself is supposed to be a defender. She's just meant to buff up your allies, and make your defenders able to attack.

February 8, 2014 6:48 p.m.

GureiSeion says... #74

@Sollisnexus ~ As far as administratives go, I wouldn't mind volunteering as a card wording editor or something along those lines.

February 8, 2014 6:50 p.m.

-Logician says... #75

artakha

Still I feel like the numbers on the card are arbitrary. You have 5 CMC, an activated ability that costs 5, a piece of text that says +6/+6 (why 6?), a power of 2, and a toughness of 8.

To decrease how arbitrary the numbers seem, perhaps instead of +6/+6, you could say +X/+0 where X is Aspis's toughness. Perhaps you could simply require a tap instead of 5 mana. Notice how I didn't say to increase toughness. Why would you need to increase the toughness of a defender? Not necessary.

February 8, 2014 6:59 p.m.

-Logician says... #76

This is one of the mythics from my custom set. Wouldn't mind you using it as a commander. I think it's my favorite card that I've created, if not definitely in the top 5.

February 8, 2014 7:19 p.m.

Lone_Reaper says... #77

Burning Bridges

1RG - Enchantment

At the beginning of each player's end step, if that player didn't played a land card this turn, Burning Bridges does 3 damage to that player

Tap the half of lands you control rounded up, Tap: search your library for a land card and put in into your hand.

February 8, 2014 7:19 p.m.

I'm currently putting all cards in a text file.
Could all those who post mse pictures from now on please also paste the raw text underneath so I don't have to type the whole day?

February 8, 2014 7:58 p.m.

-Logician says... #79

Wouldn't it be more effective to have all of the cards in an MSE Archive?

February 8, 2014 8:09 p.m.

Dunno. Can't get it ro run stable on my computer, so I can't really say. How does that work?

February 8, 2014 8:48 p.m.

Here's my commander entry:

  • Aelstein, Martyr of Rest

  • GWU

  • Legendary creature - human spirit

  • Mythic Rare

  • 3GGWWUU: Sacrifice Aelstein, Martyr of Rest. Any player may play this ability.

  • As long as Aelstein, Martyr of Rest is in a graveyard activated abilities (other than mana abilities) can't be activated, triggered abilities can't be triggered, and all permanents in play and all cards in all graveyards have shroud.

  • "Naps should be peaceful."

  • 1/5

February 9, 2014 12:43 a.m.

Here's an artifact:

  • Assembly Line

  • 3WBR

  • Artifact

  • Rare

  • Pollution 3 - at the beginning of your upkeep put 3 -1/-1 counters distributed as you choose on creatures you control.

  • Tap (x) creatures, tap Assembly Line: Put a colorless construct artifact creature token onto the battlefield with power and toughness equal to the number of creatures tapped in this way.

  • Tap an assembly-worker creature you control: untap Assembly Line.

For reference here is assembly worker on gatherer; it's both a creature type and a creature.

February 9, 2014 1:02 a.m.

KingSorin says... #83

If i were to do an ally commander, this is how I'd do it.
Vorax, Voice of All: WUBRG
Legendary Creature: Ally Avatar
Changeling
When Vorax, Voice of All or another ally enters the battlefield under your control, choose one - If the ally is red, deal damage to target creature or player equal to the number of red allies that you control, If the ally was blue, draw cards equal to the number of blue allies that you control, if the ally was green, put a +1/+1 counter on it for each ally that you control, if the ally was black, target opponent discards cards equal to the number of black allies that you control, and if the ally was white, gain life equal to twice the amount of white allies that you control.
5/5
Yes, i know it's long, to shorten it, you could instead give all allies a keyword until end of turn depending on the colour that enters, and get rid of the choose 1 restriction: i.e. give first strike when a white enters, haste for a red, flying for a blue, trample for a green and lifelink if a black enters.

February 9, 2014 1:23 a.m.

KingSorin says... #84

*if the ally was green, put a +1/+1 counter for each green sorry.

February 9, 2014 1:24 a.m.

DaShPrime says... #85

Hmmm, maybe this is better?

Akromium, Overlord of All, WUBRG

Legendary Creature - Avatar

Vigilance, Shroud, Intimidate, Haste, Trample

At the beginning of your upkeep, choose vigilance, shroud, intimidate, haste or trample. Creatures you control gain that ability until your next upkeep.

5/5

February 9, 2014 1:29 a.m.

shadow63 says... #86

adjusted

keeper of the natural order

CMC (GG6)

Creature- treefolk

reach hexprof trample

when keeper of the natural order enters the battle field you may search your library for x land cards where x is half the number of creatures control rounded up.

when ever a player other than you draws their second card in a single turn you may draw a card

                                                                                                                  7/11
February 9, 2014 1:52 a.m.

