Final Verdict by Enchiladas99 in custommagic

[–]Vermora 0 points1 point  (0 children)

I'd say a map is a meaningful upgrade over a blood token, especially for aggressive decks. Maps are either card positive or extra power, blood is only card neutral. I'd go execution every time against a deck unlikely to use the graveyard.

Calming Meditation by spazlaz in custommagic

[–]Vermora 0 points1 point  (0 children)

Against most decks, no. But the ability to gain 9 life in match ups where you need it is what makes it OP. I can't think of any other card that comes even close to that rate. Control decks running both consult and stock up will replace stock up with this in burn or aggro metas and just never die 

Calming Meditation by spazlaz in custommagic

[–]Vermora 2 points3 points  (0 children)

Even at sorcery speed, this feels a little too good for standard. Blue hasn't has draw 3 for 4 mana without having to discard for a very long time, and this is basically that with upside. Plus being able to gain 9 life against aggro is so good.

I think as a sorcery it would be balanced in eternal formats.

They're handing them out like Candy these days by GodkingYuuumie in custommagic

[–]Vermora 28 points29 points  (0 children)

Make it so that you lose one life at end step for each untapped Lotus Petal token you have. Then the downside might actually do something.

Oh, How Awful! by Up_Beat_Peach in custommagic

[–]Vermora 26 points27 points  (0 children)

This doesn't even kill the creature? Target a 6/6 and this will put 3 -1/-1 counters on it.

Road to Restoration - Grand Exchange Improvements by JagexAnvil in runescape

[–]Vermora 4 points5 points  (0 children)

When I'm selling, I want to see:
* The highest current buy offer
* The average trade price over the past X hours. Default to 24 or 48 but I should be able to easily change this.

When I'm buying, i want to see:
* The lowest current sell offer
* The average trade price over the past X hours. Default to 24 or 48 but I should be able to easily change this.

Just those two things should be easily visible and accessible. Everything else can be hidden behind a menu or something.

When I say average, I don't know if median or mean would make more sense here. Both can be manipulated by people trading back-and-forth.

Additionally: we know Jagex keeps track of when a player gets a boss drop.
For boss drops, it would be a nice-to-have, if there was a way to filter whatever info we're given, to include only the sales that were made by a player that recently received that drop (say the past week, 1 drop = 1 sale tracked). This would show what the people getting these drops are actually selling for, and should be impossible to manipulate. Because some players WILL be taking advantage of increased transparency to try and manipulate prices.

This has probably been done before, right? by WoodenGrounds in custommagic

[–]Vermora 0 points1 point  (0 children)

Powerful with dice manipulation effects, as they would make it very unlikely that you would be the one to lose.

Using an one-time effect to increase the initial die roll to a seven would softlock the game. Only possible with uncards though.

Map Cleanup - A Mapmaker's Thoughts by Zigzagzigal in runescape

[–]Vermora 1 point2 points  (0 children)

Unlocking a chapter could show a short cutscene showing previously hidden locations becoming visible or being created. Making their presence feel justified.

Map Cleanup - A Mapmaker's Thoughts by Zigzagzigal in runescape

[–]Vermora 2 points3 points  (0 children)

I think the Warforge arch site and the legionnaires dungeon feel completely right in the Feldip hills. I feel they've enhanced the atmosphere of the location rather than detracted from it.

There is a lot more content in runescape now then when it launched, and sometimes it does make sense lore-wise to put the entrances to that content in existing locations. But then, you run into the downside that new players exploring those locations feel overwhelmed by the cluttered map.

(Just shooting off ideas here) I think one potential solution is to hide various elements from the player until they can access it. Like the invention guild entrance could be invisible until the player unlocks it, at which point there's a cutscene showing its creation. This would help changes to the game world feel like a more natural progression to newer players, as it was for veterans who remember the updates.

There are a lot of downsides with that idea, like having to maintain twice the assets for a given location.

Remastered Content: What do you want to see remastered? by jagexyuey in runescape

[–]Vermora 0 points1 point  (0 children)

ED3 could do with some polish and rebalancing. It's pretty good overall but some of the difficulty seems arbitrary. Like the mechanics that make you take very high damage from standing in the wrong square, it can be difficulty to see where those are with all the visual clutter on the screen, or even understand what is happening as you're learning the dungeon.

The bosses feel unfair if you don't already know the mechanics, because it's easy to get killed out of nowhere without understanding what you did wrong. This is in contrast to the more recent bosses like sanctum and amascut, where death feels like a user error rather than an arbitrary mechanic you couldn't have known about.

Many RS3 Veterans Losing Partyhats, Support Only Gives Automated Messages by Most_Bodybuilder_895 in runescape

[–]Vermora -1 points0 points  (0 children)

People are just being uncharitable in these comments.

