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Colored Artifacts edition

>To make cards, download MSE for free from here
http://magicseteditor.sourceforge.net/

>Mechanics doc (For the making of color pie appropriate cards)
https://docs.google.com/spreadsheet/ccc?key=0AgaKCOzyqM48dFdKRXpxTDRJelRGWVZabFhUU0RMcEE

>Formatting FAQ
https://docs.google.com/document/d/1Jn1J1Mj-EvxMxca8aSRBDj766rSN8oSQgLMOXs10BUM

>Q: Can there be a sixth color?
A: http://pastebin.com/kNAgwj7i

>Q: What's the difference between multicolor and hybrid?
A: http://pastebin.com/yBnGki1C

>Art sources.
http://digital-art-gallery.com/
http://www.artstation.com/
http://drawcrowd.com/
http://fantasygallery.net/
http://grognard.booru.org/
http://fantasy-art-engine.tumblr.com/

>Stitch cards together with
http://www.photojoiner.net/

>/ccg/ sets (completed and in development)
http://pastebin.com/hsVAbnMj
>>
We still do not have an evergreen keyword mechanic for UB.
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Testing out a shiny new set symbol.
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>>43876934
There's so little overlap between the two colors. It's tricky. What I would do is allow black to share more of blue's design space, and work from there.
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How would you feel about chaos cards being regulated to colorless?
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>>43876992
Red has little enough design space as it is. Leave them be!
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>>43877112
But chaos cards barely make an impact outside of EDH anyway, and red EDH decks always take colorless as their secondary.
>>
Double-hybrid fuseback, baby!

>>43877142
What would be the benefit of giving colorless chaos spells? I don't think taking away anything from red could be worth it.
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>>43877303
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>>43877112
This isn't blue at all. It feels RW. The way it has retribution and agro mechanics don't fit blue. If R and U were allied colors I'd consider this color bleeding to be negligible but enemies shouldn't mix this thoroughly.

>>43877324
Interesting spell. Making a monster attack doesn't feel blue though. I think making it hybird just for the flashback is fine, make Open just R. I agree the idea of making colorless spells chaos would be dumb.
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>>43876943
This is green.
>>43876971
Body is too efficient for blue/black. It's an interesting card, but perhaps too niche. And has a chance of screwing you over if pacifisms are on the field.
>>43877112
It's a blue enough effect (what isn't), but it doesn't feel like a UR card. It also needs to be at least uncommon and the tap should go on the burn ability (it's very good repeatable limited removal).
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>>43877808
>>43878219
I'll change the colors on the Galvanomage to RW and fiddle with the costing on the abilities. Oh, and the 3/3 toughness on Zaman was a relic of an earlier draft.

>>43878219
I love walls, and these are great. Especially Border Wall. The flavor on Gates of the Afterlife is top-notch, but it does have some memory issues.
>>
>>43878219
You like dem walls...
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Well I am going to drop a few specific cards and my what i have thus far...
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>>43879943
>>43879661
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>>43879972
and here is the rest
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>>43879943
What about pumping something by 3 +1/+1 counters is RU? Counter pump is a G gollowed by W thing.
Other then that, a 5/5 in stats for 2 mana is ridiculous in rush decks. That would be a turn 2 5/5 goblin guide in rush decks.
>>
>>43880407
Hmm good point. I was thinking that one for an EDH deck more. Should changed the wording so she cannot put them on herself.
Flavorwise my thought was scientist making ptions that make others stronger.
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>>43880674
EDH commanders should do something interesting and bring something cool to the table, not be this annoying buff thing out of its color slice. You can still have a scientist making buff potions but that isn't RU. GW can have buff scientist. If you want it to be RU it either needs to be a bigger body with some RU keywords tact onto the buff. Try to do something like prowess or something.
>>
>>43879943
Hybrid cards have to make sense as if they were only their individual colors, and mono-Red doesn't get hexproof. Also, neither red nor blue gets 2/2 for 1R or 1U without downside, and legendary is not enough of a downside considering its massive upside.

>>43880674
Not affecting itself only makes it worse - all colors can get +1/+1 counter pump, but usually if it only goes on itself. If you want to pump other creatures it should be in green or white. Also it's way too efficient, since if you're building for snow, you're putting 6 counters on a creature. Plus more for commander tax. In blue/red.

Also,
>When ~ enters the battlefield, EFFECT
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>tfw no rat cleric legendary to use in commander for your Demon/Cleric/Rat theme deck
>>
>>43880864
Well I might move the effect to a GW legend then.
>>43880912
Right that makes sense


So maybe going for a 1/2 prowess and and all red and blue instants/ sorceries have replicate.
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>>43881192
i got you senpai
>>
>>43881282
You do realise that a card exists that gives replicate and it's 7 cmc
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>Want to make set with cool species
>No art of said species
Fuck.

