/ccg/ Custom Card General /cct/

Piles edition! (You know, like Fact or Fiction, or Whims of the Fates.)

To make cards, download MSE for free from here
magicseteditor.sourceforge.net/

>Mechanics doc (For the making of color pie appropriate cards)
docs.google.com/spreadsheet/ccc?key=0AgaKCOzyqM48dFdKRXpxTDRJelRGWVZabFhUU0RMcEE

>Read this before you post your shitty card!
docs.google.com/document/d/1Jn1J1Mj-EvxMxca8aSRBDj766rSN8oSQgLMOXs10BUM

>Q: Can there be a sixth color?
A: pastebin.com/kNAgwj7i

>Q: What's the difference between multicolor and hybrid?
A: pastebin.com/yBnGki1C

>Art sources.
digital-art-gallery.com/
artstation.com/
drawcrowd.com/
fantasygallery.net/
grognard.booru.org/
fantasy-art-engine.tumblr.com/

>Stitch cards together with
old.photojoiner.net/

>/ccg/ sets (completed and in development)
pastebin.com/hsVAbnMj

OT:

Other urls found in this thread:

magiccards.info/query?q=not e:soi t:equi mana=0&v=card&s=cname
magic.wizards.com/en/articles/archive/making-magic/topical-blend-did-you-hear-one-about-2015-12-07-0
twitter.com/SFWRedditVideos

Do you guys have that one friend who always pushes a broken custom card idea and asks you about it?
Currently he keeps sending me this 1cmc Planeswalker with "+1 Add G to your mana pool", and despite how much I disagree, he keeps arguing how it isn't that bad. It's been going on for a while now, and this post is partly to rant, but how do I get him to either make it in quiet or leave me alone about it? I've tried dismissing it like a normal human being but he keeps sending me it.

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Get him to post it here, or do it yourself. Then show him the responses it gets. Oh, and point to Tibalt and the original Nissa for why CMC < 3 planeswalkers are not a good idea.

He sent me it in text this time around, so here is what he left me:

G
Planeswalker

+1 Add G to your mana pool.
-3 Return target card from your graveyard to your hand,
-5 Search your library for a creature card reveal it and put it in your hand. Shuffle your library.

Yeah, this is why low-cast planeswalkers don't work, because this doesn't even feel like a planeswalker. It might as well be an artifact. Come on, the most powerful ability it has is on a 2-CMC card. A good card, mind you, but still. It needs to be CMC 3 or greater, first off, and we can go from there. Seriously, this could be a creature.

How OP is Youmu here, /ccg/ ?
She's got protection, spontaneous growth, and heals you.

Keep in mind, the powerlevel I'm going for is 'something comparable to Spiritmonger, but a bit better'

The Wibbly Lever!

Not bad.

I'd ditch vigilance to be on the safe side. Looks fine, otherwise.

Repeating the process of choosing targets is so rules-fucky that I don't think that's the right way to word it.

>Otherwise, copy Fist Logic and you may choose new targets for the copy.

Bird tribal, yay

magiccards.info/query?q=not e:soi t:equi mana=0&v=card&s=cname

4RR for a 5/14 with vigilance and reach (that leaves equipment everywhere on death). Doesn't actually seem that strong, given the requirement that you stick a bunch of shitty artifacts in your deck, but still...

I'll just make the wording more amusing, silver-border it, and call it a day.

Ugh... yeah, the 0-cost Equipment are annoying. Um... any ideas? Maybe the cards need to have different CMCs?

Why does your Bird tribal include Black?

have her start off smaller you that you have to pump her to survive combat.

Kinda weird that you NEED the blue mana (or other birds in your deck) to do the +X/+X or -X/-X, which are very black and... well, actually, +X/+X based on X mana is actually pretty dang green, but I guess you can pretend it's an easy to cast shade ability that needs a sac.

On the whole this card seems cool and good, is a nightmare with squadron hawk, and could probably still benefit from a little bit of tweaking and twiddling.

Not Mythic. MAYBE rare. If it cost 1 more, or was a 3/3, I could see the argument for uncommon even.

>BG creature
>not a hyper-efficient powerhouse

How's this, /ccg/ ?
She can't buff herself, can feed her vampire mistress.

>not entering with a 1/1 flying spirit
you've failed me

Are we posting 2hus now?

