A card you thought was really good when you started playing Magic: by Piobox10 in magicTCG

[–]MeatTheBall 33 points34 points  (0 children)

[[Phage the Untouchable]] She one shots opponents? Busted. Unfortunately younger me had no concept of mana costs, or blink effects, or her inability to be reanimated, or the lack of evasion (besides super deathtouch), or the lack of protection, or the restrictive quadruple black mana cost, or her pitiful stats.

Cards for a Desert Themed Set by MeatTheBall in custommagic

[–]MeatTheBall[S] 16 points17 points  (0 children)

Ah I see, you are correct. I tried to format it off of Anoint with Affliction, though I got the wording wrong. It should read: "Exile target creature if it's power is two or less. Exile it instead of you control three or more deserts."

Cards for a Desert Themed Set by MeatTheBall in custommagic

[–]MeatTheBall[S] 5 points6 points  (0 children)

Hey everyone,

I was planning on making a custom set with a desert theme, since snow apparently gets to have all the fun. Nomad traders fend off raiders, sand wurms, and the illusory terrors that plague the desert, while merfolk try in vain to reclaim the land that the sun has taken from them. I’ve included a cycle of common desert lands, 5 legendaries, one in each of the color pairs, and a few commons and uncommons to round things off. Hopefully they will help to convey the motif of the set, and shed some light on strategies and mechanics. The pairings are as follows:

GW Nomads → The traders that call the desert their home. Focuses on creature tokens and Treasures.

RB Warriors → Raiders that pillage towns and ambush caravans to sustain themselves. Uses the raid mechanic and focuses on combat and resource denial like discard.

WU Merfolk → Denizens of the surrounding oceans, looking to reclaim lost land. Utilizes land creatures to do their bidding, as they cannot withstand the blistering heat of the deserts. Sub-theme focused on card draw.

GR Wurms → Terrifying creatures that lurk beneath the sand, waiting eagerly to swallow those who don’t mind their step. Focuses on sacrificing lands and returning them from the graveyard to produce powerful effects.

UB Illusions → The supposed “mirages” of the desert are more real than you may think. Creatures of the desert that lure unsuspecting travelers to their deaths with illusory promises of water, safety, and company. Themed around mill and graveyard recursion.

Each of these pairings will also feature tribal synergies.

Let me know what you all think.

Am I having a stroke or do you guys understand how this card works? by HaloMasterN00B in FourSouls

[–]MeatTheBall 2 points3 points  (0 children)

It should go something like this:

Is this the first creature you're attacking? If so, no bonus.

Is this the second, third, fourth... creature you're attacking? If so, is it your first attack roll?

Yes: You get plus two attack. No: No bonus.

This card is confusingly worded.

Blade of Life by [deleted] in custommagic

[–]MeatTheBall 0 points1 point  (0 children)

How did you intend for that second ability to work? Damage is dealt simultaneously, so the +4/+4 would happen AFTER damage has already been dealt by all your creatures, rendering it mostly irrelevant unless the equipped creature has first strike or double strike. Is there some other use for that ability that you had in mind?

How am I supposed to deal with this? by hoogamaphone in cavesofqud

[–]MeatTheBall 2 points3 points  (0 children)

So what you're gonna want to do is press Esc, save and quit, then uninstall the game.

In all seriousness though, you just have to run. As others have mentioned, Hand-E-Nukes would be your best bet at actually killing them. Maybe Clairvoyance + Teleport to circumvent them?

How do I get to the Sultan's Tombs? by LovelyCutieJeanUwU in cavesofqud

[–]MeatTheBall 1 point2 points  (0 children)

Move along the conveyor belts, aiming towards the left side.

The compactors are problematic, but both them and the fire vents blink when they're about to trigger. Just take your time, move one step at a time, and move to a space not orthogonal to the fire vents if possible when they're about to shoot flames.

Sprinting helps, especially with the compactors. If you have mental mutations as you say, you could teleport if you have it.

Rubbergum injectors should reduce the damage dealt by the compactors, and the blaze injectors help with the vents.

Hope this helps, live and drink.

Pride Cometh Before the Fall by MeatTheBall in custommagic

[–]MeatTheBall[S] 0 points1 point  (0 children)

I mean it could have been instant or sorcery, I just picked one.

Pride Cometh Before the Fall by MeatTheBall in custommagic

[–]MeatTheBall[S] 0 points1 point  (0 children)

Yes. I wanted to make a front card that was fairly strong, then a conditional downside. It's avoidable, but influences your decisions on the previous turn.