Multiplayer Machine Cycle
Custom Cards forum
Posted on Nov. 14, 2015, 3:20 p.m. by MagicalHacker
These cards are designed for multiplayer. Am I missing any obvious ways to break them?
Machine of Expulsion
Artifact
Flash
: Exile any number of creatures attacking you or a planeswalker you control. At the beginning of the next upkeep, if it's your turn, exile ~. Otherwise, untap it.
Machine of Denial
Artifact
Flash
: Counter target spell. At the beginning of the next upkeep, if it's your turn, exile ~. Otherwise, untap it.
Machine of Ignorance
Artifact
Flash
: Until end of turn, target opponent can't search libraries or draw cards except for the first card he or she draws during his or her draw step. At the beginning of the next upkeep, if it's your turn, exile ~. Otherwise, untap it.
Machine of Conflagration
: Until end of turn, target opponent can't gain life, damage can't be prevented, and creatures you control gain first strike. At the beginning of the next upkeep, if it's your turn, exile ~. Otherwise, untap it.
Machine of Obscurity
Artifact
Flash
: Until end of turn, all players and all permanents have hexproof. At the beginning of the next upkeep, if it's your turn, exile ~. Otherwise, untap it.
donatedwarrior9 says... #3
White and blue seem a little bonkers. Red and black are fairly balanced, if a little underwhelming, and the green one is pretty balanced. I would make green say "all other permanents gain hexproof" as giving hexproof to players is more in white's realm, and being able to interact with it is important. For blue I might do something like "return target spell to its owners hand" as a hard counter on a tap ability will net you too much card advantage. As for white, I would tack on a "return those creatures to the battlefield at the beginning of the next end step" to the end. For black, I would probably pain instead of denying access, seems under-powered. I would go with something like "when an opponent draws a card or searches a library, that player loses 2 life". I would say "opponents can't gain life" and "creatures target player controls gain first strike" to give it relevance when not played on your turn. cool cycle, just have to be minful of the fact that you are giving every color access to these abilities.
November 14, 2015 4:13 p.m.
Machine of Expulsion would be much more balanced if it exiled until end of turn, then they returned to the battlefield.
November 14, 2015 4:15 p.m.
MagicalHacker says... #5
I was thinking about Devouring Light isn't played very much and can do exile one creature at an easier cost. Should I change it to up to two creatures attacking you or a planeswalker you control?
November 14, 2015 4:15 p.m.
The issue with these cards that I can see is they're only overpowered by being repeatably artifacts. At three-six mana, that can be pretty over powered if you can essentially wipe an opponents field or get rid of a planeswalker just by tapping it. And then it untaps and works next turn makes it worse. If it was only until end of turn it'd be better. As for blue, I actually think that could be better if you said return target creature or spell to hand.
Although I can see why you made them like this, anytime I saw one of these on the board Id probably try to steal it or get rid of it through out the game.
November 14, 2015 5:03 p.m.
This doesnt make sense....
"At the beginning of the next upkeep, if it's your turn, exile ~. Otherwise, untap it."
Uhm.... Otherwise? Otherwise what? I don't get an option.... I don't get how this works....
November 14, 2015 6 p.m.
TheNinjaPhoenix says... #8
The_Raven - it states they are designed for multiplayer games.
I think the White one and Blue one are crazy strong, whereas the other three all seem fair well-balanced.
November 14, 2015 6:22 p.m.
Oh, now I understand! I only thought about 2 players!
DERPLINGSUPREME says... #2
the first one is WAY TOO GOOD and is INSANE, I cant even describe it, what were you thinking?!
the others seem balanced, if not overpowered.
November 14, 2015 3:52 p.m.