Why does she have lifelink? She's not a vampire. Doesn't need to be legendary either. I'd even drop the white and cost her at 2B since first strike is tertiary in black and buffing your demonic overlords is pretty black.

I figured giving her the classic Shade pump ability would be enough.
But speaking of ETB effects, how's Reimu here?
>Better Serra Angel, in WU
Might bump her up to mythic. And better Serra Angel ain't nothing new, see flippy-Avacyn.
Though giving Reimu Aetherling's flicker ability is kinda bonkers, especially with an ETB.

Always post 2hus, user.
As for lifelink, I was thinking "she bleeds them dry to feed to Remi" or something, thus collecting life from the blood she spills. But that's already kinda covered by the +1/+1 counter.
Yeah, I forgot FS was tertiary black, too.

I like that Parsee, by the way. Cool way to play up the 'jealousy' part.

A recent card published by roborosewater, pretty neat imo

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Here's my take on Youmu. Boring but functional.

Hexproof and shade is pretty good, but then again it is 5 CMC. Though I don't see the connection to the actual character. Care to enlighten me?

Serra Angel has vigilance. That said I'd like it better in mono-white and flickering for WW. Still no reason to be legendary other than the name.

So how long do you guys usually take to find 2hu art you like? I keep searching through 10+ pages on gelbooru and the like with appropriate tags but I rarely find anything satisfactory.

>Infinite Blaze
Not sure this works as you splice while casting, so when this is on the stack it's already too late to splice other stuff onto it. Maybe "You may splice red instant and sorcery cards onto ~ as though those cards had splice onto arcane."

Which one do you like best?

>Hexproof and shade is pretty good, but then again it is 5 CMC. Though I don't see the connection to the actual character. Care to enlighten me?
Hexproof more because she's kinda ascetic (Hi trolls) and such.
Shade because half-ghost.
Lifegain because she feeds them to Yuyuko.

>Serra Angel has vigilance. That said I'd like it better in mono-white and flickering for WW. Still no reason to be legendary other than the name
Reimu has pseudo vigi by flickering herself on yorur second main, since she'll come back untapped.
I guess she could go mono W, too.

As for images, I use danbooru, and typically search pools with the character name. So my search would be:
>Hakurei_Reimu pool:badass
or something.

1 and 4 seem pretty balanced to me.

On a scale of 1 to 10, how bad would it be to try and make a colorshifted set themed after a few planeswalkers, sort of like Magic Origins?

My tip is to avoid Planeswalkers if you're new to designing custom Magic cards.

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Thanks a bunch user-kun, that works a lot better now that I think about it. Anything that avoids mentioning the stack is good in my books.

pretty sure that can create a hard lock if imprinted onto ischron scepter

Give it "except for the first card drawn per turn" or "except for the top card of the library" and it's a lot more balanced for 2 mana, probably.

Ok, where to begin?
4 abilities, none of which synergize with the rest.
Poor wording on the plus 2.
Repeatable wrath (compare Elspeth, Sun's Champion at 1 more mana)
Emblem layering issues with her own animation effect.
Is a Fallen Angel, but isn't black.

Fine card power-wise, I like the throwback to dark heart of the woods, but agree it isn't a mythic level card.

As a set concept I love it, colorshifted cards are some of my favorite to see.

Wouln't break modern.
If you're casting it on someone's upkeep, it's generally not going to be very good anyway.

I've worked on a few sets before. The planeswalkers wouldn't be as much of a focus mechanically. It's more just a cycle shifted into other colors, and then designing the rest of the set off of cards related to them and the planes they're from.

Yeah, colorshifting is an interesting concept, though I'm not sure how far I'll end up going with it. I might try and simply reference other cards and tweak them to fit a new color, rather than just transferring wholesale Planar Chaos style.

I have no idea if the wording on this is correct.

>Hexproof more because she's kinda ascetic (Hi trolls) and such.
I'll admit I haven't read most of the official manga but I don't think that's true.
>Shade because half-ghost.
It makes sense creature-type wise but ehh. I guess you could justify it with her concentration gimmick.
>Lifegain because she feeds them to Yuyuko.
If you associate eating with lifegain then shouldn't that ability be on Yuyuko?

