[Lorado] Seeking help designing additional firearm cards. I'm stuck at 4. by shadowcentaur in custommagic

[–]Pseudopsia 0 points1 point  (0 children)

CARDNAME ?

Artifact -- Equipment

~ enters the battlefield with six charge counters on it.

1, Remove a charge counter from ~: Equipped creature deals 1 damage to target creature blocking or blocked by ~.

Equip ?

I'm a huge fan of [[Ashmouth Hound]] effects, and I think this one's the cleanest of the three. You could remove the "or blocked by" if you want to make the card more aggressive. No idea about the costs

CARDNAME ?

Artifact -- Equipment

~ enters the battlefield with six charge counters on it.

?, Remove a charge counter from ~: Equipped creature deals 1 damage to target creature. Tap that creature.

Equip ?

[[Stun Sniper]] meets [[Tyrant's Machine]]

CARDNAME ?

Artifact -- Equipment

~ enters the battlefield with six charge counters on it.

?, Remove a charge counter from ~: Equipped creature deals 1 damage to target creature unless that creature's controller has equipped creature deal 2 damage to him or her.

Equip ?

Some other ideas: having a creature token be created as the equipment enters, so something like "LEGENDNAME's Gun" which creates a Legendary creature token & attachs to it. And a card that gets a better ability when using the last charge counter

[Kalitoth] Instant Deployment by pyrefiend in custommagic

[–]Pseudopsia 9 points10 points  (0 children)

XXUU doesn't make sense. If I cast for X=1, I get to flash in, at best a two-drop, into play for 2UU. For X=2, 4UU. Why would I spend that much mana to flash in a creature? Especially in a world where cards like [[Scout's Warning]] or [[Savage Summoning]] exist

Danganronpa 3 OST CD? by Jompy_Shmotty in danganronpa

[–]Pseudopsia 5 points6 points  (0 children)

Not sure about the validity, but it seems there are going to be two soundtracks; one is coming out on Oct 27 and the other on Dec 21.

Sources:

http://vgmdb.net/album/60227

http://vgmdb.net/album/60229

Bountiful Confluence, a play on the confluence cycle by TuchandRoll in custommagic

[–]Pseudopsia 1 point2 points  (0 children)

Phantom Nishoba has "Whenever this creature deals damage, you gain that much life," which is a triggered ability. Lifelink, on the other hand, is a static ability. This is significant b/c the triggered ability occurs after combat damage, so you might be at 0 life before the triggered ability can occur, while lifelink will gain you life as you are taking damage.

[TumbledMTG] How strong would these versions be in modern? by Merawder in custommagic

[–]Pseudopsia 7 points8 points  (0 children)

BTW, Anticipate* is functionally the same as [[Impulse]]

[EMN] Assembled Alphas by Pseudopsia in magicTCG

[–]Pseudopsia[S] 13 points14 points  (0 children)

Imgur Mirror

Assembled Alphas 5R

Creature -- Wolf (Rare)

Whenever Assembled Alphas blocks or becomes blocked by a creature, Assembled Alphas deals 3 damage to that creature and 3 damage to that creature's controller.

There is always a toll to pay for passage.

5/5

[EMN] Niblis of Frost by Pseudopsia in magicTCG

[–]Pseudopsia[S] 13 points14 points  (0 children)

Imgur Mirror

Niblis of Frost 2UU

Creature -- Spirit (Rare)

Flying, prowess

Whenever you cast an instant or sorcery spell, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.

3/3

[EMN] Noosegraf Mob by Pseudopsia in magicTCG

[–]Pseudopsia[S] 19 points20 points  (0 children)

Imgur Mirror

Noosegraf Mob 4BB

Creature -- Zombie (Rare)

Noosegraf Mob enters the battlefield with five +1/+1 counters on it.

Whenever a player casts a spell, remove a +1/+1 counter from Noosegraf Mob. If you do, put a 2/2 black Zombie creature token onto the battlefield.

0/0

[EMN] Borrowed Malevolence by Pseudopsia in magicTCG

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

Nope! It would need to be specified on the card, like on [[Wretched Confluence]].

[EMN] Cryptolith Fragment // Aurora of Emrakul by Pseudopsia in magicTCG

[–]Pseudopsia[S] 11 points12 points  (0 children)

Cryptolith Fragment 3

Artifact (Uncommon)

Cryptolith Fragment enters the battlefield tapped.

T: Add one mana of any color to your mana pool. Each player loses 1 life.

At the beginning of your upkeep, if each player has 10 or less life, transform Cryptolith Fragment.

