/ccg/ Custom Card General /cct/

Vehicles edition!

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>OR
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>Hi-Res MSE Templates
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>Mechanics doc (For the making of color pie appropriate cards)
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>Read this before you post cards for the first time, or as a refresher for returning cardmakers
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>Design articles by Wizards
pastebin.com/Ly8pw7BR

>Primer: NWO and Redflagging
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>Q: Can there be a sixth color?
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>Q: What's the difference between multicolor and hybrid?
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>Q: What is precedence?
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>Art sources
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>/ccg/ sets (completed and in development)
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OT:

Pun not intended. Oldish card.

looking to find some custom cards that are tribal and edh friendly, specifically myr and merfolk, anyone care to share some or brew some up?

Reposting since I posted it at the very end of the last thread

>anyone care to share some or brew some up?
SHOW ME WHAT YOU GOT! I WANT TO SEE WHAT YOU GOT!

The +3 does not work, needs to be one sentence connected by and, also too powerful. +1 should be 0.

Not a fan. First off, I don't like the idea of turning Arcanis into a planeswalker. The +3 should be an actual planeswalker ability, not a creature ability stapled onto a planeswalker. The ult is very underwhelming, but it's highly possible it's stronger than I think. Though on the other hand, I expect a 3UUU to be really impressive. +1 is probably too good.

>The +3 does not work, needs to be one sentence connected by and
Are you sure? Ongoing Investigation for example has '[Cost]: Investigate. You gain 2 life.'
I don't see a reason you couldn't have several sentences in an activated ability rather than one connected with an and.

>draw six cards the turn after it comes down (or 5 if you want to turn 3 more next turn)
>underwhelming

I don't know what you're smoking, but I'd like some.

Does merfolk really need more cards? Myr are cool though, I'll look what I have.

As worded only your own creatures will be unable to untap, not your opponents' as I suspect you intend.

No, it's all within the quotation marks. Arcanis gains:
"2UU: Bounce Arcanis. Attacking creatures don't untap."
until your next turn. It should work, looking at for example Reef Worm.

>The +3 should be an actual planeswalker ability, not a creature ability stapled onto a planeswalker.
Well to be fair, there's tons of design space left in giving planeswalkers activated abilities and so on. WotC is deliberately being very conservative with their planeswalker design space so they don't run out. Expect a planeswalker with an activated ability in the next five to ten years, guaranteed.

whoops, missed the quotes

MOAR DWARVES

Erhm, I mean: Nice keyword, seems decent all around. Not too much to say about it.

Working on the uncommons of the set so I can piece together the commons that support the archetypes

This effect should be at least 5 mana. This is strictly better than draw three cards.

>get a few of them
>get mana dork/mana rock
>represent 4-6 first-striking damage.

I feel like this might make attacking too hard in whatever format it's in and stall out games.

Don't care, still not a fan. Even if Wizards started doing it, I still wouldn't like the design, and I'd still say it's a creature ability stapled to a planeswalker.

Hey, it's been a while. Where you been?

>Don't care, still not a fan. Even if Wizards started doing it, I still wouldn't like the design, and I'd still say it's a creature ability stapled to a planeswalker.
Out of curiosity, what did you think of the new Nissa with an X in her cost?

Been out of the country for a few weeks so haven't had time to work on the set.

I'l put a note to test at both mana costs.

2/1s with unconditional first strike start at 1W and 1R, most recently Gearshift Ace and Aether Chaser, so a Savannah Lions with conditional first strike doesn't seem super outlandish, although it may be pushing the envelope for Savannah Lions with upside.

As for more Drive cards, never really fleshed out the keyword. I expect it would get the standard treatment and give haste/first strike/trample/flying/lifelink/etc. on the uncommons, with additional costs as another knob to tweak. As you may notice from the flavor, it was intended to be a hypothetical Kaladesh keyword to pair well with Crew and other artifacts.

>I'l put a note to test at both mana costs.
maybe look at Urban Evolution if you do it? It's literally 3GU to draw 3, play an extra land.