KingSorin says... #87

The only problem is that it's supposed to be an ally, and allies have effects when an ally enters the battlefield under your control.

February 9, 2014 1:54 a.m.

Emrakool says... #88

I'll try my hand at a 4 color general.

Kulaos, the Besieger 2WUBR

Mythic Rare

Legendary Creature - Elemental

Flying, first strike

When you cast Kulaos, the Besieger, search your library for a card with converted mana cost less than or equal to the amount of mana spent to cast Kulaos, reveal it, and put it into your hand. Then shuffle your library.

5/4

My idea here was to give the card creature abilities relevant to its outer color pairings (WU flying/BR first strike) with a Command Zone-type ability based on its inner color pairing (UB search/draw). I decided to go with 5/4 for the P/T based on card abilities as opposed to total mana cost, though I wouldn't consider it unreasonable to increase the P/T slightly as it is a four color card we're dealing with.

February 9, 2014 2:11 a.m.

jonhydude says... #89

@deathtouch_roadrunner] That card would have to say

Tap x creatures you control - Put an x/x assembly worker token onto the battlefield, where x is the number of creatures you tapped minus one.

Tap an assembly worker - untap this card.

This would be used to prevent infinite ETB triggers.

February 9, 2014 2:17 a.m.

Firax, Steam Captain 2RU

Rare

Legendary Creature- Human Rogue Rigger

Tap: Assemble 2 (Sacrifice and artifact and put two 2/2 colorless Contraption Artifact Creature tokens on the battlefield)

Whenever you assemble a Contraption, Firax, Steam Captain deals 3 damage to target creature

3/4

"Tinkering? What is this Tinkering of which you speak? I do SCIENCE"

(Forgive the really long link to the picture please: https://lh4.googleusercontent.com/-nEzjk4kGnZE/UYYe2Go5v7I/AAAAAAAAAWw/pmmtzbJmxEo/w500/Steampunk%2Blady%2Band%2Bher%2Bmechanical%2Bgentlemen.jpg )

February 9, 2014 2:40 a.m.

*an artifact. REALLY...I MADE A CARD FOR THE FIRST TIME ON TAPPEDOUT AND I MAKE A GRAMMATICAL ERROR? REALLY?!

February 9, 2014 3:09 a.m.

shadow63 says... #92

i know i already have one up here but i came up with a new idea

flames of purphoros CMC (RR2) Instant

deal five damage dived among any number of target creatures. creatures dealt damage this way cant block this turn and gain haste until the end of the turn.

February 9, 2014 1:54 p.m.

artakha says... #93

@-Logician: The increased toughness was to prevent your creatures from getting destroyed. It's meant to be arbitrary for that reason. Also, it's ability isn't a tap ability so that you can still use her as a blocker.

@KingSorin: Yes, I know that Allies are supposed to have widespread effects, but remember, she's a Legendary, and giving all your allies a VERY LARGE boost would make them more overpowered than Slivers. AND I HATE SLIVERS.

Ugh... alright. Yes, I know the numbers are arbitrary. So I fixed it again. But I'm not fixing the thing that grants extra toughness. It's meant to save your blockers (except from deathtouch). Also, I still wanted her to function as a blocker. Plus, I altered her ability a bit to make it so that you can't use her ability immediately if you cheated her into the game (say, with Elvish Piper ).

Not to sound like I'm not enjoying these suggestions, but I wonder how much I need to put on it before everyone's happy. D:

February 9, 2014 2:38 p.m.

artakha says... #94

@DaShPrime: Also, here's a MSE reboot of your card for ya (now with flavor text!)!

February 9, 2014 2:46 p.m.

artakha says... #95

@DaShPrime: Also, being that he's all colors, how would Intimidate even work on him? It would make it so that Eldrazi can't block him, but that's really about it.

February 9, 2014 2:48 p.m.

Nigeltastic says... #96

The mana cost is 1 White Phyrexian mana, B/G, U/R (CMC = 3)
Theodore, the Formless
Legendary Creature - Shapeshifter Avatar
When Theodore, the Formless enters the battlefield, choose a creature type. Theodore, the Formless becomes that creature type.

If Life was spent to cast Theodore, the Formless, creatures of his chosen type gain Deathtouch.
If White mana was spent to cast Theodore, the Formless, creatures of his chosen type gain Lifelink.
If Black mana was spent to cast Theodore, the Formless, creatures of his chosen type gain (1B): Regenerate this creature.
If Green mana was spent to cast Theodore, the Formless, creatures of his chosen type gain Trample.
If Blue mana was spent to cast Theodore, the Formless, creatures of his chosen type gain Flying.
If Red mana was spent to cast Theodore, the Formless, creatures of his chosen type gain First Strike.

