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1
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: April 29, 2016, 06:06:56 PM »
Solareal Zinger

Creature - Illusion Warrior
Flying, indestructible
An unidentified force of light zipped down from the pale amber sky. Barrages of steel, fire, and hexes thrust right through it with no apparent effects. It glared back at its attackers, knocking out their faces and morale.
2/2

2
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: April 22, 2016, 03:25:18 PM »
RCCC #849: Make me some Pirates. It can either be Creature - Pirate, or somehow support Pirates.

Hammerhead Pete
Creature - Fish Pirate
Pirates you control have swimming. (They can swim in the water.)
If a Pirate you control would pirate a Swag, it pirates two Swags instead.
2/3

Comments:
Quote from: SupaCaleb0
The [...] Hammerhead pete cards are hilarious.

3
Magic: the Gathering / Re: Planeswalkers and their signature cards
« on: April 19, 2016, 05:14:44 AM »
Koth, Volcanic Geezer

[+1]: You may sacrifice a Mountain. If you do, produce and draw a card.
[-2]: Return target Mountain card from your graveyard to the battlefield. It becomes a 3/3 red Elemental creature with haste. It's still a land.
[-6]: You get an emblem with "Whenever a Mountain you control dies, it deals 3 damage to target creature or player."
3


Koth's Hammer

Artifact -- Equipment
Equipped creature has first strike and gets +X/+0, where X is the number of Mountains you control.
Equip


Tamiyo, Moonwatcher

[+1]: Untap target permanent. Draw a card.
[-2]: Tap up to two target permanents. They don't untap during their controllers' next untap step.
[-5]: You get an emblem with "Whenever you cast a spell, summon a 1/1 blue Illusion creature."
4


Gorkhhesh, Usher of Ashes

[+3]: ~ deals 4 damage to target creature or player.
[-X]: Destroy target nonland permanent with converted mana cost X. Its controller loses X life and you gain X life.
[-10]: Return up to five permanent cards from any graveyards to the battlefield under your control. They gain haste until end of turn.
5


Kara, Radiant Aura

[+1]: Until your next turn, you may cast enchantment cards as though they had flash.
[-2]: Return target enchantment card from your graveyard to the battlefield.
[-7]: You get an emblem with "Each enchanted creature you control gets +3/+3 and has indestructible and vigilance."
4

Kara's Glamour

Enchantment
When ~ enters the battlefield, exile target creature until ~ leaves the battlefield.
When ~ enters the battlefield, gain 3 life.

Kiora, Abyssal Explorer

[+1]: Draw a card. You may reveal it. If it's a land card, draw another card.
[-2]: Reveal the bottom card of your library until a creature card is revealed this way. Put that creature card onto the battlefield.
[-8]: Reveal the top seven cards of your library. Put all such land cards onto the battlefield tapped and the rest into your hand.
4



Hafgufa is a Kraken Horror planeswalker. He terrorizes the seas and consumes entire fleets. This card is a control finisher.

Hafgufa, Seamen Swallower

[+2]: Target player discards all the cards in his or her hand, then draws that many cards.
[-2]: Return target permanent to its owner's hand. Target player discards a card.
[ 0]: Until end of turn, ~ becomes a 8/8 Kraken Horror creature with hexproof and trample that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
8

4
Magic: the Gathering / Re: [YMTC] Random cards
« on: April 19, 2016, 02:58:30 AM »
Abyssal Revelation
Sorcery (MR)
Target player loses X life.
You draw X cards.

5
Magic: the Gathering / Re: Online Card Creator
« on: April 18, 2016, 09:30:05 PM »
Change Classic and Modern frames to Amiri bold font type: https://github.com/google/fonts/tree/master/ofl/amiri

6
Magic: the Gathering / Re: Official Rules -- Improved and Modified
« on: April 17, 2016, 04:35:43 AM »
Sorcerous before an activated ability means "activate this ability only any time you can cast a sorcery."

Ex.

Sorcerous-- :mt : Target player discards a card.

7
Magic: the Gathering / Re: Mechanics
« on: April 13, 2016, 09:42:09 PM »
Tidings <cost> (<cost>, Put CARDNAME from your graveyard on the bottom of your library: Draw a card.)

Ex.

Tidy Bear
Creature -- Bear
Tidings (, Put CARDNAME from your graveyard on the bottom of your library: Draw a card.)
2/2

Under Seize
Instant
Counter target spell. If that spell is countered this way, put it on the bottom of its owner's library instead of into that player's graveyard.
Tidings (, Put CARDNAME from your graveyard on the bottom of your library: Draw a card.)

Shifting Sands
Land
: Add to your mana pool.
, Sacrifice CARDNAME: Add to your mana pool.
Tidings (, Put CARDNAME from your graveyard on the bottom of your library: Draw a card.)

For a water world, this keyword is equivalent to cycling and clues and cantrips. It can go on all colors and all card types.


8
Magic: the Gathering / Re: A Set in Four Cards (& set ideas)
« on: April 12, 2016, 07:06:30 PM »
Fire & Water (Hus Khif at MagicMultiverse)

1st set: Fire (symbol is Chinese fire ?): slant towards red/fire
all colors get:
  • destruction
  • direct damage

Featured mechanics:
  • Heat up--If an opponent was dealt damage this turn, EFFECT.

Example cards:
Tectonic Tides
Lands:
R: Mountain (Mons)
RW: Silicate Plateau (Mensa)
RU: Overflowing Lava Lake (Fluctus)
RB: Steep Depression (Patera)
RG: Volcanic Plume (Plumus)

2nd set: Water (symbol is Chinese water ?): slant towards blue/water
all colors get:
  • counter magic
  • card draw

Featured mechanics:
  • Tidings <cost> (<cost>, Put this card from your graveyard onto the bottom of your library: Draw a card.)

