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CAC #259 - New Riff on an Old Card


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sc4rs



Joined: 23 Mar 2006
Posts: 859

PostPosted: Thu Dec 12, 2013 4:13 pm    Post subject: Reply with quote

CMA-Flippi wrote:
Brutus, the Mocking Barbarian 4R
Legendary Creature - Human Barbarian Advisor (R)
Brutus has protection from creatures with Hexproof.
Tap: Brutus deals 2 damage to a creature.
3/3

Reference to Zuo Ci, the Mocking Sage


I would have liked if it could have actually killed Zuo Ci (or other creatures with hexproof) with its second ability, rather than having protection from Hexproof creatures. He's pretty useless if they slap a Spectral Flight on their Hexproof critter. That said, the flavor is cool, though I have no idea why he's an Advisor. Good start to the CAC for sure.

iSperia wrote:
Justice Champion - 2WW
Creature - Human Cleric (rare)
First strike
Whenever a red creature or spell deals damage, Justice Champion deals that much damage to that creature's or spell's controller
2/4

reference card: Justice
http://magiccards.info/ia/en/256.html[/url]


I think the creature type should've been Knight or you should've chosen a different ability for this guy. First strike seems out of place on a Cleric. I like putting this ability on a creature - it makes the tension more interesting than on an enchantment that red has a lot of trouble removing at all. Cool concept!

ck3gds wrote:
Magus of Fire and Ice 3UR

Creature — Human Wizard (R)

1U: Tap target permanent. Draw a card.

1R: Magus of Fire and Ice deals 2 damage divided as you choose among one or two target creatures and/or players.

2/2

Idea taken from Fire // Ice


2 mana to repeatably draw a card, even on a 5 mana 2/2, seems way over powered. Its second ability is nuts as well. This really needed to tap to activate: if you untap with this, tapping three of their lands and drawing three cards a turn will win the game really absurdly quickly.

Perhaps at mythic, though he doesn't feel particularly mythic either.

Stucco wrote:
Chaos Sphere............................RRR
Legendary Artifact.........................M

Chaos Sphere enters the battlefield tapped.

T, choose a non-enchantment permanent type: Roll a six-sided die. Each player sacrifices X permanents of the chosen type where X is the value of the rolled die. Exile Chaos Sphere.


Chaos Orb - Tried to maintain the random feel.


This should have been non-land instead of/as well as non-enchantment. As is, if you roll anything but a 1 it might as well be Armageddon, which is ridiculous in a lot of ways. It also is a 3 mana Barter in Blood (or better) 5/6ths of the time as well. I think this needed a little more balancing. I appreciate taking a really hard card and trying to capture its spirit in a different way - you did a great job of that - but the end result is still a long way off from printable.

Raybelfast wrote:
Cursed Statue 4

Artifact - Rare

Activated abilities of non land permanents you don't control can't be activated.

As long as there are more than 5 creatures on the battlefield Cursed Statue is a 3/4 creature.

"My totem shall pass from soul to soul, They soldier to herder, herder to beast, beast to soil, until I am everywhere. Then I shall collect those souls and be whole. - Statue base inscription translated".

Remodeled from Cursed Totem.
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15404

Edit: Put ability text above flavor.
Edit: Fixed to non land, totally skipped on that thanks Aule.


I like the idea of sapping power from creatures to become a creature itself.

That said, why a 3/4?? Once 5 creatures are on the battlefield, a 3/4 is probably not going to do very much. In addition, why/how does it trigger when you have 5 creatures and they have none, when flavorwise its not sapping any power from your creatures?

I would have liked this better if the ability text was the same as Cursed Totem, but the second ability was added. Breaking the symmetry makes sense, but doesn't mesh with the second ability/flavor text as well.

Props for a very original idea, and the flavor text alteration is super clever.

pseudodespot wrote:
Soulscorcher 3B

Creature - Horror (uncommon)

When ~ enters the battlefield, target opponent loses 1 life for each black mana spend to cast ~. If red mana was spend to cast ~ that player loses twice that much life instead.

2/3

Some souls are born in the dark. Some like you aren't. But don't worry, my friend can fix that. --- Laughter, Cabal Entertainer.

refering to "soul burn"


Is RBBB for a 2/3 that deals 6 damage too good? I don't know! But it's a lot of damage for 4 mana, especially that leaves behind a creature. In limited, this seems amazing, but balanced. In constructed, especially in a set with good mana that would allow you to splash red in a base black deck, this seems super powerful. I love the idea to put Soul Burn's text on a non-X spell, though. Very good execution in general, though the flavor text is a bit forced IMO.

aule wrote:
Afiya Burnlands | RG
Enchantment | Rare
~ enters the battlefield with 3 +1/+1 counters on it.
Creatures you control get +1/+0.
At the beginning of your upkeep, move a +1/+1 counter from ~ to target creature. That creature fights another target creature.
When there are no +1/+1 counters on ~, sacrifice it and ~ deals 2 damage to each creature and each player.

Remake of Afiya Grove


This is really confusing. I have trouble understanding the flavor, and the name really makes it sound like a land. I also don't like that you can make your opponent's creatures fight each other - especially when you can put a +1/+1 counter on the smaller of the two and kill it, meaning your opponent doesn't even get an advantage in the process. The +1/+0 bonus and the pyroclasm are also sort of random bonuses to tack on, especially for only RG. More cohesion and less abilities would have made this better, I think.

AxiomBlurr wrote:


Peek.


