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4 months ago  ::  Feb 01, 2013 - 7:44PM #21
Cabal_Rituals
Date Joined: Sep 30, 2010
Posts: 1,057
It would, essentially, turn everything into a partial Coiling Oracle .

For psych, you could make it miraculous mill.

Psych N [cost] (When you draw this, you may pay [cost] and reveal it. If you do, each/target opponent puts the top N cards of his or her library into his or her graveyard.)
N would probably be the converted mana cost most of the time.
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4 months ago  ::  Feb 01, 2013 - 7:52PM #22
Matt_Holck
Date Joined: Nov 15, 2012
Posts: 3,608
sort of a mill on wheels

Psyche may aswell be an enchantment




Divine N (On resolve, reveal your top card, if its mana toll is N or less, draw it.)
TLDR
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4 months ago  ::  Feb 01, 2013 - 7:55PM #23
IceMetalPunk
Date Joined: Aug 21, 2012
Posts: 1,052
But with the Oracle, what makes it green is that it gives you lands. If I limited it to only giving you lands, not other cards, it'd be too weak on a keyword; but if it gives you other cards, it's no longer green.

Basically, green does mana-ramping well, but that's too powerful to keyword. It also does enchantment destruction pretty well, but again, a bit too powerful.

Unless...what if I combined some blue-ness with enchantment destruction to nerf it just a little bit, just enough to be not too powerful?

Something like this (name subject to change, obviously):

"Organic N (When this enters the battlefield, reveal the top card of your library. If its converted mana cost is greater than or equal to N, you may destroy target enchantment.)"

Is that okay? Or is it now too limited-use?

As for your Psych idea...it does seem a little too powerful as a mill keyword like that, doesn't it? Maybe if it were target opponent...but even then, Miracle is more a white thing than a blue thing anyway...

I was thinking of maybe turning it the other way around: "Whenever a player discards a card, you may draw a card." But then if you control multiple permanents with that, it stacks insanely, and if you limit it to one per trigger, it becomes a bit ueseless on multiple creatures...
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Mar 21, 2013 -- 1:18PM, ChaosLight wrote:

I'm now going to quote you out of context in my sig because that's what adorable monkey-pigs like me do.

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4 months ago  ::  Feb 01, 2013 - 8:08PM #24
Cabal_Rituals
Date Joined: Sep 30, 2010
Posts: 1,057
That would be far too limited.

Green is secondary in card draw, with the version I proposed it wouldn't be too much of a stretch, especially since it's attached to a creature .

Remember, miracle is only miracle in flavor when it's called that, just because it's a miracle variant doesn't meen it keeps that flavor, plus there were three in each color but black (set flavor) and green (because who knows?) With psych, it would be flavored as the knowledge of you having access to something unnerving them to the point of insanity. The "each/target" part was for you to choose which, since I didn't know which you would prefer. There's no way it would be too powerful when it has a mana cost attached to it, especially since it's mill.
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4 months ago  ::  Feb 01, 2013 - 8:41PM #25
IceMetalPunk
Date Joined: Aug 21, 2012
Posts: 1,052

Feb 1, 2013 -- 8:08PM, Cabal_Rituals wrote:

That would be far too limited.

Green is secondary in card draw, with the version I proposed it wouldn't be too much of a stretch, especially since it's attached to a creature .

Remember, miracle is only miracle in flavor when it's called that, just because it's a miracle variant doesn't meen it keeps that flavor, plus there were three in each color but black (set flavor) and green (because who knows?) With psych, it would be flavored as the knowledge of you having access to something unnerving them to the point of insanity. The "each/target" part was for you to choose which, since I didn't know which you would prefer. There's no way it would be too powerful when it has a mana cost attached to it, especially since it's mill.


Hm. I tested your psych variant on a card, and I do like it...I suppose I can flavor it with a different name in a way that works. Thanks

And I always think of card draw as blue...but I just did the searches and found these stats for cards that reference the words "draw card":

373 U
132 G
114 B
97 W
81 R

So, yeah, green is second, followed closely by black...