Last version was 1 to prevent 1 damage, and you got a charge counter each time you did, and the destruction ability was WB to tap and destroy a single permanent.

Ugh. A dressed-up artifact basically. Not a fan at all. I mean, the abilities themselves seem alright, but it's just so off-putting to see on a planeswalker. Seriously, take out the last ability, I could easily make that Nissa an artifact or enchantment.
>At the beginning of your upkeep, look at the top card of your library. If it's a land card or a creature card with converted mana cost less than or equal to the number of charge counters on ~, you may put that card onto the battlefield. Otherwise, scry 2 and put two charge counters on ~.
I realize it's not exactly the same, but still. Urgh, I find it hard to express why exactly I dislike it. I guess at the end of the day, it just doesn't feel like a planeswalker to me.

Oh cool. Mind if I ask where you went? Have a nice time?

At some point, they'll run out of variations of

+ Card advantage
- Protect itself
--- Basically Win

for their PWs

To a few place in america.
I'm aware of Urban Evolution.

>Seriously, take out the last ability, I could easily make that Nissa an artifact or enchantment.
To be fair, you could make most Giddeons as an Indestructible creature that can't block.

Into the Unknown's effect is probably better than Urban Evolution. Revealing what you've drawn is a pretty small downside compared to potentially ramping for three, IMHO.

Speaking of planeswalkers. For this one, I guess I feel kinda self-conscious about the first ability and the second ability both boosting P/T. In completely different ways, but still. Maybe replace +2/+0 with untap?

Hmm, true. I guess I just expect it from Gideon at this point. And I like the flavor of it, I feel like it fits him very well.

>Maybe replace +2/+0 with untap?
I feel like that's a pretty huge nerf, going from an overrun to that unless it also gives you another combat phase.

>another combat phase
Huh, never even thought of that before, but I'm liking the idea. OK, how much would you cost the ability if it just untapped then added the extra combat, with no abilities or P/T bonuses? -3?

Hmm, a sorcery that does just that is cmc 4, so it would be an almost strictly better Relentless Assault. I'd say that's still fair, so yeah. -3 seems fair.

Sounds good. Thanks a lot.

Reposting this since it only got posted near the end of the last thread. She rides rockets, what a surprise, and the idea is that when she dies, the rocket explodes and causes some collateral damage. That said, I'm not entirely sure about how to balance the body with the ability.

So this is, best case scenario, a 1 for 1 if you have immediate removal for it (or a counterspell). If you let it attack, you either take five to the face, or if you're lucky enough to have flying/reach blockers, its a 4 for 1 minimum.

It seems like an incredible amount of value for five mana. I'd be more comfortable with destroying a single land or artifact, or maybe it being a 4/3 or 4/2 or something, so its not a four turn clock on its own.

>card
Weird O-Ring variant.

I think the "defending player controls" clause in the last ability makes this too strong, but I don't know the power level of your set.

Card is conceptually great. All the other exile enchantments have to leave the battlefield for the exiled card to return though. I might template it like:

Flash
When Luxcage enters the battlefield, exile target nonland permanent until Luxcage leaves the battlefield.
Whenever you're dealt damage, sacrifice Luxcage.

I think I'll just have it Demolish one instead of three. Still think I'll keep the randomness of it though. And I'm not really making an actual set with these cards, it's just a collection of comic book-related cards. If it were an actual set, it'd be, like, 95% rares. One of the questions I've gotten is if I have any common or uncommon cards at all in my "set".

All good points. As I said above, reducing Demolish to one. And you make a good point with the power, I think I will reduce the base stats.

>Luxcage
Hmm, I actually think it would be more interesting if it only gave back the exiled permanent if its controller has a source deal damage to you. There is a small weird situation where the controller and owner of the card are different, but I don't think it would be a huge issue.

Changed. This better captures its fragility, I think.