Example cards:
Lands:
U: Island (Dou)
UW: Abyssal Plain ()
UB: Ocean Trench ()
UR: Sea Ridge/Seamount ()
UG: Ancient Reef ()

Block overarching themes: instants and sorceries matter, targeting matters, change, elementals

Featured mechanics in both sets:
  • Prowess, Vanguard
  • Decoy <cost> (<cost>: During your declare blockers step, put this card onto the battlefield from your hand tapped and attacking blocked by a blocking creature. An attacking creature blocked by that creature becomes unblocked.)
    mainly
  • Manafacture N (Summon N 1/1 Elemental creatures of all colors with "Sacrifice this creature: Produce one mana of any type.")
    mainly . more in Fire world
  • <TYPE/CHARACTERISTIC> Catalyst--If that <CARD/CREATURE> is <TYPE/CHARACTERISTIC>, EFFECT. (ex. Green Catalyst--If that creature is green, gain 2 life.)
    mainly . more in Water world

9
Magic: the Gathering / Re: [YMTC] Random cards
« on: April 06, 2016, 07:05:52 AM »
Prism Knight

Creature - Human Knight
Protection from colorless
Colorless spells cost more to cast.
2/2

Hoses eldrazi , devoid, and artifacts (Affinity)

Fate Reversal

Sorcery
Sacrifice a creature. You may move any Auras attached to it to another creature an opponent controls.
Draw a card.

Black way to deal with opponents' auras.

10
Magic: the Gathering / Re: Autocard as Opera Extension and Userjs
« on: April 05, 2016, 08:05:10 PM »
1.57
included site slightlymagic.net (software development forums and wiki, including Forge)

1.58
added Shadows over Innistrad DFCs
move gatherer.wizards.com to 2nd

11
Added Ragnorak (highly recommended for 2-hand typing Dvorak style)
Has space cluster on each side.

12
Hacks / Re: Balanced Keyboard Layout
« on: March 19, 2016, 03:01:17 AM »
NEW LAYOUTS BASED ON NEW EFFORT THEORY


BEAKL stands for Balanced Effortless Advanced Keyboard Layout. Its goals are as follows:

  • Balance the workload between each hand and between the fingers and keys based on the fingers' strength and agility and the keys' potential for rolls and speed.
  • Effortless means good rhythm in alternations and rolls, and getting a superior score in every keyboard metric, such as low distance, low penalties from same finger and same hands, etc. Possibly higher speed ceiling with less effort
  • Advanced in the sense that it challenges traditional theories of typing.
    • It does not advocate the so-called home row in touch typing. It vehemently avoids favoring the home pinky and the inside index key. The home pinky is extremely slow, weak, and uncomfortable to type. Instead, it strongly recommends the home block that consists of the ring, index, and middle keys on the top, home, and bottom rows. These 9 keys form the core where the common letters (and sometimes punctuations) should be placed.
    • Related to the above, the pinky and inside index columns workload must be minimized. Each of these columns should have no more than 5% of the total key presses. Together, the two pinkies should not do more than 10% of the work; the two inside index columns together should not have more than 10% of the work. The latter is because the index home column already does a lot of work, so the inside column usage should be minimized.
    • The bottom ring and index keys are extremely fast and should not be avoided as other keyboard designers suggest. These can be sometimes up to 2x or faster than pressing the home pinky key.
    • Up and down finger movement is much faster, allows smoother rolls, and causes less strain than side-to-side movement (caused by pinky and inside index keys, and also by unnatural staggered keyboard design.)

Comparing other layouts

Despite not putting the most common letters on the home row, the BEAKL layout still beats the competition in tests that heavily favor and expect common letters on the home row. This is accomplished with smart placement of common letters in the home block as described above. Thus achieving great combination of hand alternation and rolls with low same finger and same hand penalties. Due to its balanced nature, it is best to test this layout against other layouts using ergonomic keyboards designed with straight columns if possible.

The distance scores may be skewed due to the unnatural slant of standard keyboards. Most importantly, distance is not as good indicator as the actual time to hit a key. As claimed above, keys hit by the non-pinky fingers outside the home row are hit faster than the home pinky; even though generally the home pinky is thought of having a better distance score, while other faster keys may be penalized.

Consquently, BEAKL not only takes into account distance, but also speed, rolls, and alternation.

BEAKL Layouts Showcase

Spoiler  BEAKL 4:
Balanced Effortless Advanced Keyboard Layout (BEAKL) 4
Code: [Select]
UNSHIFTED
"scg. ,uof'
wnthm pieay
qvlrk xdbzj

SHIFTED
:SCG( )UOF;
WNTHM PIEAY
QVLRK XDBZJ

Pros:
Great metrics: distance, effort, balance, alternation, rolls, prose, code
Minimal work of pinky, inside index
Maximize middle, index
High number of words typed with home block keys (index, middle, ring on top, home, bottom rows)

Cons:
High same finger
Known metrics algorithms not take into account new philosophy and preferences, like minimize pinky and inside index usage

Details:
Pinky each under 4%, total under 8%
Inside index each under 5%, total under 9%
Index, middle each 13-21%

Spoiler  BEAKL 7:
Balanced Effortless Advanced Keyboard Layout (BEAKL) 7

(Creative Commons Attribution 4.0 License courtesy of http://patorjk.com/keyboard-layout-analyzer/#/about)
Code: [Select]
UNSHIFTED
"vrldb juoiq
wsthf ,naey
kcmgx "pz.'

SHIFTED
VRLDB JUOIQ
WSTHF ;NAEY
KCMGX (PZ):

Pros:
  • Superior metrics that beats even computer generated layouts that favor the home row: distance, effort, balance, alternation, rolls, prose, code, messaging
  • Minimal work of pinky, inside index
  • Maximize ring, middle, index
  • High number of words typed with home block keys (index, middle, ring on top, home, bottom rows)

Cons:
  • New, not yet known to public

Details:
  • Pinky each under 4%, total under 8%
  • Inside index each under 4%, total under 8%
  • Index, middle, ring each 13-21% key presses
  • Low same finger and same hand usage

Balanced Effortless Advanced Keyboard Layout (BEAKL) Opted

Optimal layouts from using AdNW's optimizer.


(Creative Commons Attribution 4.0 License courtesy of http://patorjk.com/keyboard-layout-analyzer/#/about)

Code: [Select]
Letters may be put outside 10x3 block.
UNSHIFTED SHIFTED
znmcg /uoyj q ZNMCG ?UOYJ Q
prtsd .aeih PRTSD )AEIH
vlwfb -,'"k x VLWFB _(:;K X

196.847 total effort 118.770 positional effort left right
2.721 same finger rp 1.869 shift same finger top 11.8 10.3
63.913 hand alternat. 41.454 shift hand alter. mid 20.8 24.0
2.075 inward/outward 30.607 inward or outward bot 7.5 5.9
13.098 adjacent 13.472 shift adjacent sum 44.0 56.0
10.866 no hand altern. 42.637 two hand altern.
5.452 seesaw 5.361 indir same finger

LP LR LM LI LT RT RI RM RR RP LS RS
2.7 12.8 9.9 14.6 4.0 15.7 14.8 13.7 7.4 4.4 Sh 4.0 2.9

Code: [Select]
Letters restricted to inside 10x3 block.
UNSHIFTED SHIFTED
znmcg 'oiuj - ZNMCG :OIUJ _
prtsd ,aehk PRTSD (AEHK
vlwfb q."yx / VLWFB Q);YX ?

