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Silly Message Board Games A forum for any kind of quote games, continuing story games, "What would you do if?" games, or whatever anyone comes up with. Old threads will now expire after one month.

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Old 11-15-2012, 02:42 PM   Top  -  End  -  #391
Grimsage Matt
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Default Re: Magic the Gathering - You Make the Card!

K, then will add black to the mix. Why? Life and death spill over.
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Old 11-16-2012, 01:41 AM   Top  -  End  -  #392
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Matt, just has a heads up, some of your cards as they stand right now are incredibly overpowered. Especially the Mythic. As an example:

Turn 1:

1. Play Swamp
2. Play Dark Ritual
3. Play Entomb, putting Eternal Incarnate into the graveyard
4. Use leftover mana to cast Dark Ritual from graveyard an arbitrary amount of times.
5. Entomb, say, Tendrils of Agony
6. Win

"So long as this card is in the graveyard" effects are incredibly difficult to balance, and cards that let you play things from graveyards even moreso. Look at Yawgmoth's Will, a card that is universally aknowledged as one of the most powerful in the game. Your cards are significantly better than that. I think you can make the theme work, but it's important that you avoid making cards that break the game.

EDIT: Alright, here's my entry. Any and all feedback is appreciated.

Common:
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Uncommon:
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Rare:
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Mythic Rare:
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EDIT 2: Fixed mana costs. Thanks, radmelon.
EDIT 3: Minor fixes
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Old 11-16-2012, 10:02 AM   Top  -  End  -  #393
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Default Re: Magic the Gathering - You Make the Card!

Frankelshtein, your rare card is RGW, which is not a wedge, so I'm assuming that it's meant to be RBW like the rest of your cards. You might want to fix that.
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Old 11-18-2012, 03:04 PM   Top  -  End  -  #394
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I chose the RUG wedge, since I feel like it has a lot of design space, and I enjoy the flavor the wedge has.

Common:
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Uncommon:
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Rare:
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Mythic Rare:
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Last edited by Duos : 11-19-2012 at 07:51 PM.
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Old 11-19-2012, 01:44 AM   Top  -  End  -  #395
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Quote:
Originally Posted by AgentPaper View Post
That basically mirrors my thoughts on it. I think Aditi could certainly have won, the main thing holding him back was the sheer complexity of his abilities. Planeswalkers are already the most complex type of card in the game, so going above and beyond and making them even MORE complex just isn't tenable.
I can definitely agree with that. The last ability could probably have just made tokens and done what I wanted it to. Perhaps I will try that, though, and see how broken it is...

Anyways, my entry for this contest is GUB, because no one has done it yet.

Common:
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Uncommon:
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Rare:
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Mythic Rare:
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Old 11-20-2012, 10:00 AM   Top  -  End  -  #396
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Alrighty then, let's give RWU a shot.

Common
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Uncommon
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Rare
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Old 11-20-2012, 04:53 PM   Top  -  End  -  #397
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URG:

Common
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Uncommon
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Rare
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Mythic Rare
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Last edited by AgentPaper : 11-21-2012 at 12:45 PM.
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Old 11-21-2012, 02:51 AM   Top  -  End  -  #398
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I chose UGB

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Old 11-25-2012, 02:00 AM   Top  -  End  -  #399
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Sorry for the late judging.

Binks:
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Grimsage Matt:
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Frankelshtein:
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Old 11-25-2012, 02:23 AM   Top  -  End  -  #400
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Looking back, I do agree that I probably could have done better with Animar. Or rather, simply that I shouldn't have done a planeswalker to begin with. Animar doesn't fit with the theme because that's not what planeswalkers are supposed to do.

I think he's a good design for a planeswalker, but not a good fit for the challenge.

Anyways, looking forwards to the next one. I'd suggest that we lay off on the many-card challenges for a little while as well, but of course it's ultimately up to the judges.
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Old 11-25-2012, 04:20 AM   Top  -  End  -  #401
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Congratulations tgva!

Looking back, there are definitely some things I could have done better. Especially with Skarrenzul. I made a very silly mistake there. I intended the card to have "Whenever equipped creature deals damage to an opponent", but for whatever reason that last bit didn't make it on there. I think it'd still be powerful, but no more so than comparable mythic equipment. Mistakes happen, I guess.

As far as the self-inflicted damage goes, I tried to make it more of a risk/reward mechanic, with the player dropping a bit lower in an effort to get the 6/6 flyer out on turn 3 or 4, or losing a chunk of life and a small creature or two to pull off the perfect combat trick. The mechanic didn't strike me as unfun at the time, and I did my best to balance the cards accordingly. I'll just have to be better at recognizing unfun mechanics next time, I guess.