The problem there is that I think the wording gets gnarly fast.
>When you're dealt damage by a source controlled by a player who owns a card exiled with ~, sacrifice ~.
versus
>When you're dealt damage, sacrifice ~.

>card
From a few threads ago and I don't think it got much notice. If Amonkhet can have white mummies, we can have white Skeletons, right?

Hoping to move this one to the finished folder. Not a whole lot going on, but I decided to make this after people kept asking about Aquaman. I realize that technically there are more types in MTG that match up to aquatic non-sapient animals that Aquaman presumably has control over, but I excluded all the ones that are exclusive to Magic, like Homarid. If I missed any creature type you think should be included that doesn't fall under the category I just described, please let me know.

>The problem there is that I think the wording gets gnarly fast.
You can link the abilities so it only refers to the one card exiled with it. Imprint uses this type of wording.
>When ~ enters the battlefield, exile target nonland permanent an opponent controls until ~ leaves the battlefield.
>When a source controlled by the owner of the exiled card deals damage to you, sacrifice ~.
But it's ultimately up to you.

>card
Well, it's all up to how you flavor it. I'm not really keen on the idea myself though. Anyway, I think for the cost maybe you could reduce the ability cost a bit. Maybe 1W?

I think for 6 mana this could be an instant. Also, I'm curious why you decided to make a new creature type for Atlanteans instead of making them merfolk?

I couldn't really bring myself to make Merfolk that weren't at least partially Blue, and the Aquaman card I was making kept not having Blue in it. I might possibly change my mind after going through other Aquaman cards though.

>card
Why put the cards back on top? Anyway, I think better wording would be
>Look at the top five cards of your library. You may put an Equipment card with converted mana cost 3 or less from among them onto the battlefield. Put the rest on the top of your library in a random order. You may attach the Equipment to a creature you control.

The reason was to give a WR card less virtual card advantage than a Green or Blue card might. Fixed the wording.

Eh, still not keen on it though. I mean, it sounds like you're basically saying "Oh, didn't find what you were looking for? Maybe you'll find it after five turns." I think even just exiling the cards or milling them would be better than putting them back on top. But I'm not too knowledgeable about this kind of stuff, so I'm probably wrong.

That's fair. Just randomizing them on bottom is probably fine. After reviewing the wording on CoCo I'm pretty sure this is correct. The "up to one" is so the card doesn't fizzle because one of its clauses has no target.

>card
hnnnnng

Another go on Cyborg. Decided to scale him with your other artifacts. Hopefully the ping cost isn't too low.

Well, true, tucking randomly is usually only done when you're told to reveal cards from the top until you find a specific card. That way if there's nothing that matches the specified card, you basically just shuffle your library instead of reording the entire damn thing, pissing off everyone else playing the game.

As for the "up to one" bit, I really recommend not using that and just saying
>You may attach that Equipment to a creature you control.
I say this because you have to pick targets as you cast the spell and before the spell resolves. Meaning you don't know what Equipment you might get out of it. What Equipment you get might affect what creature you want to attach it to. Also, why any creature and not just your own? I realize there aren't many times where you want to attach Equipment to a creature you don't control, but still.

>hnnnnng
You will have to spell this out for me. Not trying to be difficult, but I am this oblivious sometimes.

>Manaless Dredge pays 6 life, discards 6 cards and puts the top 6 cards of their library into their yard on turn 1.
>Opponent has 1 card in hand at star of their turn.
>Dredge now has 12 card yard to play from
h o l y f u c k

Whoops. Here's the previous iteration.

>Opponent on play
>Manaless dredge on draw
>Dredge draws a card, discards 7, pays 7, mills 7, opponent's hand vanishes
>Dredge now has FOURTEEN card yard to play with
:^) Oh yeah I feel it, Mr. Krabs.

The wording "up to 1" allows for zero targets, which is why it has become the go to language for cards like this. It does the same thing but you target any creature (I don't have a particular scenario in mind where you'd want to target an opponent's creature but who am I to deny posterity a trick?).

My problem isn't "up to one" my problem is that it targets. As I said before, you have to choose the target before you know what, if any, Equipment you get.