206.646 total effort 125.463 positional effort left right
2.811 same finger rp 1.869 shift same finger top 11.8 13.0
63.913 hand alternat. 41.454 shift hand alter. mid 20.8 19.8
1.952 inward/outward 30.518 inward or outward bot 7.5 7.4
14.128 adjacent 17.011 shift adjacent sum 44.0 56.0
10.866 no hand altern. 42.637 two hand altern.
5.648 seesaw 5.328 indir same finger

LP LR LM LI LT RT RI RM RR RP LS RS
2.7 12.8 9.9 14.6 4.0 15.7 16.3 13.9 6.5 3.5 Sh 4.0 2.9

Details:
  • Effort scores for each key has been modified from AdNW's default to match my effort grid posted in original post, except multiplied by 10.
  • Heavily favor inward rolls compared to outward rolls.
  • Pinky target usage 5%, other fingers 15%.
  • Shift keys moved to thumb row (instead of outside pinkies.)
  • Opt defaults to 32 keys by adding 2 keys to the right side. So I changed German letters into 2 more punctuation: -_ and /?.
  • Per above, sometimes letters may end up outside the 5x6 block, while punctuation end up inside.

Comparison to other layouts
  • Beats everything else in AdNW optimizer with my customizations by far. BEAKL 7 is closest, then MTGAP. Everything else is far behind.
  • Can compete head-to-head with MTGAP on other comparison tests using their own metric and effort values. BEAKL 7 lags behind somewhat.
  • I was on the right track with BEAKL 7, but Opted is much better.

13
Added Hex Cluster (highly recommended for twyping = typing + swiping)

14
Added Vertigo (2-Thumbs) (recommended) and VertHome

Vertigo layout (recommended, especially for editing wikis)


VertHome layout

15
Non-Digital Games / [CCG] MOGEC: Open design CCG
« on: February 27, 2016, 03:44:19 AM »
Main site and wiki: http://mogec.shenafu.com/

MOGEC stands for Open Generic Expandable Customizable Card game. The rules and mechanics are free of copyright so that anyone can create their own cards and sets, and distribute and sell them for profit, if desired. Such cards and sets are compatible with each other regardless of designer, genre, setting, theme, price, origin, etc.

16
Magic: the Gathering / Re: Dual / Multi Lands - Old, Recent, and Custom
« on: February 17, 2016, 11:35:16 PM »
Handy Beach
Land - Plains Island
When ~ enters the battlefield, if you didn't play it from your hand, it deals 2 damage to you.

17
Magic: the Gathering / Disarm
« on: February 15, 2016, 01:43:19 PM »
Disarm is a keyword action performed by creatures.

To have a creature disarm a face-down permanent, (Turn that face-down permanent face up. If this creature's power is greater than or equal to that permanent's converted mana cost, that permanent is sacrificed. Otherwise, sacrifice this creature.)

ex.

Dungeon Thief
Creature - Rat Rogue
When ~ is blocked by a face-down creature, you may have ~ disarm that creature. (Turn that face-down permanent face up. If this creature's power is greater than or equal to that permanent's converted mana cost, that permanent is sacrificed. Otherwise, sacrifice this creature.)
3/2

Combat Engineer
Creature - Dwarf Warrior
When ~ attacks, you may have it disarm target face-down permanent. (Turn target face-down permanent face up. If this creature's power is greater than or equal to that permanent's converted mana cost, that permanent is sacrificed. Otherwise, sacrifice this creature.)
Whenever a player sacrifices a permanent during ~’s disarming, it deals 3 damage to that player.
4/4

Explosive Ordnance Disposal
Creature - Human Soldier
, : ~ disarms target face-down permanent. (Turn target face-down permanent face up. If this creature's power is greater than or equal to that permanent's converted mana cost, that permanent is sacrificed. Otherwise, sacrifice this creature.)
Whenever a player sacrifices a permanent during ~’s disarming, put a +1/+1 counter on it.
3/3

Or simplify to succeed/fail at disarming.

When this attacks you may disarm target face-down creature. If it succeeds, that creature is sacrificed.

Whenever this succeeds at disarming, put a 1/1 counter on it.

Whenever this succeeds at disarming draw a card.

18
Dungeon Keepers deck details

Mechanics
  • Lag (aka summoning sickness. This creature can't attack, or use abilities with or .)
  • Prize (This permanent can be attacked.)
  • Respawn (When this dies, manifest top card of your library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
  • Detonate (You may cast this card face down as a 2/2 creature for . Turn it face up and cast it any time for its detonate cost.)
  • Traps (spell type where Detonate goes on)

Decklist
Apprentice MTGO
 Dungeon Keepers
// Lands
8 Forest
8 Swamp
2 Jungle Hollow

// Spells
1 Trap Drain
1 Trap Manifest
2 Trap Sarcophagus
2 Trap Spider
// Creatures
1 Cat Rogue
1 Centaur Mutant
2 Centaur Shaman
1 Diablo, Hell's Keeper
1 Elf Druid
2 Honey Bear
1 Queen Bee
2 Rat Assassin
2 Troll Mutant
1 Vampire Assassin
2 Vampire Cleric
2 Wild Insect
2 Wild Snake