>Reimu
I also meant to say that personality-wise I'd put Reimu firmly in RW and nowhere near U. And vigilance you have to pay for =/= vigilance. Plus the new Avacyn is a thing.

>Yuuka
Abilities generally go continuous first, triggered second, activated third. You can also combine (current) lines 3 and 4 to make it a bit less wordy.
>Lands with awakening counters on them are creatures with base power and toughness 3/3 and have hexproof. They're still lands.
Solid design overall.

I have about 5 years and 1.5k posts on another forum designing custom Magic cards, and I still only get Planeswalkers right very rarely (when compared to other card types.)

If that Lilliana is any indication, you probably couldn't pull off a redo of the big 5. No offense meant - it's just frankly out of your league.

Last one for tonight. I know the 0 is strong but she doesn't have a "comeback" ability like Elspeth SC so I think it's fine.

>each turn, generate a fuckhueg swarm of plants that are actually capable of dealing damage
>can also Bramblecrush repeatedly
I love it, much more powerful than the Yuuka I made

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Just out of curiosity, what would you say the biggest problems with it are?

This is now /2hu-cg/

Doesn't work. A creature dealt damage in the fight won't die until state-based actions are checked after the spell is done resolving.

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Doesn't feel like Lilliana OR Chandra. More like a Tibalt. Also the ultimate isn't red. Most numbers could really use some tweaking as well.

Also think about how one-dimensional playing with her must feel.

Look at Garruk Wildspeaker. Think at why ALL of his numbers are exactly that. Consider how the abilities synergize. Think what his abilities tell about his character. Think of how the games where you've caster Garruk have played out. How they've felt. Now how the games where you've played against Garruk have played out. How THEY'VE felt.

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I want to make scry matters cards.

Would this wording actually work?

I think you can just make cards that trigger whenever you scry. Didn't Theros have some?

Good? Bad? Pushed out of the spotlight due to the whims of hubristic, arrogant editors who have more regard for their childhoods than their audience?

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This + Sphinx of the Jwar Isle = Fun Times

Finally! A card that makes Lens of Clarity playable!

What are some tips on doing a Tribal focused set well? Is Lorwyn a good example to go by?

It's tricky, because you want to reward people for building tribal but not force them into doing it. Not every card has to support a tribal archetype, and tribes should be allowed to overlap occasionally when it comes to color.

I say as I post an awful lord for a shitty tribe. But hey, if Ishkana can make print, so can this sucker!
inb4
>not actually a God creature

Yeah. I've read that it's important to have Tribes that cross colors and interact with eachother, so you don't just have 1 color tribes as the only options.

I'll also have to resist the temptation to make every card tribal support, since it sounds like those sorts of more generic effects are key.

I had it in mind to do mostly 2 color tribes, though I might need more than just 5 allied color pairs.

Lorwyn was really good about how it did tribal by incorporating the Changelings, as well as a bunch of cards that would care about more than one tribe at once by being in the color the tribes shared.

Got a Remilia card now

Despite her CHARISMA, she's more of just a limited/casual rare.

Alright, /ccg/, what do you think of this one?

Seemed fun.

Rolled 101 (1d123)

Rollan.

Rolled 69 (1d123)

sure why not

Rolled 68 (1d123)

Allied colored swords!

Doing another.

Rolled 115 (1d123)

One more.

I'm really liking doing 2hu cards. Good idea, user.

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I don't see Sakuya as red at all. White, blue, and black would be her colors. And blue mainly because her ability, rather than any personality.

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I wanted her to have Haste to work with her psuedo-timewalk. I suppose Black gets access to Haste, but meh. It's one of those cases where the ability I thought fit doesn't necessarily grok with the flavor of the character 100%.

>card
Yes, I know it's not the name of her pocketwatch. Could probably be cheaper since it's symmetrical.

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The sure-kill, scarlet spear. Changed the name because ZUN can't into English names.

The sound of it from 12.3 will haunt me forever. That SCHWIINNNNNG...

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A result of an off-Veeky Forums random number generator and a reroll but whatever. Technically not a white/black land but what is? Coming up with another comes-into-play-untapped clause for a dual seemed boring.

Am I missing something, or is there nothing for the new symbol for colorless mana yet?

Last go for now. Spiral is hard. Trying to emphasize magic now.

No, it's there. Try using [C] If that doesn't work, update MSE.