If no mana was spent to cast Theodore, the Formless, destroy each creature of his chosen type, they can't be regenerated. Exile Theodore, the Formless.

4/4

February 9, 2014 3:44 p.m.

jonhydude says... #97

Nigeltastic I see that as

Theodore - R G 2 life

Deathtouch Firststrike Trample

4/4

February 9, 2014 3:49 p.m.

Nigeltastic says... #98

The color pairings might need to be switched around to make things more balanced, I just kinda threw together enemy colors for the split costs.

February 9, 2014 3:54 p.m.

Emrakool says... #99

Theodore, the Formless is insane. Fortunately he's not indestructible, but if he sticks for a turn in a decent tribal deck things will get messed up quick.

February 9, 2014 3:55 p.m.

Emrakool says... #100

@jonhydude: It see it as...

Theodore - 2 life, R, G

When Theodore enters the battlefield, choose a creature type. Theodore enters the battlefield as the chosen type in addition to its other types.

Theodore and other creatures of the chosen type have first strike, trample, and deathtouch.

4/4

February 9, 2014 4 p.m.

Nigeltastic says... #101

Potentially the issue is the Phyrexian mana and the buff it gives, but I like the idea of all the possible kinds of mana being there and doing something.

February 9, 2014 4:03 p.m.

-Logician says... #102

I personally see 5-color creatures like Chromanticore that just have a flurry of keyworded abilities to be not only boring, but a lazy card design that deserves nothing but dismissal in this realm of potentially limitless creativity.

I feel like it is necessary to say that these legendary creatures need to be unique and interesting. The only design ideas that went into Akromium was the following.

  1. He's black so he has intimidate.
  2. He's white so he has vigilance.
  3. He's green so he has trample.
  4. He's red so he has haste.
  5. He's blue so he has shroud.

Think it about it flavorfully. If Akromium is the "Overlord of All," then think about what it means to be an overlord. If he's an overlord, you would assume that this "overlord" has an army. With that in mind, perhaps he creates some kind of tokens. Also being an overlord of everything, perhaps he has the ability to tame your opponent's creatures and have them fight on his side; and maybe this ability that tames other creatures was based on his power so that he can't tame a creature that is technically stronger than him. An overlord's minions are trained well. They would sacrifice their lives to protect their master.

Using the above description of an overlord, this might be a more interesting rules text for Akromium.

  • During your upkeep, choose one -- Put a token onto the battlefield that's a copy of a creature you control; or take control of a creature you don't control that has less power than Akromium for as long as you control Akromium.
  • Sacrifice a creature: Counter target spell or ability that targets Akromium.

Now here's the problem. The card I am describing here was solely based on it being an "overlord," and it turns out that his qualities most fittingly support blue and black colors. Would I call something like this 5-color? Not really. Keeping the power and toughness at 5/5, I would set this card's mana cost to something like 3BUU or 2BBUU. Because of issues like these, you must always wait until the card's design is complete before considering the mana cost.

It takes a long time to design a well-flavored five-color legendary creature. I have yet to take the time to really try and come up with a good one that just makes sense. Also, a 5-color general needs to be made last in the set, because you should probably consider everything else in the format before designing it.

Now I understand that I'm being very critical here, and if I'm being a too critical, then let me know. I'll back off. I don't ruin someone else's fun or try to take over other people's ideas and take credit for them. I just think this is an interesting thread that has some good ideas. I'd hate to see such a nice custom-set thread rot in the wastes of impatience and rushed design when it has so much potential to be a set known for it's creativity, display of teamwork, and attention to detail.

February 9, 2014 4:25 p.m.

Nigeltastic says... #103

-Logician, any thoughts on Theodore (other than the fact that I don't do names well)? Obviously the slashed colors probably need to be adjusted so people don't just always take a first strike deathtouch trampler, to actually make him fit to various kinds of decks. The board-wide buff might not actually be balanced or flavorful, but I thought it would make him an interesting general card, and I really love tribal things.

February 9, 2014 4:40 p.m.

Behgz says... #104

@-Logician Chromanticore gets Flying, not hexproof or shroud, which is considerably weaker by comparison, that is not to say Flying is bad, but hexproof is much more desirable a trait to have.

If Chromanticore had hexproof, it would most likely be granted from the green in his cmc, evidential examples of this being true include but are not limited to; Troll Ascetic and Asceticism which would not leave room for the trample, which is a strong trait in its own right.

