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#wololo keep it up youre amazing
convex-solos · 1 year
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wololo and the convex cathedral
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horsegreys · 2 years
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Age of empires 4 rankings
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#AGE OF EMPIRES 4 RANKINGS SERIES#
It was a time when the internet was still sort of in it's infancy, more simplified, and visiting AoEH was a place of pure magic (for me it certainly was, still is!). I still remember those early days, at least since late 1998, when I first visited this place. It's absolutely amazing that AoEH is still up and running, even though we are nowhere near as active as in the heydays of Age of Empires and The Rise of Rome expansion anymore. That's right, we've been around for that freaking long. Yesterday, on the 15th of May, AoEH turned 25 years old. I'd love to see more submissions, keep on designing and submitting! | Comments 25 years of AoEH Posted by PhatFish on May 16th, 2022 07:51 a.m. I haven't played it through, but from what I saw this campaign is definitively worth your time. Even bitmaps are included, though we cannot see these in-game because DE does not support them (check them out though). The maps are well designed and give a fair challenge. You get plenty of villagers though.Įmpires of the near East is a whopping 11 scenario spanning campaign for Definitive Edition, and it's quite impressive! Based on historical events spanning roughly 2000 years, you take Sumeria, Ancient Egypt, Babylon, Assyria, the Hittite Empire to the glory of their days. It's not really an accurate map in any sort of sense, but that doesn't mean it can't be fun or a challenge - maybe just lacking a bit in building space since you are located on (interconnected by shallows) small islands. It's been a few months since we've had any new submissions, so let's honor these latest additions. Whew, for a moment I thought uploading to the Granary (our downloads section) didn't work anymore. One of the quarterfinal matches between Saymyname (otherwise known from the AoE2 scene) and KGB_Crazy | Comments New Granary submissions Posted by PhatFish on June 26th, 2022 05:40 a.m. The games are currently being uploaded to Youtube and can already be found on Twitch, where the finals and bronze match will also be streamed live this coming weekend. The quarter- and semifinals have already been played, but I won't spoil them here in case you want to watch them for yourselves. If you're like me and haven't quite kept up with the changes to the multiplayer meta in the past ten years, this is a good opportunity to get a glimpse of how the best of the best are playing the game. And right now, the biggest event going on is the second iteration of Classic Cup which is hosted by WinstonsWaffles. Many details for that event are still waiting to be revealed, but it appears it will be played using the original Age of Empires: Rise of Rome, as that is still the preferred version of the game among the vietnamese pros.īut what if you wanted to see AoE: DE? The DE community isn't quite as big but a lot more geographically diverse. The biggest news for AoE1 mutliplayer this autumn is probably that it will be featured as a part of the Redbull Wololo Legacy event this autumn with a 50 000 $ prize pool. We could make fortresses! In Age of Empires, we can make bits of wall.Latest News WinstonsWaffles is hosting Classic Cup 2 Posted by Fisk on August 28th, 2022 08:55 a.m. That’s when it started to lean into the city-planning elements a little bit more, and when we were finally able to build gates and thus actual, practical fortifications.
#AGE OF EMPIRES 4 RANKINGS SERIES#
The series started here, but its successor is the one everybody remembers. And while this is undoubtedly, as promised, the definitive version of Age of Empires, it’s not really the Age of Empires that makes people swoon when they remember it. These aren’t problems that are only apparent now, 20 years later, but time has certainly made them stand out. Since warfare doesn’t get much more complicated than growing a big horde and clicking on targets, fights are more like herding confused cats than commanding armies. They do seem a little less pronounced, but every unit is still completely useless without micromanagement. The terrible pathfinding-units have a predilection for taking weird routes and getting stuck-and dull AI have made the jump to 2018 as well, and they still grate. If you jump into the Rise of Rome campaign or play as Yamato Japanese dynasty in a skirmish, you’ll still be going through the same motions and fielding identical armies. By the time you finish the Egyptian tutorial, you’ll have seen it all. A mountain of maps and objectives can’t disguise the fact that you’re playing with the same small deck, the same units and buildings, in every campaign. I still predict you’ll tire out before you finish every campaign.
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inventors-fair · 3 years
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Tri, Tri, Tri Again
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What makes a common? Usually the little black and/or white symbol on the card, but that’s not the point right now. What makes a common different than an uncommon? The thing is, we know the difference between a common and a rare, even when sometimes those lines are a little weird on older cards like Scion of the Wild and Sinkhole in their own ways. The line is there these days, and we’re designing for the modern era whether we like it or not. I’d hope that after over twenty years of tinkering we’re at a place where we do like it, so there’s that.
What stops a common from being an uncommon, though, is a little harder to quantify. We have to talk about recursion, multiples, finishing, the role in the draft, the complexity for new players, etc. There are so many factors that can make pushing commons hard in ways that we don’t touch that often. I wanted to do this contest because it’s both a restriction and a challenge. Making a common card isn’t easy unless you know your slot. Making a common with the three lines of text, well, that’s something else entirely. And for the most part, I think people did amazing work. There are a couple obvious cases where I feel people should have looked at prior examples, but in terms of general work, we’re on the ball here. 
We’re only doing two bullet points this week: “Things I like” and “Where to improve.” I feel that that’s the most constructive, yes? Gimmicks can be fun, but let’s be real, we are here to get as much positive feedback as we can and to improve what we like to do, which is making custom cards. Easy enough. Let’s pick some cards and some brains. 