Cat Rogue
Creature - Cat Rogue (U)
Whenever ~ deals damage to a creature, lag that creature. It doesn't unlag during its controller's next untap step. (Lagged creatures can't attack, or use abilities with or .)
Respawn (When this creature dies, manifest the top card of your library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
3/1
Centaur Mutant
Creature - Centaur Mutant (U)
Trample
Whenever a creature you control enters the battlefield face-down, put a +1/+1 on ~.
Respawn (When this creature dies, manifest the top card of your library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
1/1
Centaur Shaman
Creature - Centaur Shaman (C)
Trample
Respawn (When this creature dies, manifest the top card of your library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
3/2
Diablo, Hell's Keeper
Prize Legendary Creature - Demon (M)
(Prize permanents can be attacked.)
Whenever a creature attacks you or a permanent you control, that creature gets -2/-2 until end of turn.
Whenever ~ attacks, defending player sacrifices a permanent, discards a card, and loses 1 life.
6/6
Elf Druid
Creature - Elf Druid (U)
, : Target creature gains respawn until end of turn. (When a creature with respawn dies, its controller manifests the top card of their library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
1/1
Honey Bear
Prize Creature - Bear (C)
(Prize permanents can be attacked.)
When ~ dies, each opponent gains 3 life.
3/3
Jungle Hollow
Land (C)
~ enters the battlefield tapped.
When ~ enters the battlefield, you gain 1 life.
: Add or to your mana pool.
Queen Bee
Prize Creature - Insect (R)
(Prize permanents can be attacked.)
Flying
When ~ enters the battlefield, summon three 1/1 green Insect creature tokens with flying.
When one or more creatures attack ~, other Insect creatures you control must block those attackers this turn if able.
2/2
Rat Assassin
Creature - Rat Assassin (C)
Deathtouch
Respawn (When this creature dies, manifest the top card of your library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
1/1
Rat Infestation
Prize Enchantment (U)
(Prize permanents can be attacked.)
At the beginning of your upkeep, put an infestation counter on ~. Then summon a 1/1 black Rat creature token tapped for each infestation counter on it.
When ~ is dealt combat damage, sacrifice it.
Trap Drain
Instant - Trap (U)
Target player loses 4 life and you gain 4 life.
Detonate (You may cast this card face down as a 2/2 creature for . Turn it face up and cast it any time for its detonate cost.)
Trap Manifest
Instant - Trap (R)
X target creatures gain respawn until end of turn. (When a creature with respawn dies, its controller manifests the top card of their library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
Detonate (You may cast this card face down as a 2/2 creature for . Turn it face up and cast it any time for its detonate cost.)
Trap Sarcophagus
Instant - Trap (C)
Put any number of target creature cards from your graveyard on top of your library.
Detonate (You may cast this card face down as a 2/2 creature for . Turn it face up and cast it any time for its detonate cost.)
Trap Spider
Instant - Trap (C)
Summon a 2/4 green Spider creature token with reach.
Detonate (You may cast this card face down as a 2/2 creature for . Turn it face up and cast it any time for its detonate cost.)
Troll Mutant
Creature - Troll Mutant (C)
Hexproof
Respawn (When this creature dies, manifest the top card of your library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
2/2
Vampire Assassin
Creature - Vampire Assassin (R)
Flying
When ~ enters the battlefield or is turned face up, lag all creatures that opponents control. They don't unlag during their controller's next untap step. (Lagged creatures can't attack, or use abilities with or .)
Respawn (When this creature dies, manifest the top card of your library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
4/4
Vampire Cleric
Creature - Vampire Cleric (C)
Flying
When ~ enters the battlefield or is turned face up, each opponent loses 2 life.
Respawn (When this creature dies, manifest the top card of your library. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)
2/3
Wild Insect
Creature - Insect (C)
When ~ enters the battlefield, you gain 1 life.
1/1
Wild Snake
Creature - Snake (C)
When ~ enters the battlefield, you may lag target creature. It doesn't unlag during its controller's next untap step. (Lagged creatures can’t attack, or use abilities with or .)
2/1

19
Dungeon Crawlers deck details

Mechanics
  • Untap costs
  • Vanguard (This creature must be blocked before creatures without vanguard if possible.)
  • Disarm face-down permanent (Turn that face-down permanent face up. If this creature’s power is greater than or equal to that permanent's converted mana cost, disarming succeeds.)
  • Arcane Teachings (When this creature enters the field, you may exile an Arcane card in your graveyard taught to this creature. Pay the taught card's mana cost, : Copy the taught card and cast the copy without paying its mana cost.)
  • Arcane (the spell type)

Decklist
Apprentice MTGO
 Deck Crawlers
// Lands
8 Island
8 Mountain
2 Swiftwater Cliffs

// Spells
1 Arcane Force
2 Glacial Ray
2 Reach Through Mists
2 Toils of Night and Day
2 Unearthly Blizzard
1 Water Whirled
// Creatures
1 Elemental Teacher
2 Elemental Debuffer
2 Elemental Vanguard
2 Elemental Ace
1 Elemental Aircanist
1 Gnome Looter
1 Gnome Trickster
2 Gnome Arcanist
2 Human Disarmer
1 Human Engineer
1 Human Vanguard
1 Atroex, Temporal Watcher

Arcane Force
Instant - Arcane (U)
~ deals 3 damage divide as you choose among any number of target creatures and/or players.
Atroex, Temporal Watcher
Legendary Creature - Elemental Warrior Wizard (M)
Prowess
At the beginning of your end step, if you cast a noncreature spell this turn, you may exile the top card of your library. If it's a land card, take an extra turn after this one.
4/4
Elemental Ace
Creature - Elemental Wizard (C)
Flying, prowess
2/3
Elemental Aircanist
Creature - Elemental Wizard (R)
Arcane Teachings (When this creature enters the field, you may exile an Arcane card in your graveyard taught to this creature. Pay the taught card's mana cost, : Copy the taught card and cast the copy without paying its mana cost.)
Flying, prowess
3/3
Elemental Debuffer
Creature - Elemental Rogue (C)
, : Target creature gets -3/-0 until end of turn.
1/3
Elemental Teacher
Creature - Elemental Druid (U)
Arcane Teachings (When this creature enters the field, you may exile an Arcane card in your graveyard taught to this creature. Pay the taught card’s mana cost, : Copy the taught card and cast the copy without paying its mana cost.)
Haste (This creature is unaffected by lag, and can attack and and as soon as it comes under your control.)
2/2
Elemental Vanguard
Creature - Elemental Warrior (C)
Haste (This creature is unaffected by lag, and can attack and and as soon as it comes under your control.)
Vanguard (Attacking creatures with vanguard must be blocked before creatures without vanguard if able.)
2/1
Glacial Ray
Instant - Arcane (C)
~ deals 2 damage to target creature or player.
Gnome Arcanist
Creature - Gnome Wizard (C)
Arcane Teachings (When this creature enters the field, you may exile an Arcane card in your graveyard taught to this creature. Pay the taught card’s mana cost, : Copy the taught card and cast the copy without paying its mana cost.)
1/2
Gnome Looter
Creature - Gnome Rogue (U)
, : Draw a card, then discard a card.
2/3
Gnome Trickster
Creature - Gnome Rogue (U)
, : Switch target creature’s power and toughness until end of turn.
1/4
Human Disarmer
Creature - Human Warrior (C)
When ~ attacks, you may have it disarm target face-down permanent. If disarming succeeds, that permanent's controller sacrifices it. (Turn that face-down permanent face up. If this creature’s power is greater than or equal to that permanent's converted mana cost, disarming succeeds.)
3/2
Human Engineer
Creature - Human Warrior (R)
When ~ attacks, you may have it disarm target face-down permanent. If disarming succeeds, that permanent's controller sacrifices it and ~ deals 3 damage to that player. (Turn that face-down permanent face up. If this creature's power is greater than or equal to that permanent's converted mana cost, disarming succeeds.)
Whenever a player sacrifices a permanent during ~'s disarming, ~ deals 3 damage to that player.
4/4
Human Vanguard
Creature - Human Warrior (U)
First strike
Vanguard (Attacking creatures with vanguard must be blocked before creatures without vanguard if able.)
4/2
Reach Through Mists
Instant - Arcane (C)
Draw a card.
Swiftwater Cliffs
Land (C)
~ enters the battlefield tapped.
When ~ enter the battlefield, you gain 1 life.
: Add or to your mana pool.
Toils of Night and Day
Instant - Arcane (C)
You may tap or untap target permanent, then you may tap or untap another target permanent.
Unearthly Blizzard
Instant - Arcane (C)
Up to three target creatures can’t block this turn.
Water Whirled
Sorcery - Arcane (R)
As additional cost to cast ~, return a creature you control with power equal to or greater than X to its owner’s hand.
Return X target creatures to their owners’ hands.