February 9, 2014 4:47 p.m.

raithe000 says... #105

There are several issues with Theodore. First of all, it's a turn 2 4/4, which is already incredibly powerful if it was vanilla, even without abilities. Second, It has horrible memory issues, since there is no good way to either mark off what color of mana was used to pay for it or what abilities it currently has. Finally, it interacts weirdly with Commander Tax. I'm not 100% sure about this, but I suspect that if I cast it for the second time, paying 2 life, R, G, U, and W, it would gain all of those abilities. Considering that even at base three it may be overpowered, the fact that it can get two more per cast just seems broken.

February 9, 2014 4:53 p.m.

raithe000 says... #106

Oh, also the last ability is problematic from a formatting standpoint. It's not clear if it's a replacement effect or a triggered ability. Either way, I don't think it does what you want, because you could just pick a different tribe from your own when he entered and do at least a partial boardwipe on your opponents.

February 9, 2014 4:57 p.m.

-Logician says... #107

Nigeltastic

The card design itself is a bit too ambitious in my opinion. Trust me, you wouldn't want to be the guy looking at that card squinting as hard as he could to read the text. There's so much going on and so much text that it just has to be chopped up somehow.

The reason your design is overpowered first off is because your card can come down pretty easily on turn 2 as a 4/4 creature at the cost of just 2 life and 2 mana, and will have two upsides. That's a bit ridiculous in my opinion. In my edited sketch of your card, I felt it was necessary to lower his power and toughness.

It was definitely a challenge trying to shorten the wording, but I finally came up with the following keyworded static ability that will help in shortening the length of text on your card.

  • Spectral Form (As Theodore comes into play, its mana cost becomes the mana that was spent to cast it. This changes its color identity.)

I thought it might be necessary to include the brief statement about it changing the color identity so that it was clear what was happening. This means that if you spend WGR to cast it, his mana cost while he is a permanent becomes WGR. This means that he now only provides one devotion to white, one devotion to green, and one devotion to red. When he's copied with a Clone or similar effect, the copy will copy the new mana cost and use that as its addition to devotion. If you paid two life for the phyrexian mana, then its CMC becomes 2 while it remains on the battlefield instead of three. I hope this is clear enough what is actually happening.

I felt that the most relevant ability you wanted to put on this card was its wrath effect, so I included that, and the ability to pump your own creatures. This is simply how I would design the card, based off of the long list of expectations you wanted in it. Notice that the text is already pretty lengthy. Of course, this is your card, and ultimately I suppose it's your decision how exactly it becomes revised. This is only a suggestion. Let me know what you think.

February 9, 2014 5:30 p.m.

@-Logician: That's not how Phyrexian mana works. A Phyrexian mana symbol is always a mana symbol, regardless of whether you paid life or not.

6/1/2011: A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.

6/1/2011: To calculate the converted mana cost of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.

Also, I haven't been following this thread. Why are we bringing back Phyrexian mana?

February 9, 2014 5:38 p.m.

Emrakool says... #109

I'll toss another four color idea out there, though I'm lost on names and artwork ideas.

Name: ~

Casting cost: 2UBRG

Card type: Legendary Creature - Elemental

Rarity: Mythic Rare

Card Text:

Flying, trample

At the beginning of each player's upkeep, that player draws a card and loses 1 life.

Whenever you draw a card, you may pay (1). If you do, target opponent discards a card and loses 1 life.

At the the beginning of each player's, if ~ is in the command zone, that player draws a card and loses 1 life.

P/T: 5/6

February 9, 2014 5:40 p.m.

-Logician says... #110

No idea why Phyrexian mana is back, but you misunderstand.

The Spectral Form ability, as I have worded it, only counts the mana spent to cast it. While it is on the stack, it would be a CMC 3 because of what you just explained; however, as it comes into play, it would realize that only two mana was emptied from the mana pool and spent to cast it, and its mana cost while on the field would become the combination of mana that was spent in order to cast it. Sorry that it might be worded wrong.

February 9, 2014 5:43 p.m.

-Logician says... #111

Emrakool - That's a Grixis creature that was given trample only because you decided to add green to its mana cost. Why not drop trample and just make it grixis? What's more, it's difficult to judge the reasoning and flavor of a card that doesn't have a name to help us realize what sort of entity it is.

This raises the question: Do we care about flavor here?

February 9, 2014 5:48 p.m.

That just presents definitional problems that don't really need to exist, in my opinion. One of the reasons mana costs and colors are determined using set and consistent definitions is to prevent confusion and maintain consistency. The idea behind this card is unique, but I don't know if it's really worth pursuing.

