I think timestream accelerator is accelerating the life of the creature, aging them super quickly, hence why they "die of age counters" in a few turns.
While it makes it more susceptible to getting countered unlike the storm variant, I think making the text "Draw a card for each spell your opponents cast this turn" at 2U would have kinda fixed the problems brought up about the "better divination." Many times in 1v1 magic, this is going to be worse divination because it simply doesn't just become Divination at one spell cast. but in a multiplayer format, this could still be a major draw spell due to stack wars.
@@ebbandfloatzel i was trying to make an intersting design, it doesn't matter to me that it's not a good 1v1 card (i mostly thought of it for commander anyway)
Glad to see you there Yoonns. I like the design, and yeah, even if it’s pretty weak, it could be great in commander. Like the idea to see your opponent combo, wait a bit, play it to draw a lot and search your answer to the combo that way
My suggestion for "make the checkmate harder to set up and more flavorful" - isn't "being the Monarch" a pre-existing mechanic? If so, to use the Pawn/Queen you would have to build a deck such that you could make your opponent the Monarch (i.e. the king) and change the Queen's text to "When this creature deals damage to a player, if that player is the Monarch, they lose the game"? XD
This can be added to the pawn as well. "You can't become the Monarch. When this creature attacks a player, they become the Monarch." "When this creature deals damage to a player, if that player is the Monarch, put a step counter on this creature. Then, if it has 5 or more counters on it, exile it and return it to the battlefield transformed"
For the "pawn to queen" card, you could just make it level up. Pay some mana into the 'pawn', maybe call the level up mechanic "traverse the board" instead or something, some number of times, and then it becomes the "queen" at max 'level'.
Pushing a pawn forward usually means an expenditure of resources (in chess's case, a move), to make it a growing threat . So start it off as a 1 Black 1/1 with Tap, 1 Black - add a +1/+1 counter on this creature. If this would be the 4th +1/+1 counter placed on this creature, transform Pawn. And in regards of the Queen, it'd be, appropriately, a 5/5, with something like When this creature deals combat damage, add a Check Emblem to target player with "If you control 3 or more Check Emblems, you lose the game." Super slow, but it would be super satisfying to pull off.
That's exactly what I was thinking. Also the Checkmate condition could be about the king not being able to move, so there must be a minimum of 3-5 creatures on the board, maybe even untapped, to achieve checkmate. I think if you want to go the attack 5 times route the pawn should at least have some evasion, for instance skulk.
Actually, there is a magic card that works similarly to Xero, Failed Lich: B.O.B. (Bevy of Beebles). It says "the loyalty of Bob is equal to the number of beebles you control (Create or sacrifice a beeble whenever it gains or loses loyalty.)" It's a silver-bordered card so the rules are a bit wonky but they actually made rules for the card.
@@GreenMonkeySam@GreenMonkeySam Wouldn't losing a creature immediately cause Xero to go infinite and just die? Let's say 10 creatures are on the battlefield, Xero ETB 10 Loyalty, A creature dies, she goes to 9, because she lost a loyalty a creature needs to sacrificed, another creature left so she drops to 8, and so on.
23:33 Shrödingers box having hideaway I think is very flavourful. Just because we usually see a mechanic used in a cycle doesn't mean it can't be changed. Also, there are 2 cards with Hideaway that aren't part of any cycles. Smugglers Buggy from the New Capenna Commander decks and the blue 2-mana wizard from Modern Horizons 1.
For Awaited Arrival, what if it transformed instead of saccing? Cast what you wanted to cast, then it flips into some aide/lieutenant/bodyguard to the card you wanted to cast, since it telegraphs what that card is. Maybe a 2/2 vigilance that draws on etb or something (instead of the sac/draw), so it can always defend the walker etc.
imo it's already broken. Imagine it being at 1 mana and you play turn1 awaited arrival, turn 2 awaited arrival. Turn 3 would be a big 6 mana planeswalker / creature and you draw 2 cards. That's game winning in a lot of cases.
The last stand makes sense as mono-red because its a legendary sorcery and has more opportunity to flex the color pie and its really an iconic plot-point card. Edit: also looking at the original card, which was a 4/4, I think the +4/+4 is in homage to Mr. Minotaur's stats....maybe change the mana cost?