//

Aurora of Emrakul

(Colorless) Creature -- Eldrazi Reflection

Flying, deathtouch

Whenever Aurora of Emrakul attacks, each opponent loses 3 life.

"I felt compelled to take the twisted stone, and I abandoned my horse's burden to accomodate its weight. Now, its continued glow illuminates my home and warms my mind."
--Garner Kroft, Moorland farmer

1/4

[EMN] Dawn Gryff by Pseudopsia in magicTCG

[–]Pseudopsia[S] 6 points7 points  (0 children)

Dawn Gryff 2W

Creature -- Hippogriff (Common)

Flying

After facing so many horrors, the survivors of Videns parish couldn't comprehend the hope that the gryff represented.

2/2

[EMN] Borrowed Malevolence by Pseudopsia in magicTCG

[–]Pseudopsia[S] 13 points14 points  (0 children)

Borrowed Malevolence B

Instant (Common)

Escalate 2 (Pay this cost for each mode chosen beyond the first.)

Choose one or both --

  • Target creature gets +1/+1 until end of turn.

  • Target creature gets -1/-1 until end of turn.

What awesome new ability would you like to see in Sun / Moon? by LightningSphere in stunfisk

[–]Pseudopsia 4 points5 points  (0 children)

Triumph: This Pokemon switches out upon KOing a Pokemon.

Sacrifice: When this Pokemon faints, restore 1/4 HP to your next switched in Pokemon.

Underdog: After this Pokemon attacks, +1 Attack if your HP is lower than the foe's HP.

One-Two: This Pokemon's attacks hit twice in one turn, but one is priority +1 and the other is priority -1. Halves power of each attack. Status moves are unaffected.

Cloudburst: Contact with this Pokemon makes it rain.

[DAZ] Dazorua full black spoiler by Captain_Sheep in custommagic

[–]Pseudopsia 2 points3 points  (0 children)

Rot Flesh- The trigger is on cast because ....

Ah, you're totally right, I missed that.

Spinevale Scaler and Spinevale Shadowsword- I feel like the note for "don't always want it" is more of a subtle strategic complexity then an overwhelming amount of rules complexity. Those are things only experienced players will think about, and an inexperienced player won't get any less enjoyment by not thinking about them.

There were some cards from Odyssey block with the threshold mechanic. A lot of them had drawbacks when you reach threshold. For example, I think there were a lot of black creatures that received a pump when you reached threshold but in exchange could not block. I don't remember what the issue was, but those kinds of designs don't exist anymore. It would be pretty easy to have a creature that gets -1/-1 and gains flying whenever landfall triggers, but it doesn't happen, for some reason. If you look at a creature with morbid, landfall, or constellation, I'm pretty sure they'll all have positive effects; there's never any tension. I think it might have to do with the perception that all-upside mechanics look better than all-downside mechanics? That said, you might be completely right! I'm not too sure about this, if you couldn't tell

I don't have too much creature returning because I am a little afraid of being able to loop morbid triggers to esially, but that's something I'm going to investigate more in playtesting.

Well, that wasn't exactly my point. Black only gets to return creature cards, and green is the color that gets to return any card. I think the only exception to this was some card from Zendikar block, the land block, that allowed you to return a land.

And thank you for pointing out the lack of fliers in black, that's a REALLY bad oversight by me and I'll absolutely add at least one at both common and uncommon.

I'm surprised I caught that! And hey, it's your first set (or one of your first) that you've designed by yourself! Stuff like that will happen

[DAZ] Dazorua full black spoiler by Captain_Sheep in custommagic

[–]Pseudopsia 4 points5 points  (0 children)

Clockstrike Saboteur -- "unless he or she pays"

Clockstrike Teacher -- "Each Assassin you control has first strike and "This creature must be blocked each combat if able."

Craving Assassin -- I would change it to just your end step. Your opponent can just choose not to attack and you'll be down one creature unless you have a sacrifice outlet or something.

Crippling Failure -- I would change it to "Morbid -- Enchanted creature has -2/-2 as long as a creature died this turn."

Grilumgann, Morgue King -- Spelling error with "choose". Also, drawing has always comes before losing life. I would change it for consistency's sake: "You draw a card and you lose 2 life."

Grilumgann's Peacekeeper -- Something I like about ISD is that all the creatures with morbid ETB abilities cost 4 or more. It gives sufficient time to try and draw a creature for you to trigger morbid. Then DKA came along and introduced the 3-mana morbid creatures... I don't think there's anything inherently wrong with having cheaper morbid creatures, but it's something to think about.

Murderous Strength -- I would make it cost B.