February 9, 2014 5:50 p.m.

-Logician says... #113

I agree with you, Epochalyptik. Did you look at the card that Nigeltastic explained above? The card I sketched in the post you're looking at is just my watered down rendition of what he said. He gave too much text. That amount of text wont fit onto a card, and so I was trying to figure out a way to crunch up the idea into one part of the rules text.

I also agree with a point I think you're trying to make. A set needs to have mapped out what properties will exist within the set, what keyworded abilities will be used, what new keyworded abilities will be implemented, the color combinations that will be used (limit it to only two different colors per card, or three, or four, or all five), the themes used that will determine the flavor of the set, and a bar to be drawn at just how powerful the spells are allowed to be. basically just have some ground rules set in place so that it isn't just a bit cluster of random ideas that don't make sense together. By setting such ground rules, the set will feel more cohesive and synergistic.

February 9, 2014 6:03 p.m.

artakha says... #114

@Emrakool: Here! For your 4 color commander. I tried to think of a witty name, and when you brought up 4 color, it reminded me of the Nephilims from Guildpact. Sorry if I altered it more than your liking! D:

February 9, 2014 6:19 p.m.

When we're already being critical, I'd like to remind everyone to avoid unnecessary new keywords. There will probably not be enough cards in the set to justify keyword mechanics anyway.

Things like "Martyr (you may sacrifice this creature at any time)" make little to no sense. Instead give them an ability like "Sacrifice ~: you gain 1 life." or something similar. The same goes for creatures with a "forced evoke". They're essentially sorceries, so just let them be sorceries.

February 9, 2014 6:29 p.m.

@ -Logician

Sure we care about flavor. It's just as important as the abilities, maybe even more. I don't think we should judge a card for having the "wrong" kind of flavor, though. The only really wrong kind of flavor is no flavor.

February 9, 2014 6:55 p.m.

Emrakool says... #117

It's tough to really find an innate ability that befits a four-colored creature as is though. But yeah, it does sound like a Grixis creature with trample. My intent was to have the keyword abilities fit the outer mana pairings (flying for UB, could possibly be unblockable and trample for RG, which of course would be irrelevant with unblockable), then a middle pairing commander ability being BR, but it does feel more UBR.

@artakha: I love the Nephilim idea! That'll give it a nice base to build off of.

February 9, 2014 6:56 p.m.

artakha says... #118

Oh! What about leveler legendary creatures?

Here's one, and he's also the mono red commander:

And a white one too!:

February 9, 2014 6:58 p.m.

Sollisnexus says... #119

@Everyone: There should be some flavor text to some of the cards so we know where they originated and what/who they are. There should also be abilities from the known Wizards Mtg Universe so we don't cause too much confusion in ability and other various things as I've just read today.

February 9, 2014 9:01 p.m.

Sollisnexus says... #120

@Everyone There will be only 26 Commanders in total (10 two-colored, 10 three-colored, 5 four-colored and 1 five-colored.) Plus if someone would like to help me gather these ideas in a text format that would be of greatest help at the moment. (Those that are already in mse/image format can be linked in the text format as wel please!)

February 9, 2014 9:07 p.m.

Emrakool says... #121

@artakha: I feel like these are underpowered compared to some of the non-legendary level up creatures already in existence, such as Kargan Dragonlord and Transcendent Master . Also, Palkrim doesn't necessarily need haste after being leveled up unless you could pay RRRRRRRR the turn it comes into play to get it to level 4.

February 9, 2014 9:13 p.m.

DaShPrime says... #122

@-Logician: I named it overlord of all because it was suppose to be some sort of mega-"Lord" to all creatures, kind of like Diregraf Captain or Adaptive Automaton .

I do agree that Intimidate doesn't really work, maybe deathtouch might be better. And most 5-color legendary creatures don't exactly have the most interesting designs specifically because they have to cater to flavor from every color, like Progenitus , Child of Alara , Horde of Notions etc.

February 9, 2014 9:18 p.m.

raithe000 says... #123

Is there any plans currently to playtest this after the basic cards are done? I'm not entirely sure how it could be done, but I get the feeling it will be necessary if we want actual balance.

February 9, 2014 9:21 p.m.

Emrakool says... #124

Here's another shot at a four color commander.

Name: Nephalim of Purity

Casting Cost: RGWU

Card Type: Legendary Creature - Nephalim

Card Text:

Flash

Nephalim of Purity can't be countered by spells or abilities.

When you cast Nephalim of Purity, exile target noncreature, nonland permanent with converted mana cost X or less, where X is the amount of mana spent to cast Nephalim of Purity.