There was a 4-mana Gruul C19 Tahngarth, but I take your point. I don't think the card would be broken at 3 mana, either for 1RR or 1RG, since at absolute best it's either a big pump with a fight attached (two mediocre-at-best mechanics), or a way to wipe multiple small creatures, but even then you have to have a legendary creature, and could very well lose it in the process.
@@bekeleven It's so that you can't have a legendary creature (and probably a fighty one for you to use this on it) and then target some random chump next to it with this. Removing legendary sorcery could work, but there is little cost to it, while there are mechanical and lore benefits to it.
I think Awaited Arrival is a cool card. It feels like it blurs the colorpie a fair amount, but if it is a high profile Rare, I couls see it working well as a riff on both that old Azorius mechanic that revealed your cards for benefits (letting people know your plans), as well as an opposite of the Elite Spellbinder effect: instead of causing one of their cards to cost more, you make one of yours cheaper. I could see it also gaining 1 life per Waiting Counter on it as well - amplifying the benefit of having to wait a long time, just like how much relief you feel when the one you're waiting for *finally* arrives.
@@silphonym to be fair, it does shift the response window rather than remove it - you can remove the Arrival and still be able to respond, and frankly be even more prepared because you know it's coming.
Glad you liked the card! Some additional design notes: I wanted to make a card designed for commander that works both "face-up" if you play it on a big stompy creature, or as a really mean finisher when combined with deathtouch + an indestructible/protection effect. However, there are no legendary creatures in RG that have deathtouch, so the RG color identity means you have to put in a bit of extra work to get there. Also, if you want to save your creature, you could target one of your opponents' creatures that has high toughness or indestructible so that your creature stops fighting. I like that Thoralf caught the reference to the old Tahngarth card with the fight effect. iirc we don't get to see Tahngarth die in the story, but if Tahngarth did die I imagine he would go down swinging.
It's such a fun card XD Definitely the winner here if this was a contest haha - I love gruul fight stuff, so I actually disagree with the boys about making it mono-red (though I can see why they said so), and the +X/+X (whatever it would end up being) is so green as well. Nice work!
I loved it, but I think perhaps it should guarantee the creature it's used on dies, so that it's truly a last stand (and to make sure you can't hit face with it). Something like adding "if it doesn't, sacrifice it" to the end of the text added to the creature, so that he always dies alongside killing the last (targetable) enemy creature.
The wording really throws me off, specifically the final sentence. Does the opponents creature that survived your attack, attack another creature you don't control, or does your buffed up creature attack again? If it's the former then how does it make sense flavor wise?
@@mikechartofilis the text in quotes is the ability given to the creature. In the quoted text, "this creature" refers to your creature, the one that gets the buff. In the sentence after the quoted text ends, "that creature" also refers to your creature. That's probably where a lot of the confusion comes in. Basically your creature gets +4/+4, then it fights an opposing creature. If the opposing creature dies, your creature fights another opposing creature. Repeat until your creature dies, you fight something but don't kill it, or there are no more opposing creatures left.
The Queen card is interesting because it doesn't win on damage, only if it can't be blocked. Even if you can block, you don't have too. Which they didn't touch on, but makes it not as strong as phage.
Yeah they got caught up on damage and ignored that it's about not being able to block. I would've just changed power and toughness to 3 and make the haste feature more conditional.
One thing you overlooked with Awaited Arrival - What if your opponent is playing the card you name? It says "Spells with the chosen name cost 1 less to cast for each wait counter..." So your opponent could take advantage of the discount.
That is really funny. Gandalf: We await the arrival of Saruman. The white wizard will help. enemy drops Saruman. Saruman: Here I am. Saruman. Of many colors! Gandalf: :O
I don't think it's a good design. First of all at 2 mana it's weak. You need more than 2 turns to break even so only useful with spells of at least 3 colorless, just not very great. At 1 mana it's a tad strong though. It's basically a single use mana dork that's way harder to interact with and ramping to a 5 mana walker turn 3 or 7 mana creature turn 4 seems too much. Fundamentally I think the card has a flaw that you name a card but the opponent might not know the card. But they kind of need to know it to play around it. So you get questions like "what does card X do" but you might not even hold it. I would make the card 1 mana but give it hideaway 5 and let you cast the hidden card with the discount. You know a creature or walker will be coming but you don't know which and its slightly less powerful but good at 1 mana I think.
Ive got a fix for the pawn. Its a Battle called the chessboard. When it enters make a pawn token. When the Battle loses all its counters, you transform it into the queen, but when you cast the queen you have to sacrifice a creature token.