This is too good a deal, I think. Adding the 1/1 body makes this so much better than Peek, and really pushes it over the edge. 2 mana for a 2-for-1 on any attacking X/1, plus free information about their entire hand, makes this too powerful, especially in Limited. 2U would have been more reasonable. The flavor text is OK - not great but not bad. The name is kinda boring.

Steveman wrote:
Magus of the Smokestack (rare)
3W
Creature - Horror
At the beginning of your upkeep, you may put a soot counter on Magus of the Smokestack.
At the beginning of each player's upkeep, that player sacrifices a permanent for each soot counter on Magus of the Smokestack.
3/5
"Everyone and everything share a single destiny"


Admit it, you only made this white because you wanted to play it in Steveman Stax.

This card rings black to me (see Descent into Madness), especially with a creature type of Horror - but otherwise, this seems like a good fix for Smokestack. The P/T is a bit pushed, in my opinion - 4 for a 3/5 is a fantastic deal for an intended-to-be-defensive card - but not egregiously so. Nice Magus!

ShamedShadow wrote:
Restless of Aku 4BB

Creature - Spirit [Mythic Rare]

When Restless of Aku enters the battlefield or attacks, target player may sacrifice a creature. If they don't, that player loses 5 life and you sacrifice Restless of Aku.

BB: Restless of Aku gets +2/+2 until end of turn.

5/5

---------

Based on Pillar Tombs of Aku.


This card reads "4BB: Target player loses 5 life." Nobody will ever sacrifice two creatures to let you keep an attacking 5/5 instead of just...you know...taking 5. I think you might have thought you worded it differently or something, I dunno. This is a bad card.

Livermush wrote:
Frightening Bolt | B
Sorcery (Common)

Up to three target creatures each gain Fear until end of turn.


"What's more frightening than a rampaging baloth? No, seriously, I need to know. I've got some orders to fill out here..."
- Gozer Tra, Industrial Necrosage



Inspired by Lightning Bolt.


Would have liked it if it were Intimidate to be NWO-friendly, but as a pre-NWO design, it's good. Definitely a fair Common effect, and the flavor text is funny - especially the idea of an Industrial Necrosage. Would love a block where that's a thing.

thelemys wrote:
From: Armagedon


Quote:
Armagedon's Dancer 2RW
Creature - Human Wizard R
When Armagedon’s Dancer enters the battlefield, each player sacrifice two lands.

Everything we see just fades away.
There’s sky and sand where mountains used to be.
Time drops by a second to eternity.
It doesn’t matter if we turn to dust;
Turn and turn and turn we must! Blue Oyster Cult

2/1


Ridiculously powerful on turn 4, probably too much so. The tempo gain in an aggressive deck would be really hard to overcome - Avalanche Riders was playable in its day and it only killed one land. I realize this is a "balanced" loss, but killing your own lands matters a lot less when you presumably have a big advantage on the battlefield. It's an interesting effect but I'm not sure it'd be any more fun to play against than its namesake.

Canabiest wrote:
Giant Hippo
2GU
Creature - Hippo
Rare

Trample

Whenever Giant Hippo deals combat damage, defending player taps all lands he or she controls. At the beginning of the next main phase, add {X} to your mana pool, where X is the number of lands defending player controls.

4/4


From Pygmy Hippo


I think you meant "combat damage to defending player," but as written, it's way, way better than its namesake. Being able to block with it and completely turn off their second main phase, or to be able to attack and gain 4 mana on turn 5 (powering out a 9 drop(!!)) seems way too good. Imagine ramping into this off a turn 2 Farseek, and playing any 8 drop on turn 4. That's crazy value from an already-aggressively costed 4 mana 4/4 trampler.

compucrazy wrote:
Nature's purity
3GGG
Destroy all artifacts, enchantments and planeswalkers.

Cycling 3.

A green version of Akroma's vengeance.


I really like this - I think lots of Commander decks would definitely want this, as well as some constructed sideboards (perhaps). That said, there is zero flavor involved - I wish you had even changed Cycling to something more green/more evocative of what this spell was doing. Something to get me excited about this other than "Oh, it's Bramblecrush but for everything."

Mr_Weebles wrote:
Umezawa's Katana - 2
Legendary Artifact - Equipment (Rare)

Equipped creature gets +1/+1 and has hexproof.

If an effect would place one or more counters on the equipped creature, it places twice that many of those counters on it instead.

Equip 2



This is in reference to both Toshiro Umezawa and Umezawa's Jitte. In the books he carried both a jitte and a katana. Both were used for his blood magic, thus the hexproof.


Compared to Mask of Avacyn, the cost and power/toughness adjustment seem about right, and the second ability is definitely really fun to play with. I really wish you had said "on equipped creature or an Equipment attached to it" so it really did combo with Jitte (not that Jitte needs the help, but more for the aesthetics of the thing). That said, I think this would see heavy play in any format that has +1/+1 counter-gaining creatures. Imagine this on a Kalonian Hydra, for example! I'm not sure if it's broken or not, which is definitely a good thing. I think it's...a contest-winning card!

Congrats to Mr_Weebles, followed in an extremely close second by Steveman.
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Canabiest



Joined: 15 Aug 2006
Posts: 367

PostPosted: Thu Dec 12, 2013 4:25 pm    Post subject: Reply with quote

Of course I meant damage to defending player. I edited around in the wording too much.
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AxiomBlurr



Joined: 11 Jul 2010
Posts: 411

PostPosted: Fri Dec 13, 2013 12:00 am    Post subject: Reply with quote

good judging!
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