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@deg99 — Emberwild Inferno
Things I like: On its surface, this is mechanically just fine. It’s a three-mana bolt, but with a distinct upside, and you know, nobody’s going to be upset when playing this in a draft. Red removal is perfectly fine and anti-prevention, while a corner case most days… Well, kind of. There are actually ten current standard cards that prevent damage, which is kind of surprising to me! Still, ten ain’t as much as it could be for relevance, BUT, it’s still perfectly reasonable to see that it would be in this set.
Where to improve: Firstly, “Emberwild” is spelled with an “e” at the end in every iteration of MTG cards printed thus far, and it’s kind of throwing me off. Also, it’s a term from Dominaria; what city is doing the blessing? What city are they in? There needs to be a comma after damage, “cannot” should be “can’t,” and I feel that we have to tell at least one person almost every contest: Damage needs a source. “Emberwild Inferno deals 3 damage to any target.” No spells after 1999 use that kind of wording. Please, please proofread your cards.
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@dim3trodon​ — Reassembling Sentinel
Things I like: Totally fine to be using Ward here, and I like where it’s going. This is an interesting cost-to-PT ratio, definitely more aggressive, and I don’t hate it. Flying and first strike later in the game are also totally valid. I’m personally not the biggest fan of ability counters, but in this instance, there’s absolutely nothing wrong here. Permanent additions like this are important for modern Magic.
Where to improve: But why add the ability counters only if they don’t have them? Is there some ruling corner case that I’m missing? Why not just four mana for a flying counter, three for a first strike counter? It doesn’t feel intuitive to me. Yes, multiple counters are waylaid on cards like Crystalline Giant, but that’s because it wants as many as possible. Here, where you can choose, I feel you could have just had it add the counters. Regarding flavor, I don’t see how this card is “reassembling” anything. Assembling, yes, but REassembling? Not clicking for me.
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@dimestoretajic​ — Mob Beast
Things I like: Gruul rules! Well, there’s no ruling, but—anyway, this card works in interesting ways and I think it’s pretty serviceable. Raging Kronch comes to mind, and the beasts of Ravnica are definitely up there. It’s an interesting name for sure, and it’s making me think more than it is making me feel critical. Is this beast part of the mob, or belonging to the mob, like it’s being wrangled? It could be either, and that’s fair. This card would make a good finisher.
Where to improve: I’m worried about multiples in draft for sure. I mean, chances are you aren’t going to get too many of them, but having a bunch of hasty finishers can be a bit of a pickle especially when you can also slot these into other multicolor strategies. Maybe it’d need to be tested to be believed, but, y’know, how many one-mana 3/3s are there, right? For the flavor text, emdash your quoter and put them on a separate line. If it’s too cramped, time to revise.
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@dumbellsndragons​ — Fledgling Nightblade
Things I like: Renown is fantastic here. I don’t necessarily know how renowned an assassin wants to be, but in their own circles, heck yes. It encourages blocking in its own way, and it’s certainly powerful on that front with the deathtouch. I think for me the flavor is one of the stronger points here, and I want to see a little bit more of a “professionally getting better in all colors and competing” world, so thumbs-up there.
Where to improve: The last time we saw deathtouch and menace at common was Kederekt Creeper from Alara, and, well, I don’t think that’s precedent; deathtouch and menace is strong. Really strong. Like, at common, I think it might be a bit too strong. It shows up printed so little because of that, even at higher rarities. Honestly, a 3-mana 1/2  or 2/1 might be better, but that’s also my worrywart tendencies. I’d have to play. This design as it stands would be fine in a Modern Horizons power level set more than a standard one.
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@gollumni​ — Sovereign’s Duty
Things I like: I’m a big fan of “can block any number of creatures” for someone who isn’t super defensive when playing the game. I think it’s neat, and represents cool stuff, and I like this card a lot! The name is generic, but I don’t mean that as an insult. I could see this in a core set, on Dominaria, on Theros, on Eldraine, any number of planes, and for a common, that’s a good thing. That’s some success right there. 
Where to improve: That last ability made me worried about layers until I checked with some rules people. It’s not the layers so much as it is the wording. “As long as enchanted creature’s toughness is 5 or greater, it can block any number of creatures.” Continuous effects. Argh, that really threw me for a second! It was also kind of frustrating because there wasn’t any great precedent, but you know, nothing wrong with new territory.
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@hiygamer​ — Guider of Souls
Things I like: Exploit would make a very cool mechanic in Orzhov, and I think that if we ever do a “mechanic/faction mixup” contest then you get precedent on that front. Totally flavorful and totally awesome. I think that Orzhov tokens was one of my favorite draft archetypes from RNA and this card continuing that tradition with death triggers is definitely up there in terms of capturing that feeling.
Where to improve: This card feels busy for some reason. Unfortunately, for this contest, you had to have the three lines, but were this printed, I don’t think it would have vigilance. Two flying bodies would be enough. If you wanted to keep vigilance, I’d definitely knock it down to one body. Two fliers… I feel that that’s too much. But, what do I know. Also why aren’t they white and black like the other Spirits? Regardless, that flavor text is also pretty dry. Not bad, but dry. What if it was the guider talking to the spirits instead? “Come, let me lead you to the light of Orzhova.” Little simpler, shorter, more personal.
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@hyenagirldick​ — Poisoned Gookeeper
Things I like: I think despite this being kind of a placeholder, everyone liked this card’s name. I’m up there. This one, wow, this is giving me a lot of whiplash. The typeline is making me think Simic, but the “horror” is making me think Innistrad, but the Scavenge is making me think Ravnica again, but—and so on and so forth. I want context! Mechanically, using “scavenge onto” as a verb here is interesting and I don’t hate it. A good twist on this mechanic.