3, Return Nephalim of Purity to the command zone: You can't cast spells this turn. Activate this ability only during your upkeep.

3/4

February 9, 2014 9:35 p.m.

artakha says... #125

@Emrakool: I wanted to create cheap commanders that aren't so ridiculously powered or priced like Kargan Dragonlord or Transcendent Master , you know?

February 9, 2014 10:10 p.m.

Nigeltastic says... #126

Epochalyptik, -Logician, Yeah, it is really too much text, and I realize that, I just like the idea of a creature that completely changes based on how you pay for it. I know there have been cards similar to that in the past, but I know those cards have always been only 2 colors.

February 9, 2014 10:11 p.m.

BooJr2001 says... #127

Could I get some constructive feed back?

February 9, 2014 10:43 p.m.

@ artakha Level up commanders are an interesting idea. If they already enter with level counters, you could make them enter with an amount of counters equal to the amount of mana used to cast them.

February 9, 2014 10:56 p.m.

@ BooJr2001

Yes, you can get some feedback. Here's my suggestion: From that mass of cards, choose the two or three cards you like the most. Choose them among the colors that haven't got a candidate yet (yes, that means you would have to look at all the other suggestions). Post the others in a separate thread and ask for feedback in that thread, while the cards you picked are discussed here. Sorry if that sounds harsh, but even a short look on the cards shows several issues, and it would be hard to discuss them all simultanoeusly in this thread.

Dear goodness, i must sound like a such a bully. Does anybody know how to make that sound friendlier?

February 9, 2014 11:19 p.m.

-Logician, Nigeltastic

I thought I'd take a stab at trying to change the text of this.


Theodore, the Formless

When Theodore, the Formless enters the battlefield, choose a creature type. Theodore, the Formless becomes the chosen creature type. Then, destroy all creatures you don't control that share a creature type with Theodore, the Formless.

When Theodore, the Formless enters the battlefield, it becomes colorless. Then, choose two colors. Theodore, the Formless becomes the chosen colors.

Other creatures you control that share a creature type and color with Theodore, the Formless get +1/+1.

February 9, 2014 11:21 p.m.

BooJr2001 says... #131

thx

February 9, 2014 11:21 p.m.

BooJr2001 says... #132

sorry everyone

February 9, 2014 11:24 p.m.

Thrandir says... #133

Ok, I had to make a USA general, has a build in no, and the ability to blow up everything if it takes too big of a hit, soo, let me know what you think

February 10, 2014 2:22 a.m.

Thrandir says... #134

and to add more flavor, a golgari demon with some interaction with the above angel

February 10, 2014 2:49 a.m.

roy1349 says... #135

How about a Myr Commander? It could go something like this:


Ruk'thos, The Great Spawner (7)Legendary Creature - Myr Scrap Pile

Defender, Wither

(T) Add (2) to your mana pool.

2(T): Put a 1/1 Colourless Myr Artifact Token Creature with,Sacrifice this creature: Add (1) to your mana pool.

At the beginning of your end step, put X +1/+1 counters on a target Myr creature you control, where X is the amount of colourless mana in your mana pool, minus 4.

(1/3)

Suggestions?

February 10, 2014 6:23 a.m.

jonhydude says... #136

@roy1349 - You know that no one is going to tap all their lands that produce colorless mana at the end of their turn just to get 2 +1/+1 counters on a 1/1 myr? Noone, that's who.

February 10, 2014 6:31 a.m.

cschiller says... #137

Tytenes of the Gate

Legendary Creature - Human Warrior

2WUR

4/3

Vigilance

Whenever two or more creatures deal combat damage to one of your opponents, those creatures' controller may draw a card.

Whenever two or more creatures deal combat damage to one of your opponents, those creatures' controller untaps all creatures he or she controls and there is an additional combat phase after this one.

Whenever two or more creatures deal combat damage to one of your opponents, those creatures' controller gains life equal to the number of attacking creatures, then puts a +1/+1 counter on each creature he or she controls.

February 10, 2014 7:22 a.m.

angrycelery says... #138

cschiller, Tytenes's second ability seems OP...two unblockable creatures means infinite combat steps. There should probably be a mana cost associated with the extra combat ability.

February 10, 2014 11:17 a.m.

A mana cost is not necessary if you add a one-time-limiter like the one on Aurelia, the Warleader .

"Whenever two or more creatures deal combat damage to one of your opponents for the first time this turn, those creatures' controller untaps all creatures he or she controls and there is an additional combat phase after this one."

February 10, 2014 12:31 p.m.

Okay, this is becoming too much to scroll, hard to keep track of, and I'm afraid this page will soon be big enough to crash some browsers (aside from eating loads of bandwidth). For that reason,

please discuss your suggestions in the thread behind this link before posting the final version of your card here!