20
Description:
The two decks are inspired by the popular genres of video games, particularly dungeon crawler and MMO RPGs. They contain several preview cards for the highly anticipated upcoming set, Dangers of Tsinbork.

Background:
The band of adventurers have driven back the forces of evil. Now they must penetrate the final fortress where the demon lord resides. Unfortunately, the ultimate dungeon is polluted with deadly traps and hordes of beasts and undead at every corner. Can the party survive the gauntlet and slay the demon lord to restore peace to the land?

Deck mechanics and themes:

Dungeon Crawlers represent the heroic party infiltrating into the colons of evil's residence. A combination of experienced wizards, warriors, and rogues who have made it thus far through dedication, teamwork and skill.

Dungeon Crawlers is a blue and red deck that features these mechanics: Untap costs, Vanguard, Arcane Teachings & spells, Disarm. As well as a strong spell-matters theme.

Dungeon Keepers represent the minion horde who serves the dark lord. These ruthless vermin and heartless killers will assault and mutilate any unfortunate soul who enters the keep.

Dungeon Keepers is a black and green deck that features these mechanics: Respawn & manifest, Traps & Detonate, Prize, and Lag. As well as these subthemes: tokens, face-down creatures, necromancy, wild animals, undead.

Mythic cards:

Each deck contains a mythic legend.

In Dungeon Keepers deck:

Diablo, Hell's Keeper 
Prize Legendary Creature - Demon
(Prize permanents can be attacked.)
Whenever a creature attacks you or a permanent you control, it gets -2/-2 until end of turn.
Whenever Diablo, Hell's Keeper attacks, defending player sacrifices a permanent, discards a card, and loses 1 life.
6/6

In Dungeon Crawlers deck:

Atroex, Temporal Watcher 
Legendary Creature - Elemental Warrior Wizard
Prowess
At the beginning of your end step, if you cast a noncreature spell this turn, you may exile the top card of your library. If it's a land card, take an extra turn after this one.
4/4

Decklists and descriptions:

Dungeon Crawlers deck

Dungeon Keepers deck

21
Tech Support / [opera] Opera Link disabled; affected performance
« on: February 09, 2016, 08:30:11 PM »
Opera Link and Sync for 11.x and 12.x no longer in service. This hugely affects these browsers performance due to inablity to find missing servers. Should backup bookmarks and other configuration.

  • Backup entire profile folder to somewhere else.
  • Open opera:config.
  • Disable browser.js updates. Disable all sync settings related to Opera Link and Opera servers.
  • Globally disable javascript, but may enable for each site.
  • Bookmarks might be broken. May have to start new blank bookmarks. Import from old bookmarks file is buggy.

22
PC and Video Games / [AC2] Asheron's Call 2 Command Line Options
« on: February 05, 2016, 11:33:23 AM »
Use this command to launch AC2 shortcut:

Code: [Select]
"<path to ac2>\ac2launcher.exe" -Username <username> -Password <password> -DataCenter 0 -FauxDataCenter 0 -w Dawnsong -3 -SkipLogin

23
Magic: the Gathering / Mana system
« on: January 30, 2016, 09:40:42 PM »
Issues and solutions to Magic's mana system.

Issue #1:
Inconsistent mana draws. Not enough lands or too many lands.


Issue #2:
Lands only make mana.


Issue #3:
Lands are too precious. Land destruction is discouraged.

Solutions:

Make lands optional.
Turn lands into strategic terrains that interact with creatures.
Find new way to get mana.

24
Magic: the Gathering / Deck size
« on: January 29, 2016, 02:49:52 AM »
New deck size for both constructed and limited

45 cards minimum, 3 of each card maximum except basic lands

25
Magic: the Gathering / Re: Mechanics
« on: January 27, 2016, 03:24:56 PM »
Imitation (As long as another creature on the battlefield also has flying, hexproof, trample, reach, indestructible, haste, menace, first strike, double strike, vigilance, deathtouch, and/or lifelink, this creature also has those abilities.)

26
Magic: the Gathering / Re: Mechanics
« on: January 25, 2016, 02:58:55 PM »
enchantment Shrines that turn into Spirit creatures. There can be many variations, types of triggers, activations, cycles, etc.

new keyword action
Animate as (this becomes a creature in addition its other types.)

e.g.

Fire Shrine
Tribal Enchantment - Spirit Shrine
At the beginning of your upkeep, ~ deals 1 damage to target creature or player.
, Tap a non-Spirit creature you control: Animate ~ as a 2/2 creature.

Blessed Shrine
Tribal Enchantment - Spirit Shrine
When ~ enters the battlefield, you gain 3 life.
Whenever one or more creatures attack you, you may animate ~ as a 1/3 creature with lifelink.
, Tap a non-Spirit creature you control: Animate ~ as a 1/3 creature with lifelink.