Where to improve: Despite that drive for context, I think ultimately the mashup is making me more confused than intrigued. It’s just over the line, to be fair, but it needs consolidation of ideas. You’re asking a lot of us here, to interpret the world, a new use for the mechanic (that seems considerably cheaper than the average common scavenge-r), to have a deathtouch blocker like this with the high toughness, etc. It’s not bad! But it’s a lot.
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@hypexion​ — Blade of the Blessed
Things I like: I feel that the trend of having cool explorations of auras and equipment is 100% the right way to go and this card feels like it slots right in. Let’s talk about flavor, because without flavor text, this card still tells an amazing story. As long as you’re able, pick up the sword and fight. But, if you’re blessed by XYZ deity, then the blade becomes easier to wield. Fantastic. That much I like.
Where to improve: I believe that the last ability is too complex for common. It’s not that it doesn’t make sense or that it’s too powerful, but I believe that it’s asking stuff from players that they wouldn’t necessarily understand at common; it’s not immediately grokable. I like the space and I like what it’s doing. I think if you drop the cost to 1W it would be a fine uncommon. And you know what, I think I’m in the minority. I think that there will be disagreement, and I understand where that’s coming from.
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@i-am-the-one-who-wololoes​ — Mummification
Things I like: I’m always a fan of cycling abilities for sure. Can’t be countered, instant-speed, powerful effects, heck yeah. I’m also a fan of finisher abilities like this. Black’s triggers for life-loss were definitely fun with those big enchantments. There aren’t a heck of a lot of common noncreature non-aura enchantments out there as precedent, but regardless, they exist.
Where to improve: Looking up precedents for this effect, I’m definitely skeptical about this at common. For one, it’s any player. For two, it’s whenever a spell is cast. For three, it’s harder to remove. All that together combined with a potential common cycling shell where you can draft a bunch of these and then make all black spells have extort? Actually, this card is almost strictly better than a two-mana enchantment with “Black spells you cast have extort.” Almost. I think this might have had to go back to the drawing board. As for the flavor, I don’t grok what the name, text, and abilities have to do with one another.
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@koth-of-the-hammerpants — Coffin Devourer
Things I like: I just read the flavor text, and, uh. I love it but wow. That’s some nasty, funny, funky stuff. So! Let’s talk about the card. Perfectly serviceable in terms of getting things out of graveyards then making creatures big. There aren’t too many cards with tap abilities and vigilance at common, but they’re definitely there, so that’s okay. Man, I can’t get over that name and flavor combo. That’s really something special.
Where to improve: This card doesn’t really fit the prompt, and I think next time I’d have to reach out about something like this. Vigilance and trample go on the same line; yes, even in standard-legal sets where sometimes abilities don’t go together, because that’s mostly for starters and core sets and the like. Technically it fits the prompt, but for all practical purposes it’s a workaround that shouldn’t have been submitted as-is. Now, that’s Fair meta. The card’s totally fine on every other front, I think. You’re gonna have to decide, though, if you wanna stick with the sort of Scavenging Ooze wording or the Tome Shredder wording. I think you should go with the second, with the exile as a cost.
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@mardu-lesbian​ — Rifleman Trio (JUDGE PICK)
Things I like: Huh, another card with vigilance and a tap ability. Well there we go! This card’s also got a lot going on, but it doesn’t feel like anything is at odds with itself, and is also on the upper side of being pushed without going into strictly uncommon territory. It’s got reach (“Stay on the defense, fellas!”) for blocking as it comes down, it’s got conditional vigilance (“Learn from those organized chaps!”) which encourages multicolor play but doesn’t force it, and it’s got that cool damage that is both a finisher, a pinger, and teaches a little about the combat advantage (“FIRE!”). So yeah!
Where to improve: I guess the only question would be where the rifles come from. Is this Ixalan-ian? I don’t think it super matters. This is a great commendable card.
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@masternexeon​ — Bloodstarved Beast
Things I like: “Vampire beast” is one heck of a typeline. I like that part a lot, and honesty, I like weird echo costs a lot to. I’m surprised this isn’t a name already, actually! This card feels like its basis is in a lot of neat love letters to old-school Magic and high fantasy, even outside of the choice to submit with old-border.
Where to improve: The complexity of this one is definitely up there and past. Doing weird things with established mechanics that aren’t immediately grokable probably don’t belong at common. What happens when you blink it after previously paying an echo cost, a player might ask? Paying a cost for a continuous effect feels...weird, and I actually don’t know if that works within the rules. Nothing wrong with that specific echo cost, so that’s fine, but the second ability isn’t something I’d personally want at common. For the last ability, it should be “you draw a card and you lose 1 life,” see Phyrexian Rager.
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@misterstingyjack​ — Flames of Anarchy
Things I like: Removal and cycling is perfectly serviceable. The cost suggests that the set has a stronger monocolor theme if the removal is costed like this, although it might just be for the slightly more powerful effect (sort of) and the ability to cycle if you don’t have the RR already. Name’s pretty darn awesome, too.
Where to improve: I know that you tried to balance it by making it only his creatures or planeswalkers, but this is still a recursive damage spell that’s asking weird things of you. What sort of set would have a sorcery-matters theme at common? What’s the as-fan? I think you had a cool idea that is indeed cool, but what you’re asking of your set and your rarity is too much than what can be provided. I don’t think this kind of recursion is what you want at common. In the shell that it’s intended to be in, I think it’s too powerful.
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@morbidlyqueerious​ — Proven Sword (JUDGE PICK)
Things I like: Like I said earlier, new things with equipment and auras are totally awesome, and I fully support this kind of cost. Equipping to certain creature types for cheap makes sense to me because nine times out of ten it’s not something that’s going to be radically changing; either the creature is there or it’s not, and it’s either a Warrior or not. And that’s cool! First strike can be really powerful with that boost that you’re giving it, and if you have any other warrior or equipment strategies, then you better believe things are gonna get nasty on the field. I think this is a one-of in your pool, but it’s a fantastic one-of. Equipment can be undervalued at times!