OK, cool, another one down. At least I know now that making it an alt cost isn't going to work.

Just realized, this is probably way too close to Death Cloud now, isn't it?

...

Great flavor

...

Thanks!

Seems pretty cool. Kinda makes me want to make my own vehicle.

...

Memory issues?

Hilarious with Pyrohemia and ilk.

Going to sleep before I pass out. Here's another go on Billy Batson. Card cost and stats lowered, now you only need two counters rather than six, but to make up for that now each counter costs 3. Everything else should be the same.

>Riot
Right. Just remembered Sprouting Phytohydra. Ergh, so a better cost would be something like 4GU? Shit.

>card
Part of me wants to like this, but another part of me wonders why you should bother putting +1/+1 counters on stuff you're probably just going to tap in order to Crew.

And I don't really see any memory issues here. Even if there were, putting it at rare helps.

Too much of an upside for a Savannah Lion. The difference between one and two mana is huge.

agreed that it needs to cost more.

Not really a fan of recruit because of how many tokens you need, even after WotC made embalm.

I like the idea.

...

...

...

I dunno if that's the 100% accurate wording, but its clever. I like it.

>card
Board wipe. Maybe up to seven mana? The upside is that you control death triggers. Also arms races Indestructible, as I love to do.

...

...

...

I got bored and opened my playground set to fool around in

The top row is full of common counterspells of each major color.

The bottom row is just a bunch of random ideas I had.

I'm really liking Focus and Restraint. Street Magic can easily get too convoluted.

>common
>pie breaks

I know I'm a teapot calling the kettle black half the time, but I think counterspells are one of those things that everyone but blue and maaaaaaaybe white should really have. And even the white and black ones that do exist are suspect, in my eyes. Systematic Rejection would be a sweet blue counterspell though, as is Wasteful Use.

Halt Aggression strikes me as too swingy and antifun. Double Kill has cute trinket text that I'm not quite getting the point of. Recycle is unfortunately the name of a card, and costs can't target. Also, why one or two? Either put them on one or just go whole hog and let me distribute freely. Haha more Riftsweeping nope. Flashy Return can just say "it deals..." Its also not Green.

I suppose anyone willing to crack a fetch for 1 life to grab a shock land would be more than happy with this.

Not a fan of counterspells in anything but blue. I suppose we'll see a day where white and black get them, but it is not this day. It's one of those things that I'd advocate waiting for WotC to do in a non-experimental capacity.

Halt Aggression is just unfun. Double Kill is too good. Recycle is pretty cool, actually. user above me is right though, you'll want this to "exile target blah blah, if you do, yadda yadda". Rescue from Infinity is weird. I don't really care for grabbing stuff out of exile like this, unless it's a very narrow thematic thing like Runic Repetition and the like. Flashy Return is just mechanic soup to me.

I feel like this wants a silver border for the reference, but eh, not a stickler. You'll want a timing for that wipe though. Beginning of upkeep maybe?

>T, Pay 2 life:
Also the wording needs work I think.

Speaking of legendary lands that are probably bad ideas... Pale Moon on a land is okay, rite guise?

Well, 6 mana seems to be the benchmark for "wipe in your favor" so this is probably fine, considering things like Phyrexian Rebirth (a card I often cite 'round these parts). If you do raise the cost to 7 then make it 5BB, not 4BBB, I think.

"For each artifact you control, the total power of creatures required to crew ~ is reduced by 1."? I am really not sure here. I know crew is a cost, but 1 usually implies mana, even though you have the correct 1 here. I think the reduction requires specification, because if you were reducing life costs, for example, you'd say "life" not just 1. But I don't know if my wording works; I tried to find a card that reduces life costs you pay but they never made one (good thing too, given Phyrexian mana) so I can't say what else it could be.

Sure, I guess. Type would likely be Yeti though. It's hard to take cards with this kind of art seriously for me. I guess I'm just an autist or something. They always feel like a joke. You might want it to be "other Sasquatch" though so you can actually play around the damn thing.

