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 Post subject: Re: The Card Clinic
PostPosted: Wed Oct 11, 2017 2:29 pm 
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Bound to Slither
Enchantment
Creatures with hexproof or deathtouch lose all abilities and are green Snakes with base power and toughness 1/1.
Those who act like snakes are doomed to live as snakes.

My question: Does this work as worded? or would it need to be like

Bound to Slither
Enchantment
Creatures with hexproof or deathtouch lose all other abilities and are green Snakes with base power and toughness 1/1.
Those who act like snakes are doomed to live as snakes.

Ignore the goofy name, I thought it'd make for a cute placeholder since I couldn't come up with a name.


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 Post subject: Re: The Card Clinic
PostPosted: Wed Oct 11, 2017 11:10 pm 
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Could be an at the upkeep trigger.


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 Post subject: Re: The Card Clinic
PostPosted: Thu Oct 12, 2017 1:23 am 
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Could be an at the upkeep trigger.


Definitely a possibility if the current wording isn't rule-worthy. Thanks!


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 Post subject: Re: The Card Clinic
PostPosted: Fri Oct 13, 2017 1:00 am 
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Phantom Dragon

Creature - Dragon Spirit

Flying, Double Strike

If damage would be dealt to Phantom Dragon, prevent that damage and put an apparition counter on Phantom Dragon. When Phantom Dragon has six apparition counters on it, sacrifice it.

4/4

BTW, yes I know they normally have 1/1 counters. I'm just trying something different. What do you guys think balance and word wise etc?


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 Post subject: Re: The Card Clinic
PostPosted: Fri Oct 13, 2017 4:09 am 
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Why :g::w: and not :r::w: or :g::r:? Apart from that, I think it's a bit on the strong side: very few flying creatures can survive 8 combat damage, so either you use a hard removal (red gets basically shafted) or you have to let a lot of flying creatures die. Six counters make that ability more a buff than a penalty unless the opponent has very specific cards like Bitterblossom or a flying creature that is either massive or has indestructible/regeneration/damage prevention. A starting point could be lowering the counter cap to, say, four? Maybe someone else has more definite suggestions.

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 Post subject: Re: The Card Clinic
PostPosted: Fri Oct 13, 2017 8:34 am 
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At one more than Phantom Nishoba for three less toughness this seems fine to me actually. I just dislike the disconnect of not using +1/+1 counters


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 Post subject: Re: The Card Clinic
PostPosted: Fri Oct 13, 2017 10:03 am 
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At one more than Phantom Nishoba for three less toughness this seems fine to me actually. I just dislike the disconnect of not using +1/+1 counters

I must have misread the cost, I could swear it was :4::g::w:... :blush:

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 Post subject: Re: The Card Clinic
PostPosted: Fri Oct 13, 2017 11:23 am 
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Longstanding Growth :g:
Enchantment - Aura
Enchant creature with toughness 4 or greater.
Enchanted creature gets +3/+3.

Rules question: If I attach this to a 2/1 that was hit with Giant Growth, would this card stick at the end of the turn?


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 Post subject: Re: The Card Clinic
PostPosted: Fri Oct 13, 2017 11:57 am 
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Yes because it'll still have toughness 4. If it is hit with so much as a Skulduggery though it'd fall off.


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 Post subject: Re: The Card Clinic
PostPosted: Thu Oct 26, 2017 5:15 pm 
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What's the best way to template the following?

[static ability]. At the beginning of your upkeep, [this permanent] loses this ability unless you pay [cost].


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 Post subject: Re: The Card Clinic
PostPosted: Thu Nov 02, 2017 7:17 pm 
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What's the best way to template the following?

[static ability]. At the beginning of your upkeep, [this permanent] loses this ability unless you pay [cost].

I might actually go with Aura tokens with Echo [cost].


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 Post subject: Re: The Card Clinic
PostPosted: Wed Nov 08, 2017 11:10 am 
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Is this uncommon or rare?

Akroan Warsinger
Creature — Human Warrior
Battle scars (This creature takes damage in the form of +1/-1 counters.)
As long as Akroan Warsinger has a counter on it, it has first strike.
3/3

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 Post subject: Re: The Card Clinic
PostPosted: Wed Nov 08, 2017 11:20 am 
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I would say uncommon. If it survives the first combat, it becomes pretty hard to deal with in combat, but it doesn't have the extra push you typically see in rares.

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 Post subject: Re: The Card Clinic
PostPosted: Thu Dec 21, 2017 11:49 pm 
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I need help. For one reason or another, I wanted to make a mirror to a finisher card.

image (very large btw)


It needs to resurrect itself, and instead of being in it's , and has the same converted mana cost of 6. I am having problems trying to get some evocative way to mirror the original card's versatility but ultimate weakness of being slow to get out.