>>43881707
I'm still super iffy on this guys power level. Feels crazy good but its whatevs.
>>
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BABA BOOEY BABA BOOEY PRE 8th EDITION #1 BABY BOOEY BABA BOOEY
>>
>>43876992
>Chaos is literally one of the primary aspects of Red
>wants to make it colorless
Why don't you make counterspells and life gain colorless while you are at it?
>>
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Let's make Eldrazi even harder to kill
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>>43882446
>2/3
>colored rarity
You ruined it.

Also, aside from Elder Dragons, I don't think legends had subtypes, but I guess Praetor is limited and important enough to grant it.
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>>43883156
>centered text
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Thoughts?
>>
>>43884006
You can't just copy reminder text and expect it to work
>>
>>43878219 Why all the artifact creatures??
CARDNAME (G)
Creature - Wall
Defender, deathtouch
0/4
>>
>>43879943
>8/8 hexproof for 1(U/R)

Jesus.
>>
>>43880407 "for each"
It's an 8/8 hexproof for 2 mana.
>>
>>43876971
This is a really cool idea for a card but the body is a bit too good for that manager cost in those colors.
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I've been trying slightly different effects, such as only dealing damage to blocking and attacking creatures respectively, but those seem underpowered. What do you guys think?
>>
>>43884952
Not bad at all, I like him. The ability feels well suited to WR and Vigilance/Haste is one of my favorite keywords combos. Slap Basilisk Collar on him and you could really go to town.

I think he may be a bit undercosted though. I'd say either add (1) to the CMC or limit the ability to attackers/blockers like you mentioned.
>>
>>43884052
What do you mean?
>>
>>43885242
He copied the reminder text for Convoke and replaced "creatures" with "nonland nontoken artifacts"

Which rolls right off the tongue
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>>43884006
>>43885242
>702.50a ... “Convoke” means “For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana.” ...
>>
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>>43882446
sorry, ur absolutely right
>>
>>43880010
BC001 ~ Why is this the only Skeleton in the set? (1)(B)(B)
BC002 ~ Normally this sort of ability in black has an additional cost.
BC003 ~ (1)(B) deathtouch 1/1 w/ kicker (1)(B) for 2 +1/+1 counters?
BC004 ~ Looks fine.
BC005 ~ Can't parse this; it's worded wrong, too wordy, and ambiguous.
BU001 ~ You're using tribal but this isn't a zombie. At any rate, I like the flavor.
BR001 ~ I *think* this is worded wrong. Otherwise I like it.
BR002 ~ Not that you worded Indestructible differently just 2 cards to the left. 2/3 would be better.
BM001 ~ Could probably be a bit cheaper. Maybe swap indestructible for it being a a (B)(B)(B)(B)(B) ritual?

UC001 ~ Again, (1)(U) hexproof 1/1 w/ kicker (1)(U) for 2 +1/+1 counters.
UC002 ~ Looks fine.
UC003 ~ (1)(U)(U)
UC004 ~ Worded wrong.
UU001 ~ I like it. Should probably be 2/1 or have illusion death on target.
UU002 ~ Looks fine.
UR001 ~ Secret tech with UC002?? Why else is this here?

Bears that aren't 2/2. >_>
(What happened to GC001?)
GC002 ~ Why is this so much better than all of the other resonance? (1)(G)(G) and 2/2
GC003 ~ (3)(G)(G)
GC004 ~ (1)(G) 2/2 w/ kicker (1)(G) trample and a +1/+1 counter
GC005 ~ Looks fine. Maybe (2)(G) for the activated ability?
GU001 ~ Looks fine. Maybe Rare?
GU002 ~ Common.
GU003 ~ (G) or cantrip. Nothing in the set even give -1/-1 counters.
GU004 ~ Rare.
GR001 ~ Common.
GR002 ~ ??? (RR001)
GM001 ~ You'll never get that ultimate off. Everything is looks fine. Maybe give it Tribal - Bear?

RC001 ~ Looks fine.
RC002 ~ A (R)(R) vanilla 2/2 would be undercosted. Fix this.
RC003 ~ Hard cost and Trap cost are both (1) too low. Flavor makes no sense.
RC004 ~ Sorcery.
RC005 ~ 1/1 OR it dies at EOT with too much firebreathing (3+?) OR (1)(R) firebreathing.
RC006 ~ ... probably fine?
RC007 ~ Again, (1)(R)(R)
RC008 ~ :/
RC009 ~ Looks fine.
RC010 ~ Looks fine.
RC011 ~ (1)(R), maybe even (R). Maybe enchant land, for flavor?
>>
>>43881707 >>43882005 (B)(B)(G) 5/5?
>>43884441 I now see that it's Colored Artifact Edition (>>43876843)

>>43880010 >>43885674 (cont.)
RU001 ~ Worded wrong and overcosted.
RU002 ~ ... probably fine?
RU003 ~ This is a pirate and RU002 is a rogue because ____
RU004 ~ Looks fine. Maybe use reminder text?
RU005 ~ Sure.
RU006 ~ Wrong border. Rare. Maybe change the wording in case you have multiple RU006 in play?
RR001 ~ ??? (The tribe makes more sense in red, but the effect makes for sense in green)
RR001 ~ (RR002?) Looks fine.
RR003 ~ Make it (R)(R)(R) for 2 1/1s, kicker (2) for 4 1/1s with haste.