Same art issue again. Aside from that, feels pretty strong. I wouldn't advise putting this much power on a utility body either. Never feels good to have to tap a high-power creature to get utility out of it instead of getting to swing with it. You could make the "exploder" ability trigger on combat damage to defending player maybe? Could be more interesting, and you could make it cost a touch less.

Glad to see Billy at 1/1. Also glad to see you didn't think we were joking about the counters either. This feels better, though I dunno how balanced it is. You can get Shazam turn 4. That seems pretty crazy, but you have to defend Billy till then, and he's as weenie as they come. I'd almost say try to re-jigger Shazam to use his counters to be indestructible so you can force him to change back as an opponent.

Heartless Summoning for everyone on a body is fun, right?

Oops, I misread Exploder; I guess he wants to have high power on a utility creature. I think again though that he'd be better balanced triggering on combat damage to opponents and paying a reduced cost. As-is it's just a really punishing card that's not very interactable.

Could this have haste and still be fair? (at common, that is)

This might be better, actually. Higher toughness balances out the risk/reward a bit.

>Systematic Rejection
This is blue. I've nothing against white counterspells, but they should be color appropriate and probably soft counters. This is neither.
>Wasteful Use
Very weak. This mostly targets big cmc spells, but there's better options for that already, e.g. Disdainful stroke.
>Erase the evidence
Not a fan. If you want to give black counters at all I feel they should counter creatures only.
>Creative Solution
Red already has interaction with the stack.
>Primitive Form
Creature counters in green? What are you thinking?
>Halt Aggression
I guess this is fine at 6 mana. I don't like it though.
>Double Kill
Just give it an exile clause.
>Rescue from Infinity
No. Recurring cards from exile that easily is not ok.
>Flashy Return
Not seeing the green here. Jeskai makes more sense, I think.

Due to its low interactive-ness once Guide lands on something (Can't be removed like an aura could), hexproof is uncool.

This is somewhat of a workaround. Thoughts?

seems fair to me, you could probably even change it to when it becomes tapped and still be fair

I'd use
>Crew X, where X is 9 minus the number of other artifacts you control.

One word: Worldslayer.

>Billy Batson
Fuck, didn't even think about mana curve. You'd think I'd be better at making DFC's by now. OK, might change the counter ability to give him Indestructible. Which would fit rather nicely with what I have planned for Black Adam. I'll see if I can get a mockup of him in here soon.

>card
Guess it's OK. Just Heartless Summoning on a creature.

OK, here's Black Adam. Idea of having the super on the front and the counter-generator on the back was suggested by another user.

bump

They are kind of intended as jokes, but not true silver-bordered cards. Except maybe Papagenu. It's what I get for using song titles as card names.

Thanks for the help, though! I'll work on the wording on Car Chase City. Would Exploder work better on a swing? Does that feel more like he's blowing someone's mind so hard it explodes?

But it's Heartless Summoning for EVERYBODY. Kinda buttfucks weenie tokens and such, so I was worried about the balance aspect.

Kinda funky, but I like how it works, actually. Even cheating it into your yard isn't really that much of an advantage since it's a pretty basic beater without any shazam counters. I think it's pretty close to fine, and I like how it plays compared to Billy.

This is a LOT of text. Is there any way to pare this down? I feel like figuring out a way to get it to two abilities would be best. Maybe merge the counter removal in with the FS/DS ability, so if you remove one, he gest FS, two or more he gets DS until end of turn? Or make him interact with Equipment? I know your Amazons do that already but who's to say a few villains can't have that too?

I think as it is I'd rather see it swing instead of just tap, but if you want it to be a tap utility creature AND swing, maybe reduce the power, rebalance the costs, and give it firebreathing? That could add some nice decision-making to it.

Card from several threads ago.

Take a drink every time you say "shazam."

As for Black Adam, I don't like how you have to pay 16 mana before you can even begin to reap the benefits of his indestructible ability.