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 Post subject: Re: The Card Clinic
PostPosted: Mon Jun 25, 2018 10:37 pm 
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My annual resurgence in interest in making cards is back. Looking for help on the black mechanic I'm working on, Pact

Pact - You may cast this card from your graveyard or hand for its pact cost instead of its mana cost.

Example Card
Creature - Demon
Pact Lose 5 life
If you made a pact with ~ , when ~ enters the battlefield each player discards a card.
1/1

I'm hoping to make sure the mechanic works, as there are likely things specified that I am unaware of to cast from graveyard, but referenced the Flashback mechanic as a guide. I'm also looking to find a better way to specify the cost that triggers the conditional action. I referenced Kicker but it seems a bit strange to have "kicked" as a term to emulate on this mechanic.

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 Post subject: Re: The Card Clinic
PostPosted: Tue Jun 26, 2018 4:46 pm 
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There is actually nothing at all weird about casting cards from the graveyard (or anywhere else). So long as the card explicitly says you can do that (Gravecrawler) or has an ability that specifies the same thing (Flashback, Aftermath), there's no other niceties to worry about.

Two minor templating things: (1) Costs are things you pay, so "Pact Pay 5 life" would be the proper wording there; (2) the wording of the trigger is actually fine, but secondary ("if") trigger conditions go between a primary ("when"/"whenever"/"at") trigger condition and the effect. So
Quote:
When ~ enters the battlefield, if you made a pact with ~ [less flavorful alternative: "if its pact cost was paid"], each player discards a card.

One gameplay note: do you want people to be able to cast this repeatedly from out of their graveyard? Right now every time it dies, they can just immediately recast it. If you want to avoid that, add a new ability:
Quote:
If ~ would die, exile it instead.

or just throw that into the definition of Pact.

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 Post subject: Re: The Card Clinic
PostPosted: Tue Jun 26, 2018 8:31 pm 
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astarael7 wrote:
There is actually nothing at all weird about casting cards from the graveyard (or anywhere else). So long as the card explicitly says you can do that (Gravecrawler) or has an ability that specifies the same thing (Flashback, Aftermath), there's no other niceties to worry about.

Two minor templating things: (1) Costs are things you pay, so "Pact Pay 5 life" would be the proper wording there; (2) the wording of the trigger is actually fine, but secondary ("if") trigger conditions go between a primary ("when"/"whenever"/"at") trigger condition and the effect. So
Quote:
When ~ enters the battlefield, if you made a pact with ~ [less flavorful alternative: "if its pact cost was paid"], each player discards a card.

One gameplay note: do you want people to be able to cast this repeatedly from out of their graveyard? Right now every time it dies, they can just immediately recast it. If you want to avoid that, add a new ability:
Quote:
If ~ would die, exile it instead.

or just throw that into the definition of Pact.


Cool. Thank you for the templating feedback. Yes the intent is to have things be playable repeatedly for now though not all things being as easy as dropping 5 life though. :)

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 Post subject: Re: The Card Clinic
PostPosted: Wed Jul 11, 2018 5:19 am 
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Trap Soul
Enchantment (U)
When Trap Soul enters the battlefield, put a repository counter on target creature. Then, exile target creature until there are no repository counters on the battlefield.
Your brother's soul is trapped within the body of another.

I need help with the wording. I want the creature to still come back if Trap Soul dies before the creature does.

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 Post subject: Re: The Card Clinic
PostPosted: Mon Jul 16, 2018 4:48 pm 
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Trap Soul
Enchantment (U)
When Trap Soul enters the battlefield, put a repository counter on target creature. Then, exile target creature until there are no repository counters on the battlefield.
Your brother's soul is trapped within the body of another.

I need help with the wording. I want the creature to still come back if Trap Soul dies before the creature does.

this might work better as an aura

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 Post subject: Re: The Card Clinic
PostPosted: Mon Jul 16, 2018 4:59 pm 
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Trap Soul
Enchantment (U)
When Trap Soul enters the battlefield, put a repository counter on target creature. Then, exile target creature until there are no repository counters on the battlefield.
Your brother's soul is trapped within the body of another.

I need help with the wording. I want the creature to still come back if Trap Soul dies before the creature does.

Quote:
When ~ enters the battlefield, choose two target creatures. Put a repository counter on one of the creatures. Exile the other creature until the first creature leaves the battlefield.
The counter is not strictly necessary, but I liked it as a memory aid. Regardless, because the effect doesn't reference Trap Soul in its ending condition, it will reverse only and exactly when the referenced creature leaves the battlefield whether Trap Soul is there or not.

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