I must respectfully disagree with your assessment of Conscripted Devil, though. While I concede that it is a bit too complex for a common, I feel that its power level is in a good place. Without a Demon or Soldier on the field, it's strictly worse than Dreg Mangler. With a Soldier it becomes a very efficient creature, *but that 2 damage a turn will still add up. With only a Demon in play, it becomes a Dreg Mangler without scavenge that dealt you 2 damage if you played it on turn 3. If you were to play it on turns 4 or 5 (assuming turn 3 as the earliest turn one could reliably play a Demon), then it's a 3/3 Haste at a point in the game when hasty 3/3s *are less relevant. Only with both a Demon and a Soldier does it become a decent creature.

Writing this, I realize that this card shouldn't be common for a variety of reasons. Point taken.

Anyhow, good entries, everyone. I look forward to next week.
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Old 11-25-2012, 07:07 AM   Top  -  End  -  #402
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The biggest problem with Animar that immediately jumped out to me is that his +2 is, frankly, terrible. Planeswalkers as creatures is a poor way to build up their loyalty, as just getting into combat without Gideon's ability costs you loyalty counters.

I knew there was a reason I felt Old Tribe Diviner was perfect at CMC4, but I couldn't remember what it was...I guess Archivist would explain it. Also, clearly the answer for me is to just make Hydras, I seem to win contests when I do it.

My contest for this week is going to be somewhat abstract, but I think it'll be a good break after some very difficult rounds. In celebration of happy tidings in my life: Make a card that begins something. Interpret this how you will; however, it should be pretty clear exactly what your card is "beginning" or how it relates to the theme.
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Old 11-28-2012, 11:04 AM   Top  -  End  -  #403
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Return From Extinction 3WGG
Enchantment-M
At the beginning of your upkeep, put a genesis counter on [CARDNAME].
Sacrifice [CARDNAME]: Shuffle your graveyard into your library, then search your library for X creatures with converted mana cost X or less and put them onto the battlefield, then shuffle your library. Activate this ability only if you control no creatures and only if a creature you controlled died this turn.
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Old 11-28-2012, 02:58 PM   Top  -  End  -  #404
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Beginning of the End 5BBBBB
Enchantment - M
Whenever a creature dies put an End counter on ~
At the beginning of your upkeep all other players lose life equal to the number of End Counters on ~. You gain life equal to the total amount lost.
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Old 11-28-2012, 06:41 PM   Top  -  End  -  #405
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Mutually Assured Destruction - 2RR
Enchantment
At the beginning of your upkeep place a time counter on this card and deal damage to each player equal to the number of time counters on this card.
"A strange game. The only winning move is not to play."

Had a hard time deciding what card to choose, so
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Old 11-29-2012, 07:27 AM   Top  -  End  -  #406
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Future's Dawning 2U
Enchantment
If ~ is in your opening hand, you may begin the game with it on the battlefield.

Hideaway (When this permanent enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)

At the beginning of you upkeep, but a time counter on ~.

Sacrifice ~ : You may play the exiled card without paying its mana cost if ~ has five of more time counters on it.

Tomorrow begins today.
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Old 11-29-2012, 10:11 AM   Top  -  End  -  #407
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The Fail-Safe *{6}
Legendary Artifact (MR)

{6}: Put a charge counter on The Fail-Safe.

At the beginning of your upkeep, double the number of charge counters on The Fail-Safe. Then put X 0/1 Myr creature tokens into play, where X is the number of charge counters on The Fail-Safe.

As long as The Fail-Safe has 15 or more charge counters on it, Myr you control are indestructible.

As long as The Fail-Safe has 255 *or more charge counters on it, Myr you control get +1/+1 for each Myr you control.