WC001 ~ 1/2
WC002 ~ (1)(W) flying 1/1 w/ (1)(W) kicker for 2 +1/+1 counters.
WC003 ~ (1)(W)(W)
WC004 ~ Looks fine.
WU001 ~ Looks fine.
WU002 ~ Looks fine.
WU003 ~ Looks fine.
WU004 ~ 0/8 flying 2-drop is a bit much, 10/18 flying 2-drop is right out. At least make it keep defender. Probably swap flying for Reach.
WR001 ~That's black.
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>>43886586
Missing a p/t and you don't need the any, target creature works just fine.
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>>43886586
First off, it doesn't have any P/T. Secondly, drop the "any" in "any target creature". Finally, why is it an enchantment creature?
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>>43886623
>>43886628
Poor quality control, that's why. It was first a creature, then an enchantment creature, but it's meant to be an enchantment now. Also, I included the any because it should be possible to deal 2 damage to various creatures, not to just be locked into dealing 2 damage for each counter on a single creature.
>>
>>43886675
>Also, I included the any because it should be possible to deal 2 damage to various creatures, not to just be locked into dealing 2 damage for each counter on a single creature
Then you worded it wrong.
>>
>>43886711
Yeah I did, no more cards until tomorrow morning.
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>>43884441
Colored artifact edition, but also because 1) it makes thematic sense that walls should be artifacts, 2) ups the artifact count for metalcraft without making too many colorless cards since artifacts is only a wedge theme, 3) gives aggressive red decks another way through them.

>>43880864
I don't like that a mechanic is entirely dependent on another mechanic.
>>
>>43886951
These are gorgeous. Especially the Solarion.
>>
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>>43882446
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>>43887741
Can you make another version of Elesh Norn with Illustrator and "© 1995 Wizards of the coast, Inc. All rights reserved." at the bottom?
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Gonna dump some cards I made
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>>43888050
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>>43888056
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>>43888061
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Reworded (thanks, guy from the original thread) and made it a bit more interesting.
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Thread is kinda dead but posting these. They're mythics instead of rare, like the originals were, and on the whole probably more powerful than the shard ones. Except cruel ultimatum because holy shit that one was off the chain.
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>>43888189

In final, Red "is" lands and white "is" exile?

I really dig Resonant and Decisive.
I reallt don't feel green in Grim and Vigilance seems redundant since all additional combat steps cards usually untap creatures. I guess you can block with them, but still.
>>
>>43888308
For a card that accrues card advantage from turn 1, she's a bit undercosted. Last thread an anon advised her ability should be exile for ease of use, and I agree.
>>
>>43888380
Yes, originally it was exile because almost every card is worded like that. The big problem is, exiling things to play them is red. Like, purely red. I wanted her to be black, so I had to switch it to graveyard.
>>
>>43888189
>Final Ultimatum
>After casting it the opponent has to sit there for turns waiting for whatever weenies you had at the time to swing for lethal.

Irony aside, I like these. Some have bigger upside than cruel ultimatum, but are dependent on building a board to capitalize, so I think they're alright.
>>
>>43888367
Why is this an enchantment
>>
>>43888460
Because I have the attention span of a budgerigar and forget simple edits.

Its a sorcery.
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>>43888517

Adding a picture to the card increases the chance of it getting commented on by 100%.

Interesting effects. It is intended to work, by forbidding you opponent to cast spells, if he can't cast two or more?

Also it'd better be "non-land card".
>>
>>43889472
Thanks for the feedback, I'll start acruing art I guess. I believe lands are played and not cast, and so don't count towards the cards ability though.
>>
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>>43889557

That should really be limited to "nonland", and require more mana. Also not at instant speed
>>
>>43886951
Ezuri's Overseer took me a moment to figure out.
Might be more readable with Graft 4, Modular 0
>>
>>43888056 Is there any reason to activate the third ability?
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>>43888517
I feel slapping flying or making it a 2/3 would be nice. Its effect is a cool niche of control but not overly so. The lack of flash makes it much weaker then the obvious comparison.