A 6/5 double strike is super dangerous on its own, but this is /co/-land where 7/7 flying indestructible lifelinkers come down turn 4 barring interaction. I agree with the other user and say either merge or cut one of the abilities.

This seems niche, especially since BR tends to be an aggro style deck that's not interested in leaving up blockers to sweep up 1/1s.

>card
Convoke reward card. Costing convoke cards is wonky since 90% of them are ultra expensive.

Ugh, dead thread again. Might as well try to give some feedback.

Anyway, Panda. Trying to simplify the shit out of this because I like the idea behind the effect and the flavor, but it is a nightmare mechanically. I'd like to keep the counter removal ability just so you can do something with them after you get them, but I realize that it does eat up space. And yes, I've never posted this before, and the idea for this card hadn't even occured to me before today, but I'm already on my seventh iteration. You know the card Epiphany Storm? That happens to me a lot.

I don't get it. Anyway, mechanical very strong. I think maybe you should bump up the cost a bit as well as the P/T.

So he doesn't do any damage if he hits an artifact? Weird. I'd like it more if it pinged for CMC. Also, it should probably have B in its mana cost somewhere, and maybe up the cost of the ability. Maybe. That's kinda tricky.

Eh... I guess technically it works, but it's still really weird.

Really not liking the first ability. Mana ability should have tap before paying 2 life. I think technically the mana ability works as-is, but I'd recommend this wording, which I'm making by looking at Cavern of Souls.
>[...] Spend this mana only to cast a creature spell, and that spell gains haste.
AFAIK, giving a keyword to a spell means the permanent the spell becomes will also have the keyword.

>Focus
No clause to help you out if you hit a land? Anyway, seems like it could be really good, but you'd need a bit of luck.

>Restraint
So, it's basically "I ran out of gas: the card" right? Seems cool. Though like with the last one, I have no idea how to cost it.

>Street Magic
No. Just no.

Well, Guide basically turns stuff into one-use auras, so I think it can definitely work, it just needs to have the right abilities and costs. Actually, now that I say that, seeing Guide on Auras would be kind cool. Aura-Embalm basically.

>But it's Heartless Summoning for EVERYBODY. Kinda buttfucks weenie tokens and such, so I was worried about the balance aspect.
Oh shit, you're right. Didn't even notice. In that case, pretty swingy, since it's probably going to fuck up most weenie decks. Hard call, unsure about this.

>Black Adam
Thanks. The problem with the Shazam-related cards is that I'm trying to get the core mechanics down before I actually start going in-depth with individual cards. I'd like to finish Billy and Black Adam, then create four more cards, but if the complexity isn't there I'll just finish these two.

>Clownface
Yeah, trying to pare it down a lot. I've wanted to do an ability like this for a while though, so I'll probably hang onto it until I exhaust all options.

>card
Still like it.

>Black Adam
Yeah, that was kinda my fear too.

>Clownface
You realize Billy isn't done, right? Actually, being able to get Shazam out turn 4 is something I wasn't taking into account and I'll definitely have to change later. Anyway, as for Clownface, I think I might just take out the removal ability entirely. The FS/DS ability is what I was really going after in the first place anyway.

>card
Cost seems super high for what it does, but considering it's basically a free 4/3 Flying FStriker, it's probably a good idea. Have to say, not super crazy about it though.

>Convoke reward card. Costing convoke cards is wonky since 90% of them are ultra expensive.
Probably because you can cast them for free with enough creatures. Probably why Wizards made Improvise so it could only pay generic mana and not colored mana. And they only put it on two colorless cards, and the one card that gives it out doesn't work for artifacts. If we ever see Affinity again, as unlikely as it is, I have a strong feeling it's not going to be on a lot of colorless cards.

>This seems niche, especially since BR tends to be an aggro style deck that's not interested in leaving up blockers to sweep up 1/1s.
It also has the advantage of forcing creatures your opponents might not want to attack with to swing, but I suppose that's also niche. I guess for draft purposes it'd want to be a rare, so it'd need a bit of retooling.