8:49 I’m pretty sure it’s the creatures that are being accelerated. It’s just not in this case, the comunitive upkeep respents rapid aging. Think like 1 second equal one day , then next turn one day equal 1 second equal 1 year, and then this process keeps on repeating itself, until they die of old age.
I could also definitely see the pawn and queen card being printed with some minor adjustments in an Eldraine set as a magically animated chess piece. Or maybe an artifact that makes chess piece tokens. A very Eldraine-y design 19:10
Ayako is almost assuredly someone's personal Circle of the Wildfire Druid and Natsu is their Wildfire Spirit. The abilities are all pretty good mirrors for Circle of the Wildfire's actual abilities.
I think you'd want to be careful making Tahngarth's Last Stand too big, because if the creature survives its rampage you'll be double-dipping on the buff, both wiping the opponent's board and hitting their face for massive damage.
I think that’s okay too in a sense. A titanic growth followed by this gets the same effect and there’s lots of ways to pump creatures in green (or in general get huge dudes that can easily fight the whole board). But if you do that, it’s kind of a “call the ambulance, but not for me” game-ending moment which I think also fits into the flavor of a last stand well enough.
I see the problem with first strike creatures as that becomes simply a full one sided boardwipe at 4 mana and at +4/+4 you don't need a big creature to set that up. In standard there are 2 legendary 3 drops, a 4 and a 5 drop with red or red/green with first strike and stuff like haste or flying (plus of course the new favourite mono red agro spell that gives a monster role at 1 mana)
Maybe awaited arrival could transform as soon as you cast the named spell into another entchantment called something like "welcome celebrations" that gives you maybe an extra card drawn or a food token each of your turns for as long as you control the named card.
The Graveyard Gargoyle really should have had flying or a means to get a flying counter. Tahngarth's Last Stand is insane with the old phantom creatures like Phantom Centaur.
It has to target a legendary permanent, so there's only a couple options. Jared Cartalion, True Heir, Pulukronos, Unchained, Sekki, Seasons Guide, and Kharn the Betrayer are all possibilities for some busted stuff.
@@FuryfulFawful That's true. Not a lot of ways, but there are a few options. Seems like a pretty convoluted combo already, but, that's what I live for, so more power to you.
Some of these were really awesome. Learn From Your Enemy I could see being a real card. maybe from stixhaven. Timestream Accelerator is just all around awesome. love the art and what the card does. Pawn has haste because it is doing "en passant" hence the opponents tapped creature that it is passing. maybe it should need some counters before it flips since it is a bit hasty to turn the pawn into a Q in one turn. Awaited Arrival really nailed it. definitely needs to cost 2. at 1 it would be OP Tahngrath's Last Stand could pump based on number of opponents, so that it scales up when used in multi?
I would love if this became a weekly series, this is awesome! It would also be cool if down the road there was a gameplay video somehow playing with the custom cards reviewed so far.
I'm always sad because I somehow always miss the deadline by like a day or two, and I have a file with card designs from like the last 5 years. Sometimes I scroll back and wonder what in the world I was thinking lol.
I love the idea of a Pawn Card. And it dosnt need to be a UN-set card. It could be in a set like wilds of eldraine. I would fix it by making it cost 1 black mana, artifact creature, 1/1, NO haste, it cant attack unless defending player controls untaped creature, if it inflicts combat damage -> transform into 2/2 queen, artifact creature, if it inflicts combat damadge to a player, that player loses the game. Queen could have vigilance and have the same clause that she can't attack unless defending player controls a untapped creature. This way you have to use other cards to set up "checkmate" like rogues passage or some sorceries or instants. Making it a Non-legendary artifact creature makes it so you can have multiple chess pieces on board. I would even make it have a line "tour deck can have up to 8 cards named pawn" Maybe even make them two separate cards and make pawn "if this creature deals combat damage to a player, sacrifice it and bring Queen from graveyard/outside the game into play/hand" But even then it costing 1 or 2 mana, its still better than frodo for who you need to be tempted 4 times and sink a bunch of mana to get the win con
Hey! Pawn//The Queen is my card! This was awesome to see discussed and love all the comments so far. ❤ Toralf was right about why it has haste (2 moves 1st turn)... can only attack is opponent has a tapped creature was supposed to represent a diagonal attack. I thought that plus it being a 1/1 would make it hard enough to tranform. I don't even remember why i made it (it was a couple years ago) I thought the queen not being able to be blocked was flavorful (a checkmate doesnt need to take out the king to win the game, just has to be able to show it can get there) and also harder to get to then just dealing damage (maybe.) Would definitely do it differently now but I'll leave that up to everyone’s imaginations. P.S. Love Brian's King version of the drawing! 👑
I think basically all the problems (except color) with Tahngarth's Last Stand can be solved by removing "you don't control" from it. It's a bit of a flavour loss, I agree, but the point is that, if the creature beats everything on the board, it will eventually have to fight itself, and it's very unlikely to survive that. (A creature that fights itself deals damage to itself equal to twice its power.)