>>43889542
Yep, lands are played, not cast. Something needs a cost to be cast.
>Skirmisher
Really interesting stuff going on with the tokens. You should add this to her ability: "All token creatures you control are Cowards in addition to their other types." for flavor. Or just make the tokens she spawns Cowards.

>>43889557
Same as anon. Make it cost a bit more to swap, and at sorcery speed. Or else it will turn into a game of each player swapping control for the big thing on the board.

>>43889566
This would be a cool rare in draft format. The kind of thing you hold onto afterwards out of appreciation for the swings it gave you.

>>43889582
+1 should be, "You draw a card and lose 1 life."
Other then that it is okay? Feels kind of boring. I'd consider making it start at 2 loyalty because that pro white could make a big difference in him getting removed.

>>43889596
No. Stop that. This is ridiculous. 1 mana walkers should be harmful more then helpful, this guy is beyond helpful. He needs to be recosted heavily. The ult is cool.
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>>43888056
This is stupidly powerful. Did you intend to allow the cursed player to pay 4, exile it and then when it returns your opponent curses you with it? That would be hard to template since, when auras return to the battlefield without being cast, they still need a legal target which you would decide on before it went under your opponent's control. You also should say 'an opponent' or 'target opponent' or 'enchanted player' since multiplayer formats exist.
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>>43889724
Card needs a p/t, seems good for a common slot though. Good luck with making a full set!
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Hey /tg/, looking for feedback and advice for my sci-fi set.
Trying to make a guild-like set, and I have some trouble finding identities for my factions.

Here's the UG one, the wording seems off, and I don't really know how to fix it. Note that i'm not a native english speaker and I don't play with english card that much, still learning the phrasing.
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>>43889542

Lands are not a spell at all, but that would sort out confusion for theoretical new people who would play it.
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>>43889867

Feels mythic and legendary.
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>>43889596
>>43889724
Any suggestions for the +1? Like, Scry 1, discard or something?
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>>43889867
>Needs P/T
fuck I always miss something. It's a 1/1.
>D. Martyr
You seemed to have got the emblem working really wonky. Did you mean, "Attacking creatures you control have indestructible"? If so, that is too strong. Its already a bear so being ontop of that giving a irremovable form of buff to your whole team offensively is crazy. if the emblem only gave +1/+0 it could slide. I would make the buff it leaves behind an artifact creature or something so it isn't game breaking.

>>43889985
The keyword is just offering with flash. The ability is really good and arguably over powered and overly wordy.

>>43890146
The entire premise of a 1 drop walker is so difficult to balance you can't make it be negative enough to be worth playing, or positive enough to not be OP.
The lowest I could see a walker working is at 2 mana and that would require the +1 to be purely armful and the first - ability subsidizing the harm, while the ult being strong.
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>>43887847
Hows this?
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>>43890250
>You seemed to have got the emblem working really wonky. Did you mean, "Attacking creatures you control have indestructible"?

You're right, the till EoT is redundant, I'll remove that. I don't think the card is overpowered, just very aggressively costed. Your opponent can chump block, remove her or just take the two damage. While you can kill her after she attacks to proc the ability, I figure it's costing you a card for that upside alone or you're working out of color when she's a WW creature.

Smoldering seeker is an A+ Draft pick. 4 for 4/3 at common when his ability makes the Tuff 3 irrelevant sometimes is almost uncommon good. I'd drop him to T2.
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>>43890548
And here's left aligned.
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>>43891139
This would be a nice boost to Serum Powder and Leyline decks.
>>
What races would you like to see in a semi tribal set?
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>>43890939
Should be Summon Legend, with "Elesh counts as a Praetor" in the rules text.
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>>43885707
>>43885674
Thank you! I will be back later with edits.
>>
>>43890939
>>43890548
Thanks m8, early cards always have this nostalgic feel.
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>>43892198
Eh i feel like the praetors can compete with elder dragons, thats why i did it.
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>>43892235
No prob, let me know if you want a particular card done.
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>>43893740
Woot, done it again.
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>>43893425
>>43893448
>>43893458

I like the idea of cards other than Planeswalkers that benefit from having loyalty counters on them. It means you can have a set of cards that provide loyalty counters without them only buffing a very niche card type.
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>>43893837
On that note, maybe Sparkflare could put loyalty counters on each nonland permanent you control? Or maybe each creature and planeswalker.
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>>43888517
Which noncreature card is this a magus of?
>>43889582
This is fairly unimpressive.
>>43889724
Playing cards from your opponent's library is blue/black, and is one of the few things they share mechanically.
>>43889867
Should be an enchantment token rather than emblem.
>>43889985
This is just "Offering Xeno". You don't need a new mechanic just for that. (And to the other anon, offering already lets you flash things in.)
You're going to have tracking issues with the p/t of the token. You could make it an X/X where X is the CMC. Overall it feels more like a white card than GU, since the main application I see is "flickering" a creature in response to removal.
>>43891139
This needs double black as a 4/3 for 4 with no downside.
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>>43894068
>Which noncreature card is this a magus of?