Thank you very much.

February 10, 2014 12:58 p.m.

worst formatting fail ever...

February 10, 2014 12:59 p.m.

-Logician says... #142

Unsubscribing.

Not enough ground rules for cards, which causes overpoweredness, redundancy, and in-cohesiveness.

Good luck with the set, and sorry to be a downer. :/

February 10, 2014 1:28 p.m.

Jacques says... #143

As -Logician said, people are having a bit of trouble making commanders. I'm noticing a large amount of double strike paired with other 'high cost' abilities on commanders with over 5 power. This is normally a very uncommon sight, as even a commander with 10 CMC would be able to decimate the field in a few hits if given the chance.

There needs to be some ground rules that allow people to have fun, but not create commanders that would be banned as soon as Wizards saw them. Think of how WotC makes legendary creatures when making one yourself and the balance issue may be fixed.

February 10, 2014 7:22 p.m.

Fumbles says... #144

You make a very good point about abilities and the costs of a lot of the commanders offered up. A lot of the time people thing, hey this or that would be cool but think about the viability of it. That is why there are so many double strike and indestructible commanders suggested.

February 10, 2014 8:26 p.m.

Fumbles says... #145

Wow, me forget how to English speak.

February 10, 2014 8:31 p.m.

Fumbles says... #146

Another thing we should look at is, using older keywords in new ways. Like pairing provoke and flanking, graft and amplify, or maybe even a commander with delve and convoke.

February 10, 2014 8:49 p.m.

kintighd says... #147

I'm thinking this thread has been made into a card only thread. I think discussions should be posted at the end of the link in the post a little above this one with the very big "Thank You"

February 10, 2014 8:54 p.m.

Warmonger says... #148

Here is my non-Commander card for the set.

February 10, 2014 9:05 p.m.

KingSorin says... #149

Opius, the formless: XG: Legendary creature: Hydra Ooze.
Haste
Opius the formless enters the battlefield with X +1/+1 counters on it.
T: Put a +1/+1 counter on Opius.
T, Remove a +1/+1 counter from Opius: Put a copy of Opius, the Formless onto the battlefield under your control, it enters with an amount of +1/+1 counters equal to the amount of +1/+1 counters on this creature. If that creature would deal combat damage to an opponent, it is treated as commander damage. As long as you control 2 or more Opius, the formless, Opius loses haste, and the legend rule doesn't apply to Opius.
0/0

February 11, 2014 2:27 a.m.

@ Fumbles, kintighd, Warmonger , KingSorin, everyone

I've opened that thread so you can post and discuss your cards there before posting the final version here instead of spamming this thread with several versions of the same cards and the discussion needed to fix it.

General discussion is not affected by that, only prototype cards.

February 11, 2014 8:18 a.m.

Here is an Idea for a Mono Green commander. I have been wanting to see a card like this for EDH for some time for GG. That simply wants to be aggressive.

February 11, 2014 11:45 a.m.

Thanks Emrakool and Triforce-Finder for the input and wording suggestions. I feel Thorn is really solid now and makes a little more sense.

February 11, 2014 1:37 p.m.

Araganor says... #153

Is this still going to be continued? I haven't seen any activity on here since Tapped Out went down.

February 23, 2014 4:24 p.m.

Sollisnexus says... #154

We are going to continue we are working on a different approach to the project that will work for everyone.

February 23, 2014 4:53 p.m.

I only play with Vampire decks, so of course that's what i'll go with, but here are two small contributions.

[Cardname], Vampire Overlord3WBRLegendary Creature- Vampire AdvisorFlying, Defender3WBBR, T:exile target non-vampire creature or planeswalker, then put a token onto the battlefield that is a copy of that creature or Planeswalker. It is Black and a Vampire in addition to it's other colors and types.Vampires you control have lifelink.[Cardname] has hexproof and indestructible as long as you control 10 or more vampires4/7

To go with him

[Cardname]'s servant1WBBRCreature- Vampire AdvisorPay 10 life, T: choose two target creatures that share a controller. That player chooses one of those creatures. Exile that creature, then gain life equal to it's toughness. Put a token onto the battlefield that is a copy of that creature. It is black and a vampire in addition to it's other colors and types.

Whenever [Cardname]'s servant or another creature dies, target opponent loses one life and you gain one life.

2/2

March 2, 2014 12:52 p.m.