Thanks for doing these! It's always fun to look at other people's designs, even when yours don't get picked. I've still got a mixture of super clean cards that I'm surprised don't exist yet & rather dubious, but spicy ones for the next time you do this.
Joist Knight looks like "please let combat trick tribal be a real deck" the card. It wants you to cast those 1R and 1W cards for hlf the cost to beef up the knight, but I agree it doesn't really work
35:18 Maybe from a balance perspective it would be better to make the card more powerful with like +6/+6, BUT this is clearly a flavorful throwback card, and the original Tahngarth is a 4/4, so it makes sense that like your Legend is channeling the spirit of Tahngarth and fighting every enemy in sight.
Timestream accelerator is a great card, imagine a commander game where your opponent has 30 token creatures, you aren't wiping them, they can still keep them or block with them until their turn but they are going to have 0 mana and basically a board wipe every turn. Someone with just their commander out (so likely behind) is going to have a small set back. It's a great way to level the battlefield without razing it all.
My 2 cents for the Pawn/Queen card: Have the Pawn only be able to attack if the opponent has a tapped board. If you want to make it to the "end of the board" and get your 5 counters, you wouldn't ever want to advance your piece into a dangerous boardstate. Then, it can flip with a triggered ability to become Queen.
Xero's drawback is it can get attacked to reduce it's owner's number of creatures, for example a simple Lightning Bolt at Xero could potentially take out three 15/15s due to Xero's effects which does somewhat justify Xero's cost (should still be 4 mana though). Or maybe the opponent responsible for the loyalty loss gets to choose the creature, creating enough risk to justify the 1 mana cost. Also I would've had the abilities reduce loyalty counters to create some cool play with sacrificing your own creatures for effects such as life gain and creating mana which'd fit the lich theme better imo
I think timestream accelerator was miss judged. I think the idea is that you only play that creature and it slows down your aggro opponents who now have to pay to keep their creatures, giving you time to turn the corner and take over with a slower game plan.
I have one criticism about the flavor of Graveyard Gargoyle. This might just be me, but I generally think of gargoyles as being protective in some way. So the name Graveyard Gargoyle seems to imply that it would be protecting the graveyard from stuff. As it stands I think that the card would make more sense as like a grave robber or something
I imagine it's a gargoyle because it's a non-creature artifact that becomes a creature. A grave robber would not be an artifact. But I'm with you a bit. It seems weird that it doesn't fly since all gargoyles very clearly have wings, and why would a gargoyle care about removing things from graves? But that's probably why.
@@Starcrash6984Maybe a graverobber automaton? That's pretty flavourful and makes more sense. I'd rather see a gargoyle that says 'creatures in your graveyard cannot be the target of spells or abilities' and maybe something like 'Gargoyle has the keywords of all creatures in your graveyard' Remove 'your' graveyard to make it extra spicy and call it 'protective gargoyle'.
Ayako is a kind of mirror image of an existing card from NEO: Tatsunari, Toad Rider. He also creates a token if you don't have one whenever something happens, and that token has an ability triggering on additional instances of the same event. Tatsunari works with enchantments, Ayako does so with instants and sorceries. Also, Hideaway doesn't always appear in cycles: there is Watcher for Tomorrow.
I would have gone in a totally different direction for the Queen's ability. Something to capture the idea that a queen can easily move to threaten other pieces on the board, so something like: _Check_ - T: Choose target creature an opponent controls. Until your next turn, it gains "At the beginning of your end step, if this creature is untapped, sacrifice this creature." Activate this ability only any time you could cast a sorcery.
For the pawn/queen thing how about this: Queen's Pawn 1WB 2/2 Vigilance ETB you become the monarch. As long as you are the Monarch, Queen's Pawn has haste. When Queen's Pawn deals combat damage to the Monarch, flip Queen's Pawn. Backside: Queen of Crowns 6/5 Trample If Queen of Crowns deals combat damage to the Monarch, they lose the game.