So maybe this slightly simplified version?:

"Divine COST (When you cast this, you may pay COST and reveal the top card of your library. If you do and its converted mana cost is less than or equal to this card’s, put it into your hand.)"

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Mar 21, 2013 -- 1:18PM, ChaosLight wrote:

I'm now going to quote you out of context in my sig because that's what adorable monkey-pigs like me do.

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4 months ago  ::  Feb 01, 2013 - 8:50PM #26
Cabal_Rituals
Date Joined: Sep 30, 2010
Posts: 1,057
That sounds like it might have the Rebel problem, since you have enough mana to cast and kick it, you'll probably have enough to play whatever you're getting in an upward spiral.

You said that it's about collective manipulation, what about something that cares about how many you have?

Divine (When this enters the battlefield, reveal the top card of your library. If its converted mana cost is less than or equal to the number of permanents with divine you control, put it into your hand.)
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4 months ago  ::  Feb 01, 2013 - 8:55PM #27
IceMetalPunk
Date Joined: Aug 21, 2012
Posts: 1,052

Feb 1, 2013 -- 8:50PM, Cabal_Rituals wrote:

That sounds like it might have the Rebel problem, since you have enough mana to cast and kick it, you'll probably have enough to play whatever you're getting in an upward spiral.

You said that it's about collective manipulation, what about something that cares about how many you have?

Divine (When this enters the battlefield, reveal the top card of your library. If its converted mana cost is less than or equal to the number of permanents with divine you control, put it into your hand.)


Well, more about the collective manipulation of others...but at the same time, their roots (pardon the pun if you caught that) are in kinship tribes...which makes sense with that mechanic. The more things with Divine you control, the more powerful Divine is. It does feel very Drivolian (the green society that forms the green part of this group).

I'm just wondering on how many cards I'd need to put that for it to be useful in a full set? I'm not good with estimating percentages like that...

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Mar 21, 2013 -- 1:18PM, ChaosLight wrote:

I'm now going to quote you out of context in my sig because that's what adorable monkey-pigs like me do.

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4 months ago  ::  Feb 01, 2013 - 9:02PM #28
Cabal_Rituals
Date Joined: Sep 30, 2010
Posts: 1,057
RtR and GTC suggest about 11 but as low as 9. 3 at each rarity from common to rare is a good base to start with then, if necessary, add another common and/or uncommon.

Spoiler: Show
11 populate
11 unleash
9 detain
12 overload
10 scavenge
11 bloodrush
11 evolve
11 cipher
11 extort
11 battalion
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4 months ago  ::  Feb 01, 2013 - 9:04PM #29
IceMetalPunk
Date Joined: Aug 21, 2012
Posts: 1,052

Feb 1, 2013 -- 9:02PM, Cabal_Rituals wrote:

RtR and GTC suggest about 11 but as low as 9. 3 at each rarity from common to rare is a good base to start with then, if necessary, add another common and/or uncommon.

Spoiler: Show

11 populate
11 unleash
9 detain
12 overload
10 scavenge
11 bloodrush
11 evolve
11 cipher
11 extort
11 battalion


Yes...but since this version of Divine cares about the number of creatures you have with Divine...should that percentage be raised for it?

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Mar 21, 2013 -- 1:18PM, ChaosLight wrote:

I'm now going to quote you out of context in my sig because that's what adorable monkey-pigs like me do.

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4 months ago  ::  Feb 01, 2013 - 9:18PM #30
Cabal_Rituals
Date Joined: Sep 30, 2010
Posts: 1,057
You might want to shift one of the rare slots that would have it to common,
A 5-4-2 split or something like that would probably work best, but it all depends on the rest of the mana costs in the set. On average, chances are even with just one, you'll be drawing a card about 40% of the time in limited.
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