* (inspiration)

27
Magic: the Gathering / Re: Planeswalkers and their signature cards
« on: January 21, 2016, 09:58:47 PM »
Toshiro Umezawa

Planeswalker - Toshiro
+2: Up to one target creature gets +1/+1 and gains menace until end of turn.
-4: Target player sacrifices a creature. Return up to one target instant card from your graveyard to your hand.
-7: You get an emblem with "Creatures you control get +1/+1 and bushido 1."
3

Toshiro's Shadows

Creature - Shadow Assassin
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Lifelink
Whenever ~ deals combat damage to a player, it deals 2 damage to target creature that player controls.
2/2

28
Magic: the Gathering / Re: [YMTC] Random cards
« on: January 21, 2016, 05:09:26 PM »
Arcane Banishing
Instant - Arcane
Exile target creature. Its controller gains 2 life.

29
Magic: the Gathering / Re: Mechanics
« on: January 21, 2016, 04:41:08 PM »
Universal mana seems an interesting idea. Not sure if it's right for this remake idea, but perhaps it might inspire a whole new mechanic or set idea. By universal mana, it means "One universal mana can be spent to pay the cost of one mana of any type." That includes any of the five colors, colorless mana, and even "snow" mana.

 e.g.
: Add one mana that is all colors and all types to your mana pool.
 or
: Add one universal mana to your mana pool. (One universal mana can be spent to pay the cost of one mana of any type.)

* (inspiration)

30
Magic: the Gathering / Re: Online Card Creator
« on: January 13, 2016, 05:40:30 PM »
Added colorless mana. Use 'c' in mana cost or {c} in rules text.


31
Magic: the Gathering / Re: [YMTC] Random cards
« on: January 06, 2016, 09:51:22 PM »
Void Warranty
Instant
Counter each ability.

32
Non-Digital Games / Re: [CCG] Building a Civilization
« on: January 03, 2016, 12:57:08 PM »
Work in Progress:
History CCG

Blog entries for "History" tag:
http://www.shenafu.com/wp/tag/history/

Rules book for History CCG:
http://www.shenafu.com/wp/history-ccg-rules-book/


33
Publishing, Distributing & Selling Custom Cards & Sets

Premise: Discuss the legality and ramifications of publishing, distributing, and selling third-party designed cards and sets which are compatible with Magic: the Gathering rules.

You may be enticed to design and sell your own cards and sets if you are not happy with Wizards direction or if you prefer themes and genres that Wizards would never foray in the Magic universe (e.g. sci-fi theme).

The major hurdles are probably the fear of infringing on laws regarding copyright, trademarks, and patents. Copyright and trademarks infringements can be easily avoided, as detailed below. However, many people may be cautious of infringing on the patents owned by Wizards pertaining to Magic and CCGs (collectible card games) in general. Fortunately, all of these patents have expired on or before 2015. Regardless, creating similar games with similar rules are legal, as long as you don't reuse someone else's art and trademarks. Read more about these issues at https://boardgamegeek.com/thread/493249/mythbusting-game-design-and-copyright-trademarks-a .

Avoiding Copyright and Trademarks

There are simple guidelines to avoid infringing on copyrights and trademarks.
1. Don't copy the look of the cards, including the frames and border styles.
2. Don't reuse any illustrations and symbols, including mana symbols and tap symbol.
3. Avoid reusing the same card names and keywords for abilities. (e.g. Haste can be renamed as Celerity.)
4. Avoid remaking existing cards with exactly the same names, cost, abilities, and P/T.
5. Preferably consider different themes and genres (e.g. sci-fi, modern earth, cyberpunk). This is very much recommended and favorable to your product.
6. You may not market the game saying it is "like" or "similar" to another. You may not put Magic and other Wizards' brands and trademarks anywhere on your products and packaging.
7. You may not copy Magic comprehensive rules verbatim. You must rewrite the rules in your own words.

Distribution Models

The most common distribution models for card games are CCG and LCG. CCG (collectible card game) or TCG (trading card game) is what Magic uses. Packs are inserted with cards randomly, and cards of various rarities are inserted at different rates. LCG (Living Card Game) is a newer model by Fantasy Flight Games (FFG). (They also trademarked this term.) New sets and expansions are sold in boxed sets such that cards are packaged in known, nonrandom quantities. Whereas in a CCG you never know what cards you'll get in a random pack, LCG packs from the same expansion have identical cards and amounts. In addition, FFG also sells random packs for the purpose of drafting.

Also consider print-on-demand or selling singles directly to the player.

Ramifications

By incentivizing third-party cards and sets compatible with Magic's rules, we'll see more interesting cards and mechanics not limited by Wizards' schedule and direction. We'll see more complete sets and worlds by custom card creators that will be played openly in stores and casually. Also when Wizards no longer has a monopoly, we may see improvements on official Magic sets.

Please debate whether you like the idea of buying and playing with third-party sets (custom cards). What additional legal hurdles to avoid. What the landscape of Magic would be with compatible sets featuring different genres and mechanics.


34
Magic: the Gathering / Re: Paragon - Set in modern Earth
« on: December 29, 2015, 08:52:14 AM »
6 alignments based on Mind Body Soul essence

Each alignment Major + Minor essence

Major + MinorAttributeElementsJobColorResources
MsInstructionprogram logic voidmind controller, programmerDarkpsyche, spirit
MbCreativitydata design shapeartisan, architectBluepsyche, matter
BmProductionatom metal spaceblacksmith, chemistEarthymatter, psyche
BsEnergyearth electromagnet entropygeologist, electricianGreenmatter, spirit
SbNurtureradiance life firecook, entertainerRedspirit, matter
SmHarmonymorality sound airpreacher, musicianLightspirit, psyche


35
Magic: the Gathering / Re: Paragon - Set in modern Earth
« on: December 29, 2015, 08:28:42 AM »
Card printed with 3 primary stats - mind / body / soul
Unprinted 3 secondary stats:
Mind + Body = Offense, Penetration
Body + Soul = Health, Constitution
Soul + Mind = Skill, Aptitude

Symbols together mean add their values.
Ex.
Damage equal to MB
Draw cards equal to SM
You gain life equal to BS

Raising a primary stat appropriately raises the derived secondary stats.