Haha, I'll see about making them a 5/5. They're probably worse enough than Thrun to merit it. I mostly like the mind games of whether or not you're crazy enough to sac tapped lands for the hexproof.

sexy af
I'd make it a little bit more expensive and squeeze an okay activated ability onto it.

This silver bordered card I've had saved for awhile now sums up what I think of that one.

What's the difference between Youkai and Spirits of the Kamigawan variety?

Reinstall the templates.

Rolled 77 (1d123)

Ah, I had just updated MSE, but didn't check templates themselves. That fixed it.

Also rollan again.

I was thinking something along the lines of a bigger Darkest Hour effect, and then taking advantage of it.

Was thinking of adding in an Urborg effect, too, but decided against it.

Has wotc stated whether or not cards that start in the command zone is off-limits design for normal magic?

The zone doesn't even exist in normal formats.

It does, it's where emblems go.

I believe so. I'm pretty sure that when they were developing Innistrad, the mechanic that became Miracle was originally going to be something that allowed a card to start off in exile or something, and you could retrieve it later. They eventually axed this idea because they didn't like the absolute certainty it gave players. Think about it, all you need is for one of the cards to be good to see it dominate every format in Magic before getting banned so hard people give you stink eye for even suggesting you might use it.

I would need to know more about what their designs looked like to know exactly what needs to be avoided. I can't even visualize how miracle was connected to a command zone mechanic.

You don't get it. It is the absolute certainty that makes the entire concept impossible to ever see the light of day. Think about it. Currently, the only constructed formats that have this same sort of guarantee are Vanguard and Commander, formats built around those very cards. Having an absolute guarantee of a card is a Pandora's Box that Wizards was very smart not to open.

There are ways to make it so it's not certain, and I would expect that they experimented with those ways, but I can't know if I don't have any info.

>cards that start in the command zone
>There are ways to make it so it's not certain
Well, you've pretty much convinced me that you have no clue what you're talking about.

/ccg/ SUCKS! So many people put effort into making interesting cards yet NO ONE has the time to rate or critique eachother. There are only about 20 cards posted that have had meaningful replies.

And yet, you guys make the same thread every single day.

I'd say you have no imagination, but you imagined reading something about command zone cards in innistrad development, because if they would have abandoned a mechanic for such an obvious reason, it would have never made it to testing in the first place. You have provided no evidence to prove that you didn't just make that up.

You know, I really don't like being accused of lying

magic.wizards.com/en/articles/archive/making-magic/topical-blend-did-you-hear-one-about-2015-12-07-0

Now, I want to preface this by stating that I read this article a while ago, so my memory was a bit fuzzy before, which is why I didn't state for certain in my earlier post that the mechanic was related to Miracle. This article is about a few different mechanics, the first being the one I was talking about, cards that would allow you to start the game with them in your opening hand (not the command zone, but it still fits in being a guarantee of a card). Now, I'm not entirely certain why I thought this mechanic was related to Miracle, but it might be because the one after it does talk about development they were doing in Innistrad, an unused keyword called Forbidden that they eventually replaced with Miracle.

How about you get off your high horse and do some feedback?

That's a pretty big detail to let slip, because you made it sound like something that was seriously considered.

Just because a card is open, doesn't mean you can use it. The simplest example is something that costs more mana than you can produce. Card variance still exists because, even if you are guaranteed the card, you aren't guaranteed the conditions needed to use it. And card variance can always be increased in one place to offset it in another.

Well, yes, but it's still a guarantee that you will HAVE the card, which is the most important part. The conditions for casting it come afterwards. Like with commanders or vanguards. You might not be able to use them every turn, but you will always have the opportunity to use them.

And I did tell you that I read the article a while ago and I was fuzzy on the details.

But the conditions can be much more extreme, because this something that is ONLY used this way. The first thing I have to do is think up an implementation that works at the common level.

If the guarantee of a card doesn't have an effect on the power level, then why are there banned commanders?

Someone having their Kokusho every game is something they don't want to happen.

How does that relate to my post? Those cards weren't created with the intention of working that way, while these would.

One thing that will need to be done regardless of the implementation is that there needs to be a downside to having them in your deck. Every one would need to incur some kind of penalty from the very start of the game. Does that outright disqualify the mechanic though?