Where to improve: I’m not 100% down with the flavor text. The blacksmith doesn’t “make” the metal, do they? They make the blade. I think that you had a good concept but it’s not exactly there yet.
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@naban-dean-of-irritation​ — Physical Fluctuation
Things I like: Well, the art’s a big plus, and the flavor’s funny, so that’s pretty great. I think that common combat tricks in the GW sphere have always been a little funky, especially with Ravnica’s weird return to that again and again. There was even that green one, but searching for things that have multiple instances of “target creature” on Scryfall is such a pain.
Where to improve: Seeds of Strength is weird, but they’re all +1/+1 so at least that much makes sense, same buffing all around. Martial Glory is a little harder to grok sometimes, but it’s only up to two creatures, so that’s not the worst that can happen. If you have three creatures, then this card has a number of options that is legitimately making me worried about my ability to do simple math and statistics. The variance here in P/T distribution is off the charts. Yeah, it would make sense in-game, but just on principle, I don’t want that much at common. It’s—you know what, I’m gonna do some math. … There are at least 27 different variations if you have three creatures. I don’t think that that’s what people need at common.
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@narkis24 — Unbound Devil
Things I like: Pushed P/T with drawback is totally valid. I like the fact that the “unbound” in the name refers to the fact that you can’t control it, literally, without someone holding the leash. That could make for some fun flavor things. If you’re on-curve, then you got some big beats that you can get in early.
Where to improve: I honestly wonder if it’s too much, actually. Yeah, it has to attack every time, but if you can get a one-drop then this then any removal on-curve and/or more Devils, then you’re in one crazy good spot. I think in terms of power level, this is uncommon for sure. In terms of abilities, I did a little searching, and there isn’t any precedent for non-temporary control switching at common. That’s for a good reason, IMO. Again, this is a great card, but definitely uncommon. And a good draft uncommon, too!
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@nicolbolas96​ — Lost to Memory (JUDGE PICK)
Things I like: This is a really funky pauper card that also happens to have great draft function. The destruction is conditional, but on-curve you’re going to be fine with it. If there are no good targets, you can at least get a card out of their hand and deck. I think that the versatility there is awesome and that this card is definitely up there in terms of playability. And, well, it’s not that powerful. That’s a good thing! It stays at the common line while having great effects and not pushing anywhere it doesn’t need to be. Yeah, maybe the Pauper-rack meta doesn’t want it at sorcery speed, but heck, I think it’s great. Good with Chittering Rats
Where to improve: The flavor text lacks something for me. I know sometimes he asks questions, but unless they’re directed at someone specific, they tend to be either contextual to another statement or answered. I don’t know, it just doesn’t feel as...suave as Bolas usually is. It seems small but it’s a hangup for me. Feel free to up his grandiosity.
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@partlycloudy-partlyfuckoff — Idyllic Falchion
Things I like: Heh, back to equipment. You know how I feel about that. Interesting sacrifice trigger. I think that that’s the strongest part of the card in terms of—well, maybe not power, but in terms of the “cool” factor and “push” factor. It’s fine for common, and it’s strong, and you need the color to cast it, so that’s awesome. And bonus points for making me look up the word “falchion” too; it helped to envision the weapon and scenario you had in mind.
Where to improve: The second ability doesn’t work. The equipment would need to be on the battlefield for the equip cost to be activated. Instead, it would read: “{cost}: Return ~ from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.” And that would honestly be kick-ass for like...six mana? Get that in your archives, ‘cause I like the idea a lot. As it stands, doesn’t work rules-wise.
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@rasputin-gold​ — Copse Fiend
Things I like: “Copse” got me, and I like the vocab check there, very nice. I think that your typing and the general mood is really fantastic, and holy crap, look: that flavor text literally gave  me a touch of ASMR. It’s not the next great American novel, but it fits so well, and it feels great and creepy, and it tells me so much, and that, that’s awesome.
Where to improve: Let’s take all that mood and make a different card with it, because there’s...a lot going on. A four-mana 4/3 with wither would be totally fine by itself at common. GG activation for a lure? Okay, makes sense, but combined with the wither, that’s something that’s far too powerful at common, assuming a set with the mana alignment to make that happen. The assumption that you have a Forest (capital F!) to give it first strike (tertiary in black and NOT in green) and potential recursion is way too far gone. If this card were presented without rarity I would assume it was rare. So, yeah, this is one of those times where it’s not a bad card but for this contest it’s just too much. Keep it appropriate for rarity.
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@reaperfromtheabyss​ — Dwarf Forge Scrapheap (JUDGE PICK)
Things I like: Well, I already talked about the clues from the winners’ post, so I’ll go out on a limb and say that yes, I like this one too. A combination of the “shifting animated pile of knobs and gears and junk that when animated can come to life and hit you in the face” with “forget this I’m gonna make mana” is pretty funny to me, in that dry card way, and this card in general is pretty cool. In terms of gameplay, yeah, you can have a beater on turn four if you really need the boost, or late in the game as a colorless source, but it’s also mana-fixing, a three-mana buttwall, and just a cool card all around. I think that this is one of those that could have great art flavored on a cool world, and the name could be changed to fit just about anything. 
Where to improve: “Add ONE mana of any color.” ONE. I’m unreasonably curmudgeonly about that error, somewhat jokingly, a little rib-nudgingly. Easy oversight, but don’t let it happen again! (Kidding, kidding, I know I need to up my editing skills too.)