10:00 - It me! Hahaha, yeah, all of your comments are the same that I received when I posted it on /r/custommagic. I have since improved the card, but I wanted to submit the original design because I thought it would be better for the video. The challenge was to design a 1-MV Planeswalker. The flavour is that she sparked trying to become a Lich. Thanks for featuring my card!
I think with the Queen card its if an opponent is UNABLE to block (not that they die from combat damage), so you do have to engineer a bit more of a complex board state (though attacking an empty board will still work the same).
@@Tristyn_Waterman Nope, because if you attack and the opponent _could_ have blocked, but didn't, they don't lose. It's like Equinox but somehow more cursed.
I think Joist Knight (Champion of the Lists?) maybe should have picked slices Provoke and Raid, as opposed to the whole keyword? If its abilities were: When Joist Knight attacks alone, it gains indestructible until end of turn. When Joist Knight attacks, add (1) to your mana pool. You may have target creature defending player controls block it if able.
For Tahngarth's Last Stand, that effect is very difficult to word in a sensible or shortened way. Maybe change the text given to the card to: "When a creature dies to this one, have this creature fight another target creature you don't control." I think something like that might work. Additionally, if the point really is as a last stand and you don't want it surviving after all the fighting, you could also add some text that says "this creature is exiled at the beginning of the next end step"
Timestream Accelerator accelerates the timestream. Creatures that normally live for a long time will grow old and die in what we perceive as a short amount of time. Makes sense to me. If you want it to work more evenly across the board, it gets a counter during your upkeep. In each player's upkeep, for each creature that player controls they pay X or sacrifice it. That sucks though because it basically turns off your ability to play creatures until he leaves the battlefield. At least the way it's written, you can play your powerful creature when TSA has 5 counters on it and be pretty confident that it won't be around for that many more turns, so you probably won't have to upkeep your new creature that much. However, I would add "When TSA leaves the battlefield, remove all age counters from all creatures." to clean up the board state. That also prevents the player from flickering TSA to remove its own counters while leaving everyone else's. I think to make Xero work as a PW it would a bit more wordy. You could have it ETB with counters equal to the number of creatures you control and increase or decrease when creature ETB and LTB, but what if you steal a creature from another player? What if another player steals a creature from you? What if another permanent you control becomes a creature? What if a creature you control stops being a creature? Do we add more lines of text to iron out those situations? How long until we have an undecipherable wall of text to make sure every case is covered? A clever idea, but a rules nightmare. Not worth the hassle, imo.
what about you give the queen unblockable except by the king and the king protection from everything except the queen? that way you prevent the players from removing the effect taking off the king and also gives the option to the defender player to just try too kill the queen or just take the damage... you can also modify the queen a little bit.. maybe ward 2 and a more menaceing power like 6/4?
For the pawn to queen, remove haste, make it cost 3 and a 2/2, make it after it attacks 5 times, transform it. For the queen, make it whenever it attacks create a 2/1 chess piece creature token, when it deals combat damage to a player and you control 4 or more chess piece creature tokens, they lose the game.
Pawn and Queen: We could change pawn 1/1 to "Haste. Whenever pawn attacks put a space counter on it. If it entered the battlefield this turn, put 2 on it instead. (Since pawns can move 2 the first turn) Whenever pawn has 6 or more space counters on it, promote it. (It takes pawn 6 spaces to reach the other end of the board in chess and then promote could be a key word for the set) I was also thinking maybe we could make pawn a 1/8 with the same text, but pawn takes damage in the form of -0/-1 counters, since you have 8 pawns in chess and they often die. Promote: A promoted creature has base power and toughness 4 and vigilance. Whenever a promoted creature attacks or blocks, choose one -Move Forward - This creature gets +3/+0 until end of turn. (Choose only if this creature attacked this turn? Maybe? But if promote is the whole point of the set, then maybe it's fine to able to choose this one when blocking also) -Move Diagonal Forward - This creature gets +2/+1 until end of turn. -Move Diagonal Backwards - This creature gets +1/+2 until end of turn. -Move Backwards - This creature gets +0/+3 until end of turn. (And like with the move forward mode, maybe we should be able to choose this when attacking, maybe not) That's my pawn fix and flavor for it. I was also thinking maybe promote could be something else entirely and be much more powerful than +x/+x modes, and we could have queen, bishop, rook, knight, pawn, and king tokens, like wicked role or monstrous tokens, with various +x/+x modes and other key words or abilities.