>Seraph
I like this a lot, but the idea that it's free if you already have 7 creatures out in GW is kinda... yeah I dunno about that. Plus add the G ramp into this and you basically have a creature you can reliably get out turn 4, and not exhaust yourself doing it.

Wow this is... I don't even know how to evaluate this. I mean I guess it's probably fine but it's gonna get you dogpiled in multiplayer. I wouldn't use it except Panda is hot and I don't care if that summons Chris Hansen to my house.

No time to make new cards so have something else that's old...ish? I don't have truly old cards anymore.

OK, this is the absolutely most streamlined versions of these cards now. Although I am stumped on what Panda should for removing counters now. I'll think of something later. I hope. Anyway, this'll probably be the last time I post either of these cards in this thread, sorry to bug you guys with them.

>card
Have I seen this before? Well, I'm still not entirely sold in Envious, though I do like the idea of a comeback mechanic. Seeing what other cards are in your set, if you're making one, will probably help in judging it. Anyway, I don't really like how it relies completely on Envious just to work. I think I'd like to see it as a 1/1 for 1U. 1/2 would be even better, but I can live with 1/1.

>Chris Hansen
Not really related, but this reminded me of an issue of Outsiders with John Walsh of America's Most Wanted. I hate that issue. The premise of superheroes, lead by Nightwing aka the first guy trained by fucking Batman, needing this guy's help was absurd. The entire concept was super forced. It's like the DC execs said "Oh god, that's a stinker. Put it in Outsiders, nobody reads that shit anyway."

>Whenever ~ attacks, put a knife counter on it. Then, it gets +1/+0 and gains first strike until end of turn. If it has two or more knife counters on it, it gets double strike instead.
>Whenever ~ attacks, put a gun counter on it. Then, it deals 3 damage to up to one target creature or player. If it has two or more gun counters on it, it deals 6 damage to that creature or player instead.

Not sure if the partial replacement is sufficiently unambiguous. And you lose a bit of the functionality on Panda by splitting the shots. But I think that's worth it for removing the awkwardness of two separate triggers.

I'm always wary of P/T boosts that can suddenly vanish when they do things like cast unrelated spells, or if you draw cards. Leads to things dying randomly and I dislike that.

>card
Half Curse of the Cabal, half Armageddon, half Merciless Eviction.

Page 9 bump.

I'm with here on the wording. I hope it works, because it'd streamline things a lot. For Panda, maybe have her remove X gun counters to do blanket damage to nonfliers? I dunno.
>Informant
Yeah, I've posted it before, but whether you've seen it or not is another story. Anyway, Envious was just an attempt to dream up a UB evergreen; something I have been toying with for years. You'd think I'd be better at it than I am. Oh well. Honestly it fits B more than U, but It seems like less of a stretch than a lot of the guild mechanics so I figured it wasn't all bad. I wanted it to be a 1 drop since you can also slap equipment on it and the like to enable the draw effect, but I suppose a 1/1 for 1U would be okay. Maybe a 1/2, as you say.

Kek. They must have had some money flow down the pipe. That's usually what happens.

>Informant
I can understand that. It's just a mockup for Envious, as stated above. I usually whip up 3-5 cards with mechanics I come up with to make sure they can work in a variety of ways, and I always wanted a 1-drop card draw on combat damage creature, so I went for it for funsies.
>Tribulation
This is fucking awesome. I love it. It seems perfectly balanced to me, but it's also easy to design your deck to ignore the punishment you'd normally take. Esper control, baby.

A potentially re-usable Lightning Elemental? Sure, why not. I'd cost it the same as the original card though since it's technically better in every way, so 3R.

One more old card while I fire up MSE to work on new stuff. Remembrance is probably one of the better mechanics I've come up with, even if it's likely not printable because it relies on some rules that no new or casual player is going to know off hand. Still, I guess they'd get to learn?