None that wizards has printed.
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>>43888400
Exile can also be used in all colors as a temporary holding space for things that are not to be tampered with, and you can mention cards exile by "this card". If you want to use exile but feels it's too red, you could try increasing the costs and add something like "You may spend mana as though it were mana of any color to cast that card." Keep in mind you can't activate the ability while an opponent controls it, but they can. They can also choose to never give you your creature back in a multiplayer game, and use it as a chump blocker.
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>>43888189
Please add an exile on resolution clause to fervent.
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>>43895322
Needs to give an order to the player choice
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>>43895622
Unless I'm mistaken the order would start with the active player and then go in turn order from there.
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>>43895692
I think this card it too good, tap is a weak ability by itself because it is a temporary solution, but being able to tap every turn is almost a permanent removal that you can shift to whatever is more dangerous, a creature, an artifact or even an Island that was left untapped to play counterspells.
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>>43896696
I agree it's very powerful. I almost made it's tap '1U, T: Add UU' so that it cost a land drop and produces no extra mana. But I wanted to get some opinions as to it's strength first, as non mana generating abilities on lands are hard to balance.

Wordy mythic ahoy.
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Hopefully this isn't too overpowered.
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Can someone explain something to me?

Red is supposed to be the fast color, and blue is supposed to be the slow color. So why is is that blue gets flash and red does not? Heck if you play it right flash acts as psudo haste. I've never really understood the reasoning behind that.

The same is true with stealing non-creature permanents, red and black are impulsive and greedy, so it makes sense that they would just take stuff. It makes sense that blue can mind-control things, but I don't get why it can be all like "I own that land/artifact now because mind magic!".
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>>43897300
She could afford to start at 3 Loyalty or be -1 CMC.

I like the abilities, there's a nice variety from Liliana's repertoire there but they don't feel disparate.
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>>43897397
Because flash is responsive not agressive
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>>43888374

Yeah the red is a bit redundant in that white and black could also destroy lands. But it's still on color and the red helps for making it cheaper than the effect might be otherwise.

Vigilance is there in fervant so that I don't have to use the untap wording, to save space. Helps a bit with making it white too.

You are right that grim isn't especially green though, since it's mostly going off of green being able to return permanents from the graveyard to your hand, which is a lesser but similar effect. I might mess with that one then. Thanks for the comments, glad you like resonant and decisive.

>>43888443
Final is the one most in danger of having to be changed for being unfun, yeah. Still, glad you like them.

>>43894720
Yeah that'd fit with what they're doing with extra turn spells these days. I'll probably do that, thanks.
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>>43897532
I still don't see it, it's still a way of getting things out faster. If you're going to use that logic than morph should be mono-blue and the go-to for effects like that because it involves setting things up in advance.
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>>43877808
Alluring Siren, Courtly Provacateur, Dulcet Sirens, Shipwreck Singer.
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>>43897609
It's not faster though, you're just playing on your opponents turn instead of yours
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>>43897686
It's faster than waiting for your turn, and the keyword is even flavored after being quick and sudden.
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>>43897755
Except you're waiting after your turn to play it. A card with haste is attacking before a card with flash is.
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>>43897608
>Final is the one most in danger of having to be changed for being unfun, yeah

My point was rather that its called final ultimatum and is the one least likely to finish a game.
>>
>>43897795
Ah, ok, I think I see it now. I was thinking speed of casting, but its based around tempo and the earliest point you can cast it? A little bit weird, but I can see the logic at least.

What about my question about stealing non-creature permanents?
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>>43897878
Red does take things, but only temp and blue has always had a long history of using an opponents resources against them.
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>>43897397
The flash thing is this >>43897532

but blue stealing permanents is dumb and an example of the bias towards giving that color effects for very loose, very bad flavor reasons.
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>>43897912
I get that, but that's what I don't get. Using your opponents resources against them seems like more of a temporary thing. At the same time I don't get why the impulsiveness and greed colors decide to give things back afterwards.
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>>43897867
Ah whoops, I missed that. Eh, I could see it leading to quick concessions sometimes haha.
It's absolutely backbreaking when it's cast by the person with board advantage.
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>>43897964
Because red wants results now, not however many turns down the line. Cheaper temporary theft works better for the playstyle. I do agree that black could do with more theft effects though
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>>43898028
Alright, I can kinda see that. Still seems like red should be able to just take non-creature things permanently.
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>>43898099
Red already has answers to artifacts and lands, so it doesn't really benefit fom theft
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>>43896458
Cute flavor. Still, it's totally a color bend.