Dreno33 says... #156

Sollisnexus, my comments on your creature:


Nimble Creation 1UR

Legendary Artifact- Weird

Graft X (This creature enters the battlefield with X +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.) Where X is the mana used to cast Nimble Creation

0/0

"Where man has failed magic has succeeded..." -Anonymous


I believe that this creature is more of a Simic creature, MAYBE red, but leaning toward simic. You could, however, make it 4 colors (CMC of 4, exclude white) and make X equal to twice the amount of mana spent on it.

What do you think?

Also, you forgot to say its a legendary artifact creature.

March 4, 2014 6:56 p.m.

EridanWwins says... #157

@CrazyLittleGuy, Press Your Luck wouldn't work as you're thinking because when a modal spell (one that has a "choose one" effect, for example) is copied, the mode is copied with it, so the controller of the copy doesn't get to choose a new mode. So what the card would turn into is either a likely dead elemental token or exile until nobody has anything left except for one player, or until someone voluntarily stops it.

March 13, 2014 10:15 p.m.

@EridanWwins

Yeah, I realized that a while back. I wound up redoing the wording and incorporating it into a set I'm making. This is the new version. What do you think?

Purification
March 13, 2014 10:29 p.m.

EridanWwins says... #159

@CrazyLittleGuy: That's better wording, but I feel like it would either be a 3 mana get a bad token that'll die soon, or you exile a permanent you control, then your opponent gets a bad token. It seems very disadvantageous to you, since you start the exiling. If I were playing against someone, and they cast this, then exiled a permanent they controlled, even if the token would die as soon as it entered the battlefield, I would opt for the token, making that spell into 1WW-Exile a permanent you control, which seems pretty bad.

March 15, 2014 11:09 a.m.

KingSorin says... #160

maybe -X/-X where X is the number of permanents under your control, so the token is a little stronger, and/or make it that you have to exile two permanents to get the token.

March 15, 2014 5:11 p.m.

@EridanWwins

You don't have to exile a permanent you control. Read the card again; any permanent of your choice. So it's not "1WW Exile a permanent you control."

March 16, 2014 12:18 a.m.

@KingSorin

I also think you're kind of missing the point. What is essentially "1WW Exile target permanent (even if it has protection, hexproof, etc.)" is a VERY powerful effect. So, the downside is that your opponent can choose to do the same thing. In fact, you could both exile any number of permanents if the cycle continues long enough; but eventually, someone will back out and take the token. And if the exile process went on long enough, that token has the potential to be very big.

I do agree that the token could start with higher power/toughness though. That makes the effect more potentially dangerous, requiring the players to be very careful with their choice. However, I don't want the caster to easily get a massive token on turn 3 by simply avoiding the exile process though. It's tough to find a good median.

March 16, 2014 12:35 a.m.

KingSorin says... #163

Sorry, I think i misread the card because of the other person's feedback :( Also, you could make it also get -X/-X per card in your hand and battlefield, so it doesn't become: spawn a 7/7 turn 3

March 16, 2014 12:41 a.m.

Bobbbyyy says... #164

What colour combos are yet to do

November 4, 2015 6:27 p.m.

Bobbbyyy says... #165

XWWRRGrundal, legions swordLegendary creature human soldierX can't be more than 4 and must be white mannaWhen Grundal, legions sword enters the battle field choose X of- creatures you control get +1/+1 as long as you control Grundal-Grundal has indestructible -Deal X damage to target creature-Put 3 1/2 human soldier tokens on the battlefield 2/1

November 5, 2015 4:47 a.m.

jonhydude says... #166

Nice necro.

November 5, 2015 7:19 a.m.

hcaselli says... #167

I've been doing an MTG expansion using my friends and the jokes involving us as motif. So there are stuff like:

Religious Discussion (XWG)All players gain X life. If any player controls a God, that player gains double the amount of life.


Ulamobral, the Infinite Sausage (7) 4/5Annihilator 2, Flying

When Ulamobral, the Infinite Sausage enters the battlefield, exile two permanents.

Marriage (2WW)Choose two target creatures from the same controller. The gain relationship one with another (If there's not any permanent with relationship with this card under your control, sacrifice this card).


The Faustrix (Legendary Land)T: add (1) to your mana pool.

Identity - If your name is XXXX [the name of a friend], add 2B to your mana pool.


I'm not very good at giving mana costs, I'm trying to do something balanced and at the same time related to my friends and our inner jokes.

December 13, 2015 7:45 p.m.

The T/O custom set project died almost two years ago. Let it rest in peace.

yeaGO? Is it possible to close comments on this ancient, regularly necro'd, thread?

December 14, 2015 2:35 p.m.

hcaselli says... #169

Oh boy I didn't see the date. Sorry.

Someone close this crap please.

December 15, 2015 2:43 a.m.

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