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@snugz​ — Sidestep
Things I like: this card. I like this card, dangit. I don’t care that it wouldn’t be very playable in a whole lot of decks or archetypes as a weird combat trick, but I like it. It’s simple and funny and plays into the “I’m gonna right myself while tripping you up” gag and that’s great. The simplicity speaks to some Rookie Mistake vibes that I’m down with.
Where to improve: Again, I don’t think it’s playable. I could see them printing this card and having it be basically draft chaff, but maybe not, maybe it’s something in a combat-trick heavy set with some radical payoff. Maybe it’s a pauper Heroic card that could make the deck tier-1. But it’s so simple that it’s hard to talk about! I’m sorry I can’t give more feedback than that, honestly. The card’s too well-made. So, with that in mind, you need to season this steak. Any flavor text for any context would be awesome.
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@starch255​ — Scab-Clan Brawler
Things I like: 100%, this feels Gruul. It’s a big fighter that’s on-curve with some brutal flavor despite no flavor-text. The notion of the Gruul tribespeople fighting among themselves comes across here fantastically, and having a 3/3 trampler is definitely something that a RG drafter will want on turn three.
Where to improve: [Foreword: This is a lot of text and I swear it’s mostly not criticism; you made me think.]  Brawl needs work. A lot of work. As it stands, either you lose a small creature, you lose this one and put a +1/+1 counter on your bigger creature, or you happen to have a 2/4 that can survive. I am… I’m working this out as I’m writing, and I want to like it, and I want to improve it, but the more I think about it, the more I think that the mechanic isn’t the problem. I think it’s actually surprisingly complex, almost more complex than a Gruul player would want immediately. The choice of payoffs is so hard to think about—and at this point, I’m not so much criticizing as I am ruminating. I really want to play with this mechanic just to see if my knee-jerk “fighting your own creatures is bad, ugh” is lizard brain and if there’s galaxy brain behind it. You’ve put me in a conundrum here. Hold onto this one.
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@thedirtside — River Delta
Things I like: Great name, makes sense. I can picture the landscape where you would want this place to appear. Nonbasic lands are pretty interesting to design at common, and breaking away from the Guildgate/Life-gain lands was an ambitious move.
Where to improve: I know fetchlands are weird on the scale, but in terms of probability, the ability to (1) get your colorless mana if need be OR (2) tutor for the land you need while thinning your deck and furthermore (3) getting a 3/3 body once you’ve sacrificed it later in the game… This is borderline rare and might even be pushed for an uncommon. Yes, it’s basic, but in limited that’s a non-issue and in constructed there’s nothing wrong with getting your basic lands just to make this card work for you. The part about it being tapped really isn’t that much of a massive drawback. I like this card a lot. It’s not common power level. Small notes: “shuffle your library” can just be “shuffle” IIRC, and your comma between the 3UG and Exile seems wonky.
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@wilsonosgoodmcman​ — Ruthless Vigilante
Things I like: Gotta love a vampire rogue. This particular card doesn’t seem to have a home, but it doesn’t seem to be sending any mixed-messages either. Ixalan doesn’t really want the roguishness, Dominaria could have it but where’s the vigilantism, Innistrad has different colors, Ravnica has different flavors, etc. etc. So does it belong? Yes! But “were” is yet to be determined. That’s totally okay. 
Where to improve: IMO, your abilities are too strong together. Vigilance and deathtouch is a pretty powerful combo once you get yourself in a position where you can attack, because, well, then you still have a murderous blocker. There’s a reason it hasn’t appeared at common yet. The lifelink feels a bit odd, honestly, and the toughness boosting feels out of place. Why is an aggressive vigilante boosting its toughness? Actually, why does a rogue have vigilance? There’s no precedent or flavor connection there. I’m just not feeling what this card is offering me. It might play, like, fine, but it doesn’t feel good and it doesn’t feel like it has a place that couldn’t be replaced by a more cohesive card.
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@wolkemesser​ — Dry Sands Summoning
Things I like: We haven’t had a real good desert world since the Abzan from KTK, and I miss that. Having a sandy feel and aesthetic could be really cool here, and I think that what you were going for what the flavor of turning the desert into, like, part of the warrior tribe. That much I like a lot.
Where to improve: I find myself a little frustrated trying to write commentary, because there’s a lot to go on here and I don’t want to be too harsh. I’m going to address the individual parts, but in general, please, please run these cards by people before submitting.
The hybrid cost is fine but that’s pushing it a little. Eventide was an exception I personally liked, but the color weight doesn’t always play well with others. That part is honestly fine.
Enchanting cards in graveyards should never currently appear at common. Spellweaver Volute is a rules nightmare/abomination. 
It would be “Enchant land or land card in a graveyard.” “Warrior” needs to be capitalized. “Enchanted land is a 3/1 Sand Warrior creature with haste. It’s still a land.”
What is the purpose of having a land also be a creature in your graveyard? At common? I can’t envision any scenario in which that would be a reasonable theme. It can’t attack from your graveyard, it would be weird for type-changing in the graveyard with Conspiracy, and it wouldn’t move it to the battlefield either.
The retrace is a decision that’s almost designed to cause confusion. So it could enchant a card in a graveyard, but not be in a graveyard, until it’s in your graveyard, whereupon you can discard a land to cast it from your graveyard, but not target a land discarded this way.
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@yourrightfulking​ — Mutilated Faerie
Things I like: This name and the intention of the flavor text is almost grimdark; I’m not averse to that. I actually really like the fact that it can’t block, because it lets you have deathtouch with a little more aggression. The fact that it’s an assassin almost makes me wonder about the story of this individual character, and you know what, that means that flavorfully you’re doing something really right.