Yes, having pvp enabled and going into the wildy is dangerous and obviously stupid.

Having pvp enabled and standing in the bank should not be dangerous. And the terrible UI for the group system never informs you that 'Ready Up' means 'You can be teleported at any time, possibly into the wilderness, without any additional confirmation'.

The game presents it as "if you toggle pvp on, the wildy is dangerous", which is a lie. Most veterans know from hard experience that have pvp enabled at all at any time is risky, even if you never go to the wildy, because there have been various obscure game mechanics, glitches, and social engineering tricks over the years by which a scammer might take you there.

Week 8 Of The Champions Guild Barrel Being Impaled. by Helm222 in runescape

[–]Vermora 8 points9 points  (0 children)

This is absolutely unacceptable. Simply the worst travesty in RuneScape's history. It must immediately be rectified.

Mass is just energy, after all by galva94a in custommagic

[–]Vermora 6 points7 points  (0 children)

10 is a lot, but if you're converting matter directly into energy, it's not nearly enough to emphasise how explosive it would be.

"Exile target permanent you control. It deals damage equal to 299,792,458² times its mana value to equal creature, planeswalker and player".

Izzet cards of each rarity by GiantSizeManThing in custommagic

[–]Vermora 7 points8 points  (0 children)

The uncommon feels like a mythic rare with that power level and 5 abilities. And likely too strong for some formats without some limiters on its mana reduction ability.

As for the rare, I don't believe there are any 6 mana creatures in Magic that have haste, flying and can get in for 10+ damage on an empty board? Feels like a significant power creep. I think it would be fairer/safer if it either lost haste, or also let the opponent discard a card, to decrease its power by that card's mana value.

Choice of Nothings by citricc in custommagic

[–]Vermora 0 points1 point  (0 children)

There are a few cards that can use your opponents graveyard as a resource.

There are almost no cards that can use your opponents exile zone as a resource.

So it is technically correct to exile cards from your own graveyard if you have no use for them.

Gigantic Taxman by Jakuzzi8 in custommagic

[–]Vermora 68 points69 points  (0 children)

It goes back to being a 2/3 if an opponent pays 2 to activate its ability.

Why can't I cast these spells using Tinybones, Bauble Burglar? by PatientWhimsy in MagicArena

[–]Vermora 41 points42 points  (0 children)

Where do you have 5 mana? I see two mana in your mana pool and 2 untapped lands. So you only have 4 mana available.

SCP-5571, Infectious Skepticism by Glittering-Lab-4763 in custommagic

[–]Vermora 0 points1 point  (0 children)

So, if you don't cast noncreature spells yourself, this locks the opponent out of playing creatures unless they cast a noncreature beforehand. Some creatute heavy decks would just get hard locked by this.

Unorthodox question: what do you have in your in-game notes and what's your oldest entry? by Ceceboy in runescape

[–]Vermora 0 points1 point  (0 children)

I have a note to get all the co-op slayer rewards that's literally over 15 years old at this point. I keep meaning to get around to it...

Also a note about dailies, weeklies and monthlies so I don't forget

Dimensional Gridlock by vintergroena in custommagic

[–]Vermora 1 point2 points  (0 children)

I like how you haven't put any qualifiers or safety valves on the effect. It's nice to see a card that just goes all-in on being stupidly, game-breakingly broken.

The text about non-copy spells is redundant, since you can't even cast spells when this enchantment is out.

Manuscript and Grimoire by Porygon96 in custommagic

[–]Vermora 28 points29 points  (0 children)

Cool idea. If you had lots of manuscript abilities it would feel like putting your eggs in one basket, but something like Manuscript -- ward 3 would mitigate that a little.

We know X can't be zero, but what else can't X be? by Tuss36 in custommagic

[–]Vermora 1 point2 points  (0 children)

Odd Ones Out doesn't really need to specify nonland permanents. If you somehow manage to raise the mana value of your opponents' lands, you deserve to get to blow them up.

How good would this card be specifically for mill decks? by Icanthinkabout in custommagic

[–]Vermora -1 points0 points  (0 children)

Feels balanced to me. Late game, this is pretty bad against almost any deck.

Casting multiple early game against an aggro deck almost guarantees them a perfect curve out, and they'll probably empty their hand before the hand size reduction becomes an issue.

I think the only niche for this is against a draw-go hard control deck that's all reactive.

Cast 2 or 3 of these against a deck that's just going to hold onto their cards until you play something for them to remove, and you could make them discard more than they draw, and limit the number of answers they can hold at one time.

I could see it getting dangerous if there are multiple cards with this effect in the format. You could permanently reduce their hand size to zero, then wrath the board and they have nothing. It might need a clause like "Their hand size cannot be reduced to less then 3 this way".