Ex.
1/1/2 = 2 offense 3 health 3 skill
Raise body +1= 3 offense 4 health 3 skill
Raise soul +1= 2 offense 4 health 4 skill
Raise mind +1= 3 offense 3 health 4 skill

? Accumulate power to pay for stuff <like shadowfist>

6 alignments (see next post)

Rules like Magic/Shadowfist/Guardian. Turn order, priority, stack.
Players take actions on the same turn, but alternate until everybody passes. e.g. You move a unit and exhaust it, I move a unit and exhaust it. Exhausted units can't move or attack. Then everybody passes, start a new turn, and ready their units at beginning of turn.

Opening: Draw 9 cards. Deploy up to 3 territories.

Players start with 39 Life and 0 Fame.

2 win methods:
You gain 27 Fame.
You control 6/9 regions.

2 lose methods:
You have 0 life.
? You can't draw from the deck. You lose at the end of turn.

Territories can have same names and different subtitles and different illustrations to indicate going through different eras of history.
e.g.
Rome, Capital of Latin Republic
Rome, City of Crossroads
Rome, the Eternal City
Rome, the City of Fountains

San Francisco, 1849 Gold Rush
San Francisco, Tech Capital
San Francisco, City by the Bay

Territories generate power, raw essences, and alignment affiliations.

3 types of raw essences:
Psyche
Matter
Spirit

6 basic territories:
Ocean +2 psyche
Mountain +2 matter
Plains +2 spirit
Desert +1 psyche +1 matter
River +1 psyche +1 spirit
Forest +1 matter +1 spirit

Cost requirements must meet power spent, raw essences and alignment affiliations. Alignment affiliations is amount of alignment cards you have in play and discard pile.

Version 1
Cards are placed on columns of three rows. You start with one column of cards, with capital city in center row and two cards faced down on the other two rows. You can move units to explore face down cards. If permanent card, flip it over and you control it. Else put it into your hand and you may put a territory card from your hand into that tile. Finally, place the top card of your deck face-down adjacent to the newly explored tile.

Version 2
You may move units into empty tiles. Then look at the top card of your deck. If territory, place it on that tile. Else put it into your hand.

Some Mods are put into empty tiles and may modify adjacent tiles or active based on adjacent tiles.

Units on your top row can invade opponent's top row. Once invaded, they stay there and may move to opponents' other rows. Territories occupied by opponents are turned face-down and don't provide resources until explored again by owner.

? Limited amount of units per tile. Cities hold up to 6 units. Other terrains hold up to 2 units. Cards may have bonuses. e.g. Fort: may hold +2 unit.

How to gain fame:
Found new cities and explore new territory.
Destroy opponent's tiles and units to gain Fame.
Complete quests.

? Your Paragon begins the game on your capital city tile.

36
Magic: the Gathering / Re: Templating
« on: December 25, 2015, 06:47:36 AM »
Verbose sentences take longer for eyes to scan and the brain to process. Shortening certain things can make mental parsing instantaneous.

Presenting conditionals in the brief form:
Code: [Select]
Meets condition?
•True--ability 1
•False--ability 2

Ex.

Island Whale
Creature--Whale
You control five or more Islands?
•True--Unblockable
•False--Defender
3/4

Wasted Goblin
Creature--Goblin Warrior
You cast two or more spells this turn?
•True--Haste
•False--Enters the battlefield tapped.
2/2

Bunker Knight
Creature--Human Knight
You have 5 or less life?
•True--Lifelink, vigilance
•False--First strike
4/4

37
Magic: the Gathering / Re: Templating
« on: December 24, 2015, 07:18:50 AM »
"Provides mana"

Hill
Land
:mt : Provides :mr .

38
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: December 22, 2015, 09:19:01 PM »
Wasted
Land
: Add target spoiler to the community. Exile target judge from the community.

in response to Wizards banning judges for leaking cards.

39
Tech Support / Win98 Utilities Download
« on: December 17, 2015, 08:38:33 PM »
Download links to best Win98 utilities and programs.

Opera 10.63
7-Zip 4.65
Total Commander 32-bit
NotePad++

40
Magic: the Gathering / Re: Mechanics
« on: October 24, 2015, 07:23:38 PM »
Survive (When ~ dies, you may return it to your hand.)

41
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: October 24, 2015, 07:21:09 PM »
RCCC #859: Recently, that area was discovered, and what they found there shocked them. A previously unseen creature type! Make a creature type from a plane where that creature type previously didn't exist.

Dwarven Survivor
Creature - Dwarf Survivor
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Survive (When ~ dies, you may return it to your hand.)
2/2

Rediscovered the long-forgotten Sarpadian (Fallen Empires) continent on Dominaria.

42
Magic: the Gathering / Re: Online Card Creator
« on: October 18, 2015, 07:25:25 PM »
Added flip and split frames. Flip and split cards: use ;; to separate each half in corresponding fields. (e.g. Fire;;Ice) For an example, see Fire;;Ice and Budoka Gardener;;Dokai, Weaver of Life

Added Planeswalker frames.
Ex. Koth of the Hammer

43
Magic: the Gathering / Re: [YMTC] Art Challenge
« on: October 17, 2015, 08:23:19 AM »
101615: http://goblinartisans.blogspot.com/2015/10/weekend-art-challenge-101615jason-engle.html



Challenge: Design an ally creature card for this art.



Tililil, Who Sees Clarity
Legendary Creature - Human Scout Ally
~ can't be blocked except by creatures with flying.
Whenever ~ attacks or a land enters the battlefield under your control, you may look at the top card of your library. If it's a nonland card, you may reveal it and put it into your hand.
3/3

44
Magic: the Gathering / Re: [YMTC] Art Challenge
« on: October 17, 2015, 08:20:22 AM »
092515: http://goblinartisans.blogspot.com/2015/09/weekend-art-challenge-092515ironshod.html



Challenge: Design an uncommon enchantment or sorcery card for this illustration. Bonus points for expressing 'punk' and/or 'kinship' (not the keyword).



Taming a Dragon
Sorcery
Target creature you control gains flying until end of turn.
Untap target creature and gain control of it until end of turn. That creature gains haste and flying until end of turn.

45
Magic: the Gathering / Suspend Inverse
« on: October 14, 2015, 11:45:28 PM »
"Suspend -N -- <less cost>" means for each <less cost> you don't pay from mana cost, exile this card from your hand with N time counters.

ex.

Suspend -1 --

your options:
pay 3u, cast right away
pay 2u, suspend with 1 time counter
pay 1u, suspend with 2 time counters
pay u, suspend with 3 time counters

ex.