>>43895443
The common land is way too wordy to be what you want for a common land.
The uncommon land is pretty boring and doing something (nonbasic land with basic land type) that should be incredibly limited and not done often.

>>43895322
I like the idea of this but you need to puzzle out the correct wording. Unfortunately I can't help you with that.
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>>43898181
I'd much prefer if this let you cycle cards out, say 'whenever a player draws a card, if that player has four or more cards in hand, that player discards a card' so you can't get stuck with an unplayable hand.
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>>43898288
That could actually be a pretty good idea. I don't like opening up graveyard stuff as much, but it's still probably a better idea. Cool thanks.
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>>43898162
That reasoning is bad, colors can have multiple ways of dealing with something. Thats like saying that black shouldest get regenerate because it has reanimate effects.
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>>43898414
Its more that expensive permanent theft doesn't really fit red's playstyle compared to the cheaper temp ones that get immediate value
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>>43898480
Fair enough, I can get that.
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>>43898181
Had a quick look through gatherer for precedence in wording. It's a bit chunkier now but I think it's closer to correct.
>>43895622
The creatures controller choosing the order doesn't push the text into fine print territory, and gets rid of any ambiguity players might have had while adding a lot of extra utility in the 1V1 match up (previously the opponent would choose the most relevant creature first during their turn). This suggestion was actually very helpful.

>>43898412
I really, really like the flavour of this card. I can't think of anything at all I would change about it.
>>
How many tribes is it feesable to support in a large set?
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>>43898729
Looking at existing sets would give you an idea of how to start things. Lorwyn managed 8 tribes, but had to exclude Humans and needed Changeling to help up the numbers. Onslaught had 10, with 3-4 being class rather than race.
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>>43898729
I wouldn't do more than five myself
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>>43898647
I think you want the "starting with you" wording that will of the council cards use. It might also need an "if able" on the attack and block part so you don't choose to have a creature attack that cannot attack that turn.

Also, this card is very white or red/white, not really green at all.
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>>43898930
Doesn't need the if able, as you can't choose to make an illegal choice
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>>43898922
>>43898924
so 5 tribal (elves etc) and 5 class (rogue, etc)
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Why is mind control the only form of fine mind manipulation that blue can perform on others?
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>>43899105

There's fateseal type abilities and blue got vendillion clique. Blue can also force creatures to attack with mind magic.
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>>43899105
>>43899204
Don't forget emotional states like depression and the ability to put things to sleep.
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>>43899204
Fateseal and forcing things to attack is not very precise manipulation. And vendillion clique is only one card.

Why doesn't blue have unconditional tutors, extraction, and mindslaver?
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>>43899105
How do you forget mill? (I guess it's more of a blunt tool.) There are also peek effects, forcing attacks and blocks (Courtly Provocateur), various non-frost tap effects, etc.

>>43899204
That's dangerously black.

>>43899269
Because blue is not the only one with mind magic?
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>>43899002
The question then is why do you want to focus mechanically on 10 tribes? Can you differentiate them enough that they stand out from each other, while still being deep enough to be interesting.
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>>43899294
What separates black and blue mind magic then?
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>>43899436
Black is brute force, blue is manipulation
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>>43899002
I meant five tribes total
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>>43899436
The asspull explanation from wizards is that blue just wants you to forget things, and is more soothing in its form of manipulation, while black breaks into your mind and plucks out exactly what it wants. That's why blue gets mill and black gets thoughtseize and slaughter games type effects.
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>>43899497
Then why can black control players?
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>>43899664
Seems pretty brute force to me
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>>43899932
Then why can't black control creatures?
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>>43900099
Because it's a little too brute and the creature goes splat.
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>>43900099
It can, it just chooses to kill them instead
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>>43900099
It can
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>>43898922
Considering this allows you to block with the creature on their turn, swing with it on yours and gives you control of any ETB effects it procs, this should probably be 4cmc.
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>>43900501
Captivating Vampire is a better example
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>>43900552
Any effect can be black if you pay enough life.
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>>43900650
Captivating vampire doesn't have life payment.
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>>43900506
>Considering this allows you to block with the creature on their turn
Only if the creature has haste, or they have a good reason to play the creature Main Phase 1 rather than 2. And if they decide to attack after you steal the creature.
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>>43900650
Isn't true at all
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>>43897655
You have a good point. In hindsight the ability is in a lot of colors all over the place. I would argue it is primarily a green effect though.

>>43899849
I'd lower the rarity and add 1 colorless to the cost, as it currently is a better mindcontrol with 1 more color diversity.

>>43899996
Nice. Works out well, the reduced cmc is fair because the effect is fairly negative and the color requirement is high.