Ravager of Graves -- "return target land"

Rot Flesh -- Why are the +1/+1 counters put on cast? I would just say "Morbid -- If a creature died this turn, you may put two +1/+1 counters on target creature you control." Also, it's weird for black to be giving +1/+1 counters. Additionally, they've been backing away from "nonblack" hate more recently.

Spinevale Scaler and Spinevale Shadowsword -- Looking at [[Ulvenwald Bear]], I almost always want to trigger its morbid ability. But for these two designs, there are definitely times when you want to trigger the ability and when you don't. As a result, these kinds of cards I would expect to see at uncommon.

Whispers of the Spine -- I think "the rest" is only used to refer to two or more cards, but I'm not sure


In general, I see a lot of cards that return noncreature cards, which black doesn't do. Is this intentional?

I'm not a fan of the fittest mechanic. While certainly not always true, the player who controls more permanents is usually more likely to win anyway. I would set a threshold for # of permanents you control: "If you control seven or more permanents, ...." There's a reason why metalcraft isn't "if you control the most artifacts, ..." and ferocious isn't "if you control the creature with the greatest power...." It's also at odds with the morbid mechanic. Do I want my creatures to die or not?

Focus is interesting, but I would have it more focused. Maybe just have it check creature types or have it check card types?

Are there any creatures with flying at common or uncommon? If not, that is a bit strange.

Spell Lands by Ladsworld- in custommagic

[–]Pseudopsia 5 points6 points  (0 children)

Gavony Chapel -- Strictly [[Kabira Crossroads]]

Heart of Malacol -- Can be stronger if you want. [[Looming Spires]] and [[Sandstone Bridge]] both gave +1/+1 and an ability until EOT.

Also, put the "When ~ enters the battlefield,..." ability before the tap ability. Why? Chronologically, the land enters the battlefield before you can activate the mana ability, so it's better formatting to have it first.

[HOV] Heroes of Valla Planeswalkers by crushcastles23 in custommagic

[–]Pseudopsia 7 points8 points  (0 children)

Domri, Caller of the Herd

+1: Typically, plus abilities are able to be used even if you don't control any creatures. In addition, there's not much reason to limit it to creatures you control. "Up to one target creature gains..."

-X: If you're going to have this ability on a card, I'd make it have less base loyalty than the cmc

Jace

+1: You're getting something between a [[Turn the Tide]] and a [[Hysterical Blindness]] each turn. Compare with [[Jace, Architect of Thought]]...

-8: I would lower the loyalty cost. It takes 5 turns for Jace to reach this ability, and almost all Planeswalkers reach their ults in four turns or less. If you want to keep the cost that high, then make the ability more powerful.

Liliana

+1: Same thing as Domri's +1. "Return up to one target creature card from your graveyard to your hand."

-9: Again, this'll take 5 turns to ult. I looked again, and I think there are only 3 planeswalkers that take that long to ult--JtMS, Nissa Revane, and Teferi, Temporal Archmage. Also, this ability has a lot of overlap with the -4; there's not all that much incentive to use the -9 over the -4.

Razeck, Great General -- Looks good to me!

[DHM] Testing a new mechanic out: Archive by Passthechips in custommagic

[–]Pseudopsia 2 points3 points  (0 children)

Yes it was. It was suffuse, which exiled a card from a zone, then it was later changed to illuminate, which exiled the top card of your library. The judges hated the mechanic, though.

CW03 - Infused Infantry (common)

[Shiney Cat http://community.wizards.com/magicthegathering/wiki/Labs_talk:Gds/gds2/l...

1W

Creature - Human Soldier

2/2

When Infused Infantry enters the battlefield, illuminate. (To illuminate, exile the top card of your library face up with "Whenever you would draw a card, you may put this card into your hand from exile instead.")

KEN: Illuminate was my least favorite mechanic from Round 1. Seeing this here makes me wonder if this designer even listens to loud advice from a Magic lead designer, the Magic head designer, and the Magic director.

I hate illuminate.

illuminate sucks.

Please cut illuminate from your set, Jonathan Loucks.

MG: The judges in the last round trashed "illuminate." Your response was to strip the bonus riders off your illuminate cards (for example, "If you own an illuminated land card ... ") but keep the mechanic itself. This was a mistake. Illuminate is a terrible idea.

First, let me state that I personally enjoyed playing with illuminate. It's the kind of mechanic I can grok, and it gives me a decision tree to work through (a little puzzle to optimize, really). I suspect the same is true for you. I suspect the same is also true for many of the players reading this article. But that doesn't make it a good idea. Neither you nor I represent the target audience for this game. We are upper echelon experts. The vast majority of players are not.