Suspend -2 --

your options:
pay 3u, cast right away
pay 2u, suspend with 2 time counter
pay 1u, suspend with 4 time counters
pay u, suspend with 6 time counters

46
Halimar Awaken Prison

Highlight: Halimar Tidecaller is like Snapcaster Mage for awaken decks, and in some cases more abusable, repeatable here. Snapcastered spells are exiled. Halimar spells go back to graveyard, ready to recast again and again. It's also a lord granting flying to animated lands for the finish.

Apprentice MTGO
 5c Control
--Permanents 17
4 Mirror Mockery
4 Halimar Tidecaller
3 Retreat to Coralhelm
1 Kiora, Master of the Depths
4 Siege Rhino
1 Willbreaker

--Spells 15
4 Anticipate
3 Ruinous Path
3 Scatter to the Winds
4 Bring to Light
1 Planar Outburst
--Lands 28
1 Island
1 Swamp
1 Forest
4 Flooded Strand
2 Polluted Delta
3 Bloodstained Mire
2 Wooded Foothills
2 Windswept Heath
2 Prairie Stream
2 Sunken Hollow
1 Smoldering Marsh
1 Cinder Glade
1 Canopy Vista
3 Shambling Vent
2 Lumbering Falls
--Sideboard
2 Duress
1 Scatter to the Winds
2 Nissa, Vastwood Seer
2 Retreat to Kazandu
1 Utter End
2 Rising Miasma
1 Mire's Malice
1 Aligned Hedron Network
1 Ob Nixilis Reignited
2 Exert Influence

This deck is very fun and strong.

Archetype = 5-color control with a possible soft-locks: Halimar Tidecaller & Mirror Mockery into Scatter, Path, and Malice. Discard + Counters ensure a stronger lock. If they play spells, you counter. If they don't, you make them discard.

Planeswalkers are quite strong right now. Nissa fetches a forest, then gets way better after transformation. Kiora gets you a land and a creature, and dumps the rest into the graveyard. Fortunately, Halimar Tidecaller can bring some of them back and feeds Jace.

Speaking of which, Willbreaker is ridiculous with Jace and Kiora and Retreat to Coralhelm. Steal a creature every turn with Planeswalkers, Retreat to Coralhelm, Rush of Ice and Mirror Mockery targeting the opponents' creatures. Each fetchland while Retreat is in play can steal two creatures; you may sacrifice the fetchland to steal at instant speed. Den Protector can retrieve fetchlands to be reused to steal more creatures. Keep Scatter to the Winds in hand to protect Willbreaker, then bring them back with Halimar.

Need a 2cc spell to help me get lands for at least first 5 turns. None of the cards in the format put a land directly into play for 2 mana. So next best thing is cantrip like Anticipate. Early game I'll choose land and late game it can help me get spells.

Many paths to victory: Siege Rhino, flying animated lands, stealing creatures.

How to play:

The main colors are blue and black. Your first few lands should provide mana of those two colors. Green is next for Nissa, Kiora, and Bring to Light. White is necessary to activate Shambling Vent and to cast Siege Rhino, Planar Outburst, and Utter End. Bring to Light (BTL) can find almost any spell as long as you have lands with different colors. There are no red spells; the red lands are there to support BTL. Keep getting lands into play; you will need a lot of them.

First few turns, you may use 1-3 cmc cards to stave off aggro. Even Mirror Mockery on opponent's creature if necessary. Play Planeswalkers to draw cards and keep the lands coming.

Mid and late game plans include the following. Cast Bring to Light as appropriate.
  • Siege Rhino damage and life drain. Smack on Mirror Mockery if possible.
  • Halimar lock. Better if opponent's board is clear, so you can enchant it with Mockery. Even if not, multiples of Halimar can let you recast Ruinous Path or Scatter multiple times.
  • Animate lands that then fly with Halimar in play. Cast spells with Awaken kicker, preferably putting the counters on Shambling Vents or Lumbering Falls. They then become huge creatures with lifelink or hexproof.
  • Finally, steal creatures with Willbreaker via Jace, Kiora, Mockery, or Retreat to Coralhelm.


48
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: September 19, 2015, 05:22:36 AM »
RCCC #849: Make a card that either uses landfall, awaken, or a mechanic that could have replaced awaken in battle for zendikar (as in a "lands matter" type of mechanic).

Planar Cataclysm
Sorcery
Each player chooses from among the permanents he or she controls an artifact, a creature, an enchantment, a land, and a planeswalker, then sacrifices the rest.
Awaken 4 --

RCCC #854: So here's the challenge. Make either:
- a noncreature card (that can't change into a creature) with a creature-only ability or that mimics one
- an instant or sorcery with a permanent-only ability or that mimics one


Keyword: Ethereal

Twist on persist and undying, but meant for enchantments (read: Auras) and maybe artifacts and lands.

Ethereal Skin ** WINNER **
Enchantment - Aura
Enchant creature
Enchanted creature has Absorb 1.
Sacrifice ~: Regenerate enchanted creature.
Ethereal (When this permanent dies, if it had no ethereal counters on it, return it to the battlefield under its owner's control with an ethereal counter on it.)

49
Magic: the Gathering / Re: [YMTC] Art Challenge
« on: September 19, 2015, 02:47:18 AM »
091815: http://goblinartisans.blogspot.com/2015/09/weekend-art-challenge-091815nightsongws.html



Challenge: Design a card for this illustration. Bonus points for telling a story.



Mirror of Delusion
Artifact
You may choose not to untap ~ during your untap step.
, : Tap target creature. It doesn't untap during its controller's untap step for as long as you control an Illusion creature. Summon a token that's a copy of that creature. It's an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."

50
Magic: the Gathering / Re: [block] Tribal Block Designs
« on: September 11, 2015, 04:33:44 PM »
Classy Charms

Monk's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains lifelink until end of turn.
• Counter target spell that targets you or a permanent you control.
• Tap up to two target permanents.

Wizard's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains flying until end of turn.
• Counter target noncreature spell.
• Exile target permanent until the next end step.

Rogue's Charm
Instant
Choose one —
• Target creature gets +2/+2 and can’t be blocked until end of turn.
• Destroy target tapped permanent.
• Draw two cards, then discard a card.

Warrior's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains menace until end of turn.
• Target creature you control fights another target creature.
• Destroy target permanent with converted mana cost 2 or less.

Druid's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains trample until end of turn.
• Untap up to two target permanents.
• Destroy target artifact or enchantment.

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