>>43900043
I wounder if this is the same person who did the UB one with this art? Either way, this is really cool. I always like it when effects get color shifted, and this feels like the B version of griptide.

>>43900354
I think I have something like this in the token set I dropped. Would pick in draft format.

>>43900674
I disagree with the idea it requires life payment to be black, but I also disagree that something like mind control should be devoted to one color. Its one of those things I'd consider scarce enough that each color should have a way to do it, or 4 out of 5 of them.
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>>43901454
I'd like this better as a sorcery at 1RR, and the discard is an optional cost you can pay to cast it any time you could cast an instant.
>>
What type of nonevasion combat related mechanic would you want for UB?
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>>43897655
In most cases this is just going to be a three mana Silence, except when they toss out their 1 or 2 drop to hope to cascade into something bigger.
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>>43902080
Mechanic (Whenever this creature becomes blocked, you may untap it and remove it from combat.)
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>>43902133
Delicious flavour text
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Absolutely insane boundary pushing thing
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>>43904164
CMC should be pushed to 5, given that you can choose what card you want and it fixes the mana for you.
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>>43905102
Damage doesn't destroy, you want 'Whenever a creature dealt damage by ~ this turn dies, exile it.'
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>>43879943
>>43884483
>/tg/ is good at MtG
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>>43905356
If not when
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>>43905415
I don't think anyone has ever said that.

>>43905437
thnx
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>>43883916
Needs an exile clause for resolved instants and sorceries, as well as creatures you control that die. Other than that pretty cool.
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>>43905356
This is a really powerful hate card
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>>43897097 >>43896696 >>43897097 How about:
CARDNAME enters the battlefield with two charge counters on it.
Whenever you untap CARDNAME, you may remove a charge counter from it. If you do, tap target permanent.
T: Put a charge counter on CARDNAME.
(U), T, Remove a charge counter from CARDNAME: Add (1)(U) to your mana pool.
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>>43889596
>>43890146
I actually really like this guy.
IMHO though his -1 is basically ponder, I think it should simply be "-1: draw a card"
Although that could add up real fast...
Maybe 0 for a scry and -1 for a draw, and + for something really really shitty if you want to get multiple draws/the ult. idk maybe even have an empty +1??

So...

U
Planeswalker
+1: nothing happens (or something very minor)
0: scry 1
-1: draw a card
-3: emblem

Thoughts?
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>>43907556
Too strong. Compare him to other 3 cmc planeswalkers.
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>>43907556
basically cheaper jace the mindsculptor
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>>43894687
Thats the point. You get their stuff but they also can, if they have black mana.
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>>43907465
Tibalt, a 2 cmc planeswalker has a possible heavy minus on his +1, so a 1cmc planeswalker should have something like "Discard two cards" or something like that as his +1. A 1cmc planeswalker should fuck you up for some turns until you can get anything useful out of it, or exchange a very heavy minus for a very weak plus.

On my opinion, this is the most power I could think of getting from a 1cmc planeswalker:

+1: Put a card from your hand at random on top of your library, scry 1.(It is always a minus, but at least, you can ignore if it was a card you didn't want.)
-2: Draw a card.(You shouldn't be able to get any help from it, if you didn't help it first)
-3: Emblem.
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>>43888400
>exiling things to play them is red
Mind's Desire, Psychic Intrusion, and Psychic Theft disagree with you.

I'm sure dozens of other cards too, but those are just off the top of my head.
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>>43889613
Nothing wrong with gaining control of land permanents. But it should have a clause similar to Conjured Currency, to prevent people from just durdling back and forth.
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>>43907088

Cool idea, but I think its activated ability should cost one colorless more

Here is an old idea I had from a while back that your card reminded me off.
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>>43888308
I like this, but I would make her different.

2BB 1/3 Legendary creature.
At the beginning of your End Step, target opponent gains control of double agent.

At the beginning of your upkeep, exile the top card of your library. When (this creature) dies, return all cards exiled by (this creature) to their owner's graveyards.

(X)B: you may cast target card exiled with (this creature) with converted mana cost (X).
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>>43909812
Like some of the ideas.
Legendary is good, I'll keep it at B tho because no one would play this with 2BB.
The return to graveyard just makes the card unnecessary bulky.
adding (X)B makes the card unplayable since you basicly have to pay double to play a card.
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>>43892478
This wording actually prevents tokens from being sacrificed.
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>>43910030

What is it flavor wise?
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>>43910394
It's supposed to be like a windup toy. The first line is there because I'm a faggot who likes to make stupid cards.
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>>43910427
I like to make dumb cards too.
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>>43910479
Yeah, that card is dumb.
There's already a strictly better version of it with way more relevant sub types.
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>>43910496
Yeah it is not done yet. I wanted an insane dwarf with wither. It fits the setting.