Where to improve: The “human sacrificing” part feels important to your implied set, and I don’t know how to feel about that. You get a 2/1 deathtouch body and potentially take out another faction? I mean, if this was Eldraine, this card would probably be actually sought in drafts with the human as-fan. Might be a little too powerful on that front depending on the environment. But, uh, the flavor and name? I want to like it but it’s more confusing than not. “Pixie plucking” seems like either a poaching crime or a children's game, and the reason WHY pixies are plucked could be better specified. The second sentence is a fragment. Your story implies that a plucked pixie will 100% die, but then, how did this one get mutilated? To kill the culprit, the pixie would have had to escape mutilation, and this mutilated one apparently survived a 100% kill rate? Not sure where you’re going with this. Sort it out and you’ll be fine.
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And there we have it. Again, I wanna stress, I’m using my best judgement and opinions here, but people are absolutely free to disagree. I hope that the constructive portion, even if it’s something you disagree with, helps see another perspective. Lots of cards here help me see other perspectives as well, and thank you for that. Tune in for something tomorrow. What will it be? The world may never know. Or maybe it will. Or will it?
— @abelzumi​
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inventors-fair · 4 years
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Herald Commentary
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I’m happy with the wide range of cards that people jumped into for this contest! There was a wide range, but a lot of modern ideas. I think because of Magic’s contemporary focus on legendary creatures, many people sought ideas that came from more recent sets. Looking at the entries, what do you think?
Let’s get to commentary!
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@ace-hobo​ — Caller of Devastation
That’s a pretty cool name, and it’s an interesting flavor that you’re going for. I would have rather seen a card that focused on a singular card and follower, one that fits an isolated flavor. For the sake of this contest, it makes sense that you would name the cards. I could see this printed in a regular set as a card that tutored for a God creature card or something.
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@aethernalstars​ — Caller of the Harvest
Alright, it took me a second to understand this card. I don’t think that almost-irremovable devotion is a pain in extended formats, but in a vacuum it’s a pain in the butt, and I’m not a huge fan. Still, a cool idea for mechanical execution. Still trying to figure out how a plant becomes a cleric. Additionally, those symbols: it should be “GW, T:” with the comma and space.
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@cas-420 — Crackling Boltkin
Now this is fun. Honestly, I would have liked this card better as either a graveyard summon or a library summon, not both. I’m really proud of you for the wording on this, though. It’s a complex idea that you pulled off well. The double triggers plus the double search makes this card feel like it’s trying to do a little too much, but I like the name and I like the concept. It feels like a contemporary elemental.
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@dabudder​ — Gerrard, Legacy Protector
It’s interesting to see white using the graveyard as a “keep this secret safe” kind of thing. I think. Man, that ability though... I can imagine this being pretty crazy broken in some capacity. Stacking a bunch of different legendary artifacts and big bombs or something... I don’t know, this card feels powerful and worrying but it probably isn’t broken. Small note: The card is just “Weatherlight” lol
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@dimestoretajic​ — Yar-Kul, the Maggot
I actually remember reading about Yargle way back in the Dominaria days. Man, wish I could have afforded more Magic back then... Anyway. I personally find the “card within a card” concept pretty fun. There’s nothing really objectively wrong with this card. If I had to find a criticism, it feels minorly clunky that one legend is a search while one is just a sacrifice. Comparing that to that Reef Worm thing from the Commander set, it’s just a little iffy. But it fulfills the contest and I like it.
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@ezurad​ — Mad Cultist
Looks like you forgot to change the name in that activated ability there? Always always proofread. Conceptually, I think I like this card. For a common, I would have added reminder text to the Madness instead of adding flavor text, as cool as the flavor is. Interesting take on an “any number of X” ability. This card also needs a shuffle clause after the search, FYI. Not a bad entry!
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@fractured-infinity​ — Hunter’s Prey
I don’t know enough about the Ikoria storyline, and that’s on me. Regardless, I get it, and it’s a fine enough tutor even if it is pretty easy to abuse. It’s a unique take on the tutor, and it’s a cool flavor to set out prey to summon your Snapdax. Two wording criticisms: One, the name doesn’t need to be in quotes; and Two, the shuffle clause can be added to the previous sentence e.g. “When ~ dies, its owner may search their library for a card named Snapdax, Apex of the Hunt, put it onto the battlefield, then shuffle their library.” Minor things, no biggie.
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Genex-P — Herald of the Night
We’re going WAY back. I had to search this card because I was actually totally unfamiliar by name alone. I really like that! And holy crap, I didn’t know that Nightstalker was a real creature type. I do wish that the tokens contributed to the search, though. It feels weird that the first ability still requires you to have a different Nightstalker to activate it. Still, neat idea, pretty fun, and a great old callback with modern updates. Amazing flavor text, too.
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@gollumni​ — Incarnation of Aclazotz
And I’m also not super familiar with Ixalan story, either, but that doesn’t mean this card isn’t cool. It’s complex, and it’s a little confusing to take things and turn them about, but the card itself plays well. I would really have liked for that token to have indestructible, personally, but that would have been a little too powerful for five mana. Still, cool concept, and an interesting “land tutor” in black.
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@greensunzenith​ — Meroe Revane
Flavorfully, I think this card is really cool, even if I’m not positive that it makes sense considering... Would Nissa’s mom be on Zendikar where all this takes place? IDK. Anyway, mechanically, the fact that you have to have to have both the cards to do anything is a big ask. Nissa Revane, the card, was pretty egregious for asking to have that card itself. But yeah, I’m not the biggest fan of this card’s mechanics. Still a fun card conceptually.