here are my thoughts on all 10 cards - Learn From the Enemy could cost {2}{U}{(PU)} - Joist Knight feels super awkward and Provoke is a bad keyword. this should also probably be a Pirate - Timestream Accelerator is bascially Tabernacle on a stick, which is terrifying - Xero, Failed Lich should enter with loyalty equal to the number of creatures you control - Ayako, the Cleansing Flame is a perfect replacement commander for Firesong and Sunspeaker - Pawn // The Queen is good flavor. Pawn could have Dash and the exile + transform clause - Schrödinger's Box is fetchable off Urza's Saga but isn't good in any Urza's Saga decks - Awaited Arrival is very weak, but has good flavor - Graveyard Gargoyle is really fun flavor and a great power level - Tahngarth's Last Stand has spectacular flavor and is a decent fight spell
Provoke is an exceptionally good mechanic actually. You can turn your creatures into sniping removal spells basically. The only reason you say this is because all of the cards with provoke we do have are on creatures from an era when they were bad. If we got critters with provoke in today's design era they'd end up being very very strong.
I maintain that cumulative upkeep is a good mechanic that has not been explored properly. Braids of Fire and Herald of Leshrac show such potential and I love Timestream Accelerator for showing another use for it.
Failed lich, 2 sentence fix. Failed lich's loyalty counters are equal to the number of creatures you control. If a loyalty counter would be removed from the failed lich sacrifice that many creatures instead. For abilities Make it like more mana at least 4? Loyalty abilities: -1 make 2 2/2 zombies, -1 each opponent sacrifices a creature. -13 each opponent sacrifices all their creatures, make 6.5 2/2 zombies?
I'm 100% sure the person who created "Joist Knight" meant Joust Knight... because joist means "a length of timber or steel supporting part of the structure of a building, typically arranged in parallel series to support a floor or ceiling." but jousting is what's depicted on the card. EDIT: also holy shit how did you guys make the pawn/queen card 50x worse than it was in your redesign talk? you made it go from a questionably designed card to straight up garbage you'd throw out after opening lol jeeze...
I made this card after being inspired by several other official designs turning powerful spells and permanents into Creatures, i.e. the "Magus of the ____" cycle, Deputy of Detention, Prime Speaker Vannifar etc. Wanderer of the Path - 1WW Creature - Human Scout Flash Exalted When Wanderer of the Path enters the battlefield, exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle their library. P/T 0/2
Awaited Arrival would be a pretty sweet card, especially in white that doesn't have the best card draw, or the same kind mana acceleration that other colors have access to while simultaneously having alot of expensive cards. For example look at basically any Angel costing 7 to just be a 3/3 or something.
To whomever made, Timestream Accelerator. I love it! Flavor is on point, art choice 100. What if it was: Ward 2 At the beginning of your upkeep put a time counter on Timestream Accelerator. Other creatures have cumulative upkeep ( X ) where X is equal to the number of time counters on Timestream Accelerator.
Idk if your redesign of timestream accelerator would work. With the current design, new creatures played would start at 1. With your design, if it's already at 5 or smth, it's super expensive to play ANYTHING
Why does Xero even care about loyalty counters when both of it's abilities are 0? Make it a 1 loyalty planeswalker with "Whenever a source would deal damage to Xero, sacrifice that many creatures. Prevent 1 of that damage for each creature sacrificed this way." That should be functionally the same, but without changing the number of loyalty counters.
Pawn/Queen might work as a battle too Could be like (something) X, summon X 1/1 pawn tokens with haste that cannot attack players, 5 defense counters to flip to queen Still no ideas about how to make a checkmate work, but yeah, it should be fancy if it's an autowin
All Timestream Accelerator needs is one line of rules text, and one line of flavor to be a 10/10. "When Timestream Accelerator leaves the battlefield, sacrifice all creatures with 3 or more Age Counters." Flavor: "The quicker time goes, the faster they fall."
Ya'll way too scared of the pawn. The counter-play is to just never play/tap a creature until you can just block a 1/1. it's horrible. it does not need "fixing" it's just flavourful draft-shaft.
For the pawn, I'd give it defender until a condition is met. Like Pawn 1/1 Defender As long as Pawn has 3 or more counters it can attack as though it didn't have defender. When pawn deals combat damage to a player transform it.