Also here is a few more
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>>43910527
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>>43895202
Okay I really like the idea of the card and I think Jace is probably the perfect poster boy for this idea.

However: Why is Jace white? Every care with his name in the title is pure blue.

Also his -6 is really poor. Making your planeswalker creatures makes them more vulnerable and you can't get rid of the emblem. This might actually bite you.

Perhaps make it a bit more expensive and make the emblem something like: "You may cast planeswalker cards from your graveyard."
>>
>>43876943
8/10 spell would play
It could be green, but the flavor just screams red so...
>>43880010
I'd play Bomber Turtle. Shit, I'd build a casual deck around it
>>43886951
How does Graft-Sunburst work on the Solarion?
>>43898412
Isn't Convoke a white/green mechanic? I like it, I just wonder if the cost shouldn't be 2WW or 2(R/G)W
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>>43911156
Not even 2WW. It's a creature stealing effect, so it should be red. What was I thinking?
>>
>>43911156
I am probably most happy with Turtle Bomber of all the cards I made. It just works the best.
>>
>>43907689
>Tibalt, a 2 cmc planeswalker has a possible heavy minus on his +1,
emphasis on possible, it is most likely beneficial or neutral. Tibalt was actually really close to playable though, so you're right to advocate caution.
>A 1cmc planeswalker should fuck you up for some turns until you can get anything useful out of it, or exchange a very heavy minus for a very weak plus.
planeswalkers just need to be costed as enchantments with downsides or sorceries with upsides it really shouldn't be that difficult to balance.
>It is always a minus, but at least, you can ignore if it was a card you didn't want
Actually if you're empty handed it's a plus, that being said a card being good only when empty handed means the mana cost is less relevant than it otherwise would be, and your card seems fine.
>>43907465
>IMHO though his -1 is basically ponder
And it is literally preordain (significantly better than ponder without fetchlands, worse with them)
>Thoughts
suffers the same problem that most planeswalkers suffer, insanely good in a situation where the opponent can't pressure it, especially against mostly creatureless decks.
The -1 draw a card is too good to get once every 2 turns, the +1 either has to be detrimental or the -1 has to be changed to a -2. After that it's still likely OP. Even if it only had the scry it might still be playable (although only as a SB card), that effect on an enchantment would probably cost 2 considering thassa and it would generally only need to scry 3-4 times to make up for itself even disregarding the effective life gain it would give you or or an opponent's wasting of a removal spell.
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>>43911423
Yup. Pretty much what I would agree with.
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>>43912178
Jesus Christ, how horrifying.
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>>43912178
Cool but way too many things on one card.
>>
>>43912197
I don't know why, but every time somebody responds to me like that I laugh my ass off.
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Thoughts?
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>>43903131
I like that idea mate.
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>>43912336
not bad
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>>43912336
use a semi colon if the keyword has reminder text and you don't capitalize after the first keyword
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>>43912178
>making a 4 CMC artifact into a land that can also tap for mana
Fuck no.
>>
>>43910527

Is this memes?
>>
>>43912558
>If you would gain life, instead choose one:
>-You gain twice that much life instead
>-Put that many +1/+1 counters on ~ instead.
>>
>>43912336

kinda cool in limited, two color card you can rely on without building around

pretty weak powerlevel though
>>
>>43912336
I don't like enforce as a keyword, because it makes combat very boring by turning off all interaction.
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>>43912178

this is basically stronger than trading post even if you made it a 4 cmc artifact lol

cool concept though, i think tapping for 1 colorless is a bad idea though, when you're going for a kitchen sink land
>>
>>43911156
>How does Graft-Sunburst work on the Solarion?
Presumably the same way Modular-Sunburst works.

>702.43c Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature spell.
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>>43912178
>T, Pay 1 life: Draw a card
Instant 4-of in every deck ever.
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>>43912336

Enforce makes combat boring. If this was a one off creature it'd be fine, I guess, but imagine a draft with a whole set of these guys.
>>
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>>43913046
Life loss isn't white, so it should by gold rather than hybrid. And it's probably too slow (needing three turns for each debt counter). I could see the tap cost removed if the mana cost for the ability was increased.
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>>43912809
The second effect is slightly different then the way you worded it. It is basically you get a set amount of counters you can divvy up between your creatures up to the amount you have to divvy up.
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>>43913046
I like it.
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>>43913324
>instead instead
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>>43913296
>As long as you control another artifact creature ...
>At the beginning of each player's upkeep, that player...
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>>43913374
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>>43913359
Gahhh Thank you
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Well here is another simple one.
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And the last one for today.
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>>43913453
Needs at least a tap
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>>43913429
>Put that many +1/+1 counters on any number of target creatures, divided as you choose.

That's the correct wording for the second mode, I think.
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