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@gus-goose — Herald of the Hunt
Another Snapdax stan? Did Snapdax become the ultimate Ikoria stan when I wasn’t looking? Anyway. I think that the combination of cards is a flavorful way to express devotion to Snapdax and I like how you included the mutate clause. I’m not a fan of how the ability works mechanically. Building around this card is pretty moot, because the setup feel like too much when you could just get Snapdax itself. Were there enough of those in Ikoria? There were a lot of creatures there... I don’t know, this card just feels like too much work.
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@haru-n-harkel​ — Moonrise Dragster
I like the concept of searching for a flavorful aura like Caught in the Brights. It’s a fun and interesting way of tutoring for control cards. There’s a lot about this card that I’m not sure I understand. Why such a high crew cost? The mana cost to P/T ratio feels all out of whack. I’m also not sure why there’s the “doesn’t untap” clause. Is it flavorful? Is it a mechanical addition? I just don’t “get” a lot of this card’s decisions. Power-level wise, getting the aura from your graveyard is too much. It’s not a weak enchantment. 
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@i-am-the-one-who-wololoes​ — Devotee’s Squire
It’s a cute idea, I think. A little bit underwhelming to search for a card to search for a card. I’m not sure why this card mechanically exists. Flavorfully, this also takes place on Theros, Greek mythology, which as far as I know doesn’t have knights or squires.
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@ignorantturtlegaming​ — Whirling Waves
This card is...powerful. I think the first ability is crazy, but fine. Second ability is insanely overpowered in limited. Third ability is holy cow powerful, assuming you mean “X on each” and not “X distributed.” Conceptually, I like this card a lot and I think that it’s a cool summon. In practical terms, the power level needs significant tweaking.
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@karkatvantasticvantas​ — The Second Scourge
Interesting! “Tapped and crewing” is a fantastic little tweak with a flavorful idea behind it that I fully support. Seven mana for that cost, though, is... It feels like a little much, but it probably isn’t? I would have made this card colorless, honestly. I don’t think the Grixis colors are really useful here. “Menace” should be lowercase. This is a unique card, and I think I like it. Probably should be a rare.
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@koth-of-the-hammerpants — Krajling Incubator
“Egg Ooze.” Love it. Great flavor text and a pretty fun card that’s very Simic. Two small notes: “Remove” should be capitalized, and the card needs a shuffle clause. Aside from that, I think that this card is a pretty fun uncommon. I wish there was a way that it could put counters on creatures.
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@misterstingyjack​ — End Times Proselytizer
Thirteen colorless nonland permanents is a LOT. Even if you get something crazy off that first trigger, getting up there is a lot. Thirteen creatures would be enough, honestly. If you would have an easier time casting Emrakul by herself than using this card, then things might be a little too crazy. Also, why doesn’t the first ability just say “for each non-Eldrazi creature that died this turn”? I think this is a cool card, but it’s just not as good as the creature you’re searching for. I do love how you cast it from outside the game.
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@ozthearistocrat​ — Oketra’s Blade
It’s a concept that I appreciate for sure. Getting a creature at different points in the story feels like a Time Spiral-esque idea. Honestly, though, I’m not a fan of the mechanics here. There are two different sets for a reason, and the spirit of the contest is a little different than that. Still, not a bad idea. FYI, I would really look into getting your MSE set up with fonts, because this card is REALLY hard to read.
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@real-aspen-hours​ — Oracle of Oracle of Mul Daya
10/10. In all seriousness, keep this in a file for something that can let you play land and Shaman cards from the top of your library or something. Not a bad concept. I am laughing at the name, though.
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@reaperfromtheabyss​ — Terrible Flamespeaker
Once more, the name of the card doesn’t need to be in quotes. As for the card’s mechanics, this one is interesting. I like how it encourages mono-red shenanigans. It’s a powerful on-curve card by itself which is pretty cool. I like how it tells the story of a world more than it does of a legendary creature, even if it is a rare searching for a rare, which feels... IDK, a little off with the nature of this contest. There’s nothing objectively wrong with this card besides the quotes, though, so call it a success.
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@shakeszx — Beast Blessed Sword
Was there something about the Eldraine story that I missed? When was there a sword involved? Why isn’t there a hyphen to make it “Beast-Blessed” - unless it’s a different meaning? I’m a little confused. Regardless, the card itself I like. It’s recursion for Kenrith, which is a pain in the ass, but it’s a fun card regardless, I think. Having played against Kenrith, I’m not the biggest fan, but I know he’s fun to play, so I can’t complain.
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@shandylamb​ — Scrap // Salvage
Okay. Straight-up, this card is doing too much. If this was on an actual Aftermath card, it would be packed to the gills and be practically unreadable. Scrap is probably the best side, even though it should say “put it onto the battlefield” and just “sacrifice an artifact” since you can only sacrifice permanents you control anyway. Salvage is just... I don’t know, I don’t get it. It requires both a legendary permanent and a target for it, and it doesn’t feel like a legendary event. The thing about “legendary” instants and sorceries was that they had a creature or planeswalker attached to them that made them feel epic. This card just doesn’t have that. I feel like you put too many ideas into too small a space.
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@sigiledpaladin​ — Alarm of the Tenth
Why does this card search your graveyard too? That’s one hair in an otherwise fine cupcake of a card. It’s just a bit of a shame that it doesn’t “do” anything when it first comes out. Also, the second sentence should be “This ability costs (4) less to activate if [etc].” It’s a fine tutor, just a little underwhelming.
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@snugz​ — Sliver Hivecaller
Would you believe that I actually love this card? Would you also believe that, in my opinion, this card would have been a winner......... if it wasn’t a Sliver? With the exception of the old legendary Slivers, all Slivers should inform other Slivers. And, well, this card doesn’t feel like a sliver. I love it, I really do. But it’s just not Sliver-y. I know that’s useless and boring commentary, but man, trust me, this card is great. Just make it, like, a Human Shaman or something? Ooh, or a mutant.