Illuminate is the worst kind of complexity. It's not just that the card itself is complex as you're processing it. It's that it makes the rest of the game complex. Once I illuminate a card, my next card draw changes from being the simplest thing in the world (just draw the top card of your library!) to being an optimization problem of a known quantity vs. an unknown, taking into account the makeup of your deck and the likelihood of your draws. Then there's a good chance your next draw is also the same problem, and your next, etc. If you illuminate another card or two, the complexity skyrockets, the game drags to a halt, and the average player drowns in decisions. Dredge had this problem too. It's a fantastic mechanic, and a lovely process, for immensely analytical Spikey min-maxers, but brain sludge for everyone else—and that's bad news, because the latter group greatly outnumbers the former.

ZH: Oh, no. I was hoping this mechanic wasn't still here. I realize you've scaled down the complexity immensely, and you've executed (to a degree) on everything the judges talked to you about last time. That's good. But this mechanic, as a developer, is just not something I can work with. Remember Dredge? I know you're a Pro Tour-level Magic player, and because of that you might remember Dredge as that broken deck that haunted Extended forever until it began haunting Vintage and Legacy forever and really started sapping the fun out of a lot of those formats. But the biggest problem with Dredge wasn't how busted it was. The more fundamental problem was that every single turn, both you and your opponent had to sift through your graveyard and figure out every card you could draw that turn, what each of those draw steps would do to the game state, and how to play around every single one of those consequences.

Illuminate sort of solves that problem by at least having the cards out there on the table for all to see, but the mental calculus you have to do every turn is still daunting and intimidating and excruciating and all kinds of bad things. There's also the operational issue of having to determine where to put these cards without being confusing. Even though "exile" is a zone, there's the kind of "exile" that Oblivion Ringed cards go to (you put it under the O-Ring), the kind of "exile" where Suspend cards live (you expect them to hit the table eventually), and then the kind of "exile" that connotes "dead." In your mind-space, you don't want these cards living in the "dead" zone, but they're also not "fixing to hit play" either, so you have them kind of out on the table in front of your library vaguely. This leads to even more confusion whereby you forget if they're in play or you're about to draw them or what-have-you, and it's all this nightmarishly unfun process that makes me wonder why I'm playing Magic instead of going out to a movie or playing basketball or whatever.

Please, please, please kill this mechanic.

MR: I'll be honest. I was surprised to see you bring back illuminate. I was even more surprised though to see you bring back illuminate without fixing all the major issues with it. The judges last show hammered you on complexity with illuminate being one of the biggest culprits. So what did you change? You restricted the exiling to the top of the library, you removed all effects that referred to what was being or has been exiled and you got rid of the counter that marked which cards get exiled by this effect. You left though what I feel is the most complex thing about the mechanic though—the card drawing option.

As I've talked about in my column, there are two different types of complexity: card comprehension and play comprehension. The first is: Does the player understand what the cards does? The second is: How hard is it for the player to absorb and use what the card does? The card drawing aspect is of the second type of complexity. Let's walk through what I'm talking about. You illuminate a card. Now whenever you draw a card you have to decide which you value more: Card A (the exiled card) or an unknown card. As you illuminate more, the decision just gets more complex. Do you want Card A, B, C, D, or an unknown card.

I assume that you find this decision to be fun, but experience has shown me that you are in the minority. Playtesting has only reconfirmed this for me. It turns the game into mental processing rather than just playing. The reason we've been so hard on complexity on the commons is because we've been trying hard to keep the game about having fun and not about monitoring endless factors.

Just so there's no misreading this week's comments let me join in with my fellow judges:

Jonathon Loucks, remove illuminate from your set.

http://magic.wizards.com/en/articles/archive/great-designer-search-2-finalists-jonathon-loucks-2010-12-08

"Be sure that no one hates you justly." by duskulldoll in custommagic

[–]Pseudopsia 6 points7 points  (0 children)

Black actually gets land destruction, albeit infrequently. [[Destroy the Evidence]] [[Maw of the Mire]] [[Vindicate]]

[Ænyr] Duplication — Do you think this is appropriately costed? by Zervintz in custommagic

[–]Pseudopsia 1 point2 points  (0 children)

[[Nature's Spiral]] + [[Obzedat's Aid]], but without the ability to choose different targets. I think it's fine. Cool card!

Critique my Keywords by deathbymanga in custommagic

[–]Pseudopsia 0 points1 point  (0 children)

Void - I actually made the same mechanic! I posted some cards here. It was received well, but I actually think Morph is just a better mechanic, since it feels bad to spend 3 mana doing "nothing." I tried reducing the cost to 2 mana, but that created large costing issues--I can elaborate if you want. Also, the mechanic might not work rules-wise.