With a small beep, the machine whirred to life. Thus began the downfall of New Phyrexia.
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Old 11-29-2012, 05:46 PM   Top  -  End  -  #408
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Merchant Apprentice 1UU
Creature - Human Rogue - MR
Whenever you draw a card outside of your draw phase, put a profit counter on Apprentice Merchant. During your upkeep if Merchant Apprentice has five or more profit counters on it, remove all profit counters from it and transform it.
Casimir smiled and waved goodbye to the customer. His very first sale had earned him two whole gold pieces. He wondered if he'd ever see such wealth again...
0/1
//////////////////////////
Merchant Empire
Enchantment - MR
(Merchant Empire is Blue)
Whenever you would draw a card outside of your draw phase, draw twice that many cards instead.
Casimir smiled and waved goodbye to the customer. This latest sale had earned him two chests of gold. A meager sum to be sure but business is business.
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Old 11-29-2012, 06:35 PM   Top  -  End  -  #409
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Mysterious Egg G
Enchantment - R
Tap an untapped creature you control with power greater than the number of Evolution counters on Mysterious Egg: Put an Evolution counter on Mysterious Egg.
Sacrifice Mysterious Egg: Search your library for a creature card with a converted mana cost equal to the number of Evolution counters on Mysterious Egg and put it onto the battlefield. Shuffle your library.
With so many parents, who knows what will come out of there?
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Old 11-29-2012, 07:13 PM   Top  -  End  -  #410
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Kabira Seeker WW
Creature - Human Soldier R
Whenever Kabira Seeker deals damage, put a level counter on it. 2/2
Level 1-3 Vigilance 3/3
Level 4+ Vigilance, double strike 4/4
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Old 12-03-2012, 11:13 AM   Top  -  End  -  #411
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Paradox Schism UUXX
Instant - MR

Target player takes X upkeeps at the beginning of his or her next turn.

"Oh no! Oh no! Oh no!" - Karn Research Intern
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Old 12-03-2012, 02:29 PM   Top  -  End  -  #412
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Contest closed! However, due to it being my finals week, grades may be a bit late. I will try for tomorrow, but I give no promises.
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Old 12-06-2012, 03:36 PM   Top  -  End  -  #413
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Duos:
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Strategos:
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Winner:
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Old 12-06-2012, 04:03 PM   Top  -  End  -  #414
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Gratz to the winner! Good submission all around this time. Very tight competition.

TGVA:
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Old 12-06-2012, 04:07 PM   Top  -  End  -  #415
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Old 12-06-2012, 06:39 PM   Top  -  End  -  #416
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Default Re: Magic the Gathering - You Make the Card!

Congratulations to the winner! I really like the winning entry this week. Interesting mechanics and superb flavor. A well deserved victory, to be sure.

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Old 12-06-2012, 07:00 PM   Top  -  End  -  #417
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Default Re: Magic the Gathering - You Make the Card!

Aha! I knew there was already an enchantment that let you double your draws, and when searching Gatherer didn't get any results I thought I must have been making it up. I was just using the wrong search terms.

Anyway, for this week's challenge:

Design a Card with the Snow supertype and/or that interacts with cards from the Snow supertype.
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Old 12-06-2012, 07:22 PM   Top  -  End  -  #418
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Default Re: Magic the Gathering - You Make the Card!

I got a idea Now, just need to find a picture.....

Robo Santa 3SS
Snow Legendary Artifact Creature- Golem- MR

S- Put a X-Mass token on Robo Santa.
Remove 3 X-Mass Tokens- Choose a Creature other then Robo Santa. Destroy X number of permanants, where X is the chossen creatures power.
Remove 5 X-Mass Tokens- Chosse a Creature other then Robo Santa. Target player must place X number of cards from the field, hand or top of their liabrary into their graveyard. X is the Chossen creatures Power.
Remove 10 X-Mass Counters- Flip Robo Santa
"It's looking like a Red X-Mass."
5/5
////////////////////
Santa 3{W/S}{W/S}
Legendary Snow Creature- Human Wizard- MR

S- Put a X-Mass Token on Santa
Remove 3 X-Mass Tokens- Chosse a creature other then Santa. Target player either draws X cards, or gains 2X life. X is equal to the creatures Toughness.
Remove 5 X-Mass Tokens- Chose a Creature other then Santa. You may either place up to a total of X +1/+1 tokens among creatures you control, or remove up to X -1/-1 Tokens among the creatures you control. X is equal to the chosen creatures Toughness.
Remove 10 X-Mass Tokens- Flip Santa.
"A merry old Soul, he gives joy to the boys and girls."
4/6


And there is my Robo Santa/Santa Snow creature parody. If you want me to take it down and submit something else, I understand.
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Old 12-06-2012, 08:03 PM   Top  -  End  -  #419
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Winter Globe 3
Artifact C
T: Add 1 to your mana pool.
T: Add one mana of any color to your mana pool. Activate this ability only if you control four or more snow permanents.
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Old 12-07-2012, 02:49 AM   Top  -  End  -  #420
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Default Re: Magic the Gathering - You Make the Card!

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Winter Hart 1G
Snow Creature- Elk - C

G, Sacrifice Winter Hart: Search your library for a snow land, put it in your hand. Shuffle your library.
S, Sacrifice Winter Hart: Search your library for a basic land, put into the battlefield tapped. Shuffle your library.

2/2
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