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@starch255​ — Oracle of Ancestry
This card would break eternal formats. Tutoring for Ancestral Recall and Brainstorm is... Wow. I don’t know, I might just be paranoid, but “tutor for some of the most powerful draw and thinning in Magic’s history” is something to be paranoid about, right? I’m not going crazy? Considering the wide range of formats and places that these cards come from, it’s not out of the question to assume that that was the intention of the card. Not sure how I feel about that.
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@yesimnotrealanymore — Rise of Emrakul
The good: It’s certainly flavorful. The criticism:
3BBBB is way too costly, and color-heavy.
You don’t necessarily need “a” in that first ability. Just “Create Cryptolith”
Second ability should be two sentences. “Its,” not “it’s”
“Destroy up to four target creatures. For each creature destroyed this way, its controller creates a colorless 3/2 Eldrazi creature token.”
The Roman numeral for four is “IV.”
In order for that last ability to work, Emrakul would need three time counters on it and then gain vanishing. Additionally, we need to suspend our disbelief that both sagas and vanishing exist in the same set as Eldritch Moon.
~
Thank you all for your entries! A new legendary contest starts tomorrow.
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inventors-fair · 5 years
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Legend/Spell Commentary pt. 1
@arashisann - Eshu of the Crossroads / Peace, Aspect of Oshum
In Limited, the ability to deal seven damage is a little crazy, but the cost is fairly balanced (more or less). I think there are ways to get infinite life but that’s three-color multi-mana shenanigans. For Eshu’s wording: “Pay 7 life: Eshu deals 7 damage, divided as you choose, among any number of target creatures. Each creature dealt damage this way gains haste until end of turn and can’t block this turn.” For Peace, considering that she isn’t legendary, that triggered ability is insane. (Also, what color are the Birds?) What does the game define as “an effect?” We know it’s grokable, but I don’t think Magic is ready for that wording yet; it’s too vague with how the rules are set up. What if she blocks, and then on turn three you get an indestructible God that can blow up anything as long as you’re ahead? I feel that that’s not balanced. Regarding flavor? I don’t understand at all.
@dim3trodon - The Unshackled Abomination / Blessed Shackles
On the one hand, I really don’t like how narrow Blessed Shackles is. On the other hand, I love how the controller of the shackles can throw it onto the abomination. Back to the first hand, this is a difficult-ish-to-remove six-damage-per-turn clock, not counting combat damage. Back to the SECOND hand, man, this flavor is amazing. Maybe if the Shackles sacrificed? Repeatable damage has to be somewhat restrained, especially on artifacts.
@emmypupcake - Slagfury, Magma Shaper / Immense Eruption
Slagfury is pretty awesome! Regarding Immense Eruption, I think the wording is: “Immense Eruption deals 4 damage to each nonred creature. Whenever a creature dealt damage this way dies this turn, if you control a creature named Slagfury, Magma Shaper, create a 2/2 red Elemental creature token.” Other than that, this card combo seems fine for mono-red folks. Hm, Immense Eruption should probably be a sorcery, though. A little too aggressive as a four-mana instant. Six mana, keep the instant, perhaps?
@i-am-the-one-who-wololoes - Ardeam, Flame Aglow / Phoenix Rebirth
Ardeam as a card by itself is fine, and looking at Phoenix Rebirth, I’m a little disappointed to see that Ardeam doesn’t have phoenix tribal attached. I understand the phoenix connection, and I’d love to see more of that in Magic. The minor disconnect mechanically isn’t a dealbreaker? I’d just like to see how the Rebirth helps Ardeam, rather than just the board itself. What does Ardeam do to help your phoenixes?
@illharg-the-rave-boar - Atarka, Tarkir’s End / Atarka’s Hunger
I had to read the flavor text to understand exactly what was happening here, but it makes sense. Okay! As for the cards, Atarka herself feels like a bit of a “winmore” card, but she’s mechanically fine, I suppose. I don’t think she needs that middle ability at all to be just as impressive. Windmill slam and all that. Atarka’s Hunger doesn’t feel like a good rare to me - just disappointing as an effect. It would be a fine uncommon. And like, I know that the flavor text explains the story? But it makes these cards really hard to read when it’s already squishing three text-blocks on one card.
@johnny-emm - The Infinite Slime / Ooze Feast
The Infinite Slime is infinitely fine. Considering how easy it is to kill, though, for a combat-centric card (as in, you want it to stick around and attack and whatnot), it doesn’t feel strong enough for mythic status, especially because you have to wait a full turn to get a copy. Ooze Feast is fine. For its cost, I think that it’s an okay rare? I’d like to see a small bonus attached because of its generally low power level compared to what other similar rares do. It’s barely above Bramblecrush and most of the time won’t do anything MORE than Bramblecrush.
@mistershinyobject - Melek, Living Lightning / Weird Trapper
I’m not sure if UR gets first strike together, especially with a four-power body like that. Regarding that second ability, having one chunk of text with two separate and random targets PLUS the ability to change those targets is making my stomach churn. This card is a rules nightmare. Grokable, certainly, but a rules nightmare. The ability to have things fizzle at certain points and/or not fizzle and then change the outcome of a second ability is just so, so hard. And I mean, if you don’t get the targets you want, Melek basically can do “At the beginning of combat, pay 2u/ru/r to bolt anything and draw a card.” Regarding Weird Trapper, it’s a narrow common that punishes someone for playing a cool card, for no other reason than to punish that player. I’m just not a fan.
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