Green Arrow again. I have high hopes that this will get moved to the finished folder soon. The only thing I have on my mind right now is whether or not the Blue ability should stay where it is or be changed.

Thanks for the suggestions. Though for Clownface, I'm going to say
>it gets an additional +1/+0 and gains double strike instead.
And as for Panda, I'm starting to get a bit wary of having it deal 6 damage whenever it attacks. I think I'll restrict it to having two targets.

>card
Reminds me of Whims of the Fates. But I feel like it might need to cost even more than that because you can control what gets sacced. You can always build around stuff like this. Could be wrong about higher than Whims, but I definitely feel like it should cost more than it does now.

Why even bother with Dash then? BTW, you might want to look at Archwing Dragon. Oh, and having square P/T I think is desirable here since at 1 toughness, it's going to be difficult to take any damage at all and get it back for your next turn.

>Anyway, Envious was just an attempt to dream up a UB evergreen; something I have been toying with for years. You'd think I'd be better at it than I am.
Dude, Wizards hasn't been able to come up with a UB evergreen yet, don't beat yourself up over it. Anyway, I do feel like there is something there in getting a bonus when an opponent has more cards in hand than you, kinda like with Dethrone, but mechanically, it falls in line more with RG than UB. At least from what I'm remembering off the top of my head, so I could be wrong.

>Kek. They must have had some money flow down the pipe. That's usually what happens.
Oh, most definitely. And it's not like I'd recommend that run of Outsiders anyway.

>card
I don't understand why the ability is WB. Otherwise, seems cool. You might even be able to boost toughness just a bit and not change everything else.

I just realized something with Green Arrow. I gave him Vigilance, and a bunch of activated abilities. I could just reduce their mana costs and have them tap. Why didn't I think of that before? On the other hand though, I'm not totally sure about going in that direction. But even if I don't, I think I'll make a card for that soon.

>Envious
I dunno, RG? R I can kinda see, but G? That's sort of odd to me. What are you basing that on? I stuck it in UB because B is selfish/jealous and U is too, but less so, but it wants to be the best at having cards, so it not being the best should make it strive to be such. Though I guess +1/+1 is a bit of a shaky way to represent that, hence why I said it was probably more B than U.
>Blood Stalker
It's WB because B shouldn't be granting flying outside of the Vampire tribal, I don't think. That and it's a WB mechanic. I'll think about making the body a bit buffer; 1/2 sounds like it might be okay.
>Ollie
I'm fine with him as-is, but see if anyone else chimes in before the end of the thread to be sure on that. Someone might have an idea.

It's a slow card night for me. I usually have more ideas.

>Envious
The one I remember most distinctly is Wolfcaller's Howl, which punishes opponents for having four or more cards in hand. Not exactly the same, but I think it has a similar mechanical core of hating on large hand sizes. I'll try to find my cards to back up what I'm saying. I could be wrong.

>Blood Stalker
Eh, you might have a point there, though Black does occasionally grant Flying. It still feels odd to have a gold cost on a mono card.

>Ollie
Thanks.

>I usually have more ideas.
I have the custom card challenge. Want me to post it?

You can post the challenge if you want. I will probably just make commons though if I can help it. I'm still on the never ending mission to make interesting commons that still fit with NWO. This one toes the "4 line" rule but I think it'd be safe.

Rolled 6, 3, 7, 5, 1 = 22 (5d10)

Rolling for everything but the last.

Eh, yeah, not so sure on this myself. Also, if the activated ability is mono-B, why make the card cost hybrid and not mono-W?

Rolled 1, 7, 3, 5 = 16 (4d10)

Because I'm a sillyface.

Rolling for color, type, mechanic, CMC

Rolled 4, 8, 2, 2, 4 = 20 (5d10)

>Colorless, sorcery, tax/control, CMC 3, common
Fuck commons. I want to shoot myself.

Rolled 1, 7, 7, 9, 2 = 26 (5d10)

>Red, artifact, card advantage
Nope, fuck that. Wanted to die the last time I did Red card advantage. One more roll.