Awaited Arrival for 1 seems really broken in Commander. You just name your Commander on Turn 1 and very likely get a 3-4 cost reduction I really like the idea of giving a better reward though
Aww, none of the 113 cards I sent in made the cut... Oh, wait, I think I can guess why. Oops. But... May I ask if you only took cards from the comments, or if you also took some of those sent by email?
Pawn/queen could be the new battle type with protection from non-chess type creatures. On etb create the pawn and when flipped creates the queen and another battle that is the king and only has 1 counter on it.
If feel like the suggested change for the Timestream Accelerator to make it mechanically more simple and easier to track quite significantly changes the power- and fun-levels of the card. With the original card opponents can play their creatures and get some usage out of them before the upkeep cost becomes prohibitively expensive and then they can just let it die and play a different creature to use for some time - with the proposed change even a newly played creature would have the upkeep cost determined by the Accelerator, after some time effectively locking down the board completely, if the controler of the Accelerator has a mana advantage (like a lotus field deck for instance).
First things first, I loved the video it was very interesting. For the pawn/Queen card I like the idea of the king token, but I think it needs to be slightly tweaked. As is they lose the game from just a wrath. I think the king has to have the lose be an exile clause something along the lines of when it blocks the Queen, exile it. When you do, loses the game. Also for the fight spell, isn’t the spell being legendary just flavor text at that point, because you already need a legendary creature you control for legal targets in order to even cast the spell.
For the Pawn to Queen card, it could be fun to blend the two ideas. When Pawn transforms create a tapped King token under your (or each) opponents control. This token has this creature does not untap during its owner's untap step and King can not leave the battlefield unless there are no Queens in play. The Queen card could have "If a King is untapped under an opponents control it must block Queen. If Queen would deal damage to a player's King, that player loses the game." I like the traverse the board idea, damage one time feels too easy.
Possible solution for the Tahngarth's Last Stand, it could have whatever power you think would be awesome, just make the controller sacrifice it at the beginning of the next phase. Last stand implies that it will die anyways, but yeah, probably the +6/+6 is better.
How do I submit cards for review? I used to make games for fun but then my health went downhill and I couldn’t really do that anymore but making a card or two feels like it could be a good way of scratching that itch and flexing my game design muscles
If you want to simplify Tahngarth's stand, look to apex altisaur. Fights, enrage: Fight again. But enrage is a strictly a dinosaur mechanic so you might need to change that
I don't love the power level being factored into the rating. Is the card designed to be a legacy staple or a limited role player? Those are very different power levels so calling a card too weak or too strong feels like its useless without more context. Really enjoy the content!
I got it right away, name was very clear to me but apparently it to u 2. Timestream Accelerator is a mage who accelerates the time streams of other people, n in doing so rapidly ages them, hence they require a lot of mana to fend off this aging effect, hence cumulative upkeep
Timestream accelerator would go straight into my blue white pillow fort edh deck if I could put it out then drop a Nils, Discipline Enforcer so now they gotta pay for each time time counter to attack me would be sweet
I think Ayako gets its token too easily. That trigger happens on the cast, so as soon as you cast a lightning bolt you’ll make the token which will see the bolt gain you life from ayako’s ability. You will alway draw a card from your burn spells.
Timestream accelerator is accelerating how quickly the creatures die of old age lol… also leaving the counters on the creatures after the accelerator dies is interesting because reanimating this or playing a second copy just continues where the last one left off, or having multiple causes a huge acceleration
To be fair to timestream accelerator it would be fine in online mtg as the computer won’t really struggle with the annoying parts of cumulative upkeep.
Maybe the Pawn becomes a planeswalker Queen who then needs to build loyalty in order to execute the checkmate? That way you have the part of creating a chain of events that leads to it, while also protecting it from the enemy until the moment when the pressure it creates leads to your victory.
I keep waiting for an alternate-cost "free" counterspell that reads "Counter target spell. Counter the next spell you cast." It would be fair, except for the issue that it could go into certain decks that run uncounterable spells, giving them a free counterspell in non-blue lists (eg. imagine elfball with Allosaurus Shepard and 4x free counterspells), in the same way that Dismember lets certain decks get black removal spells without paying the mana.
‘Counter target spell. You get X penance counters, where X is the mana value of that spell, and an emblem with “Whenever you cast a spell, if you have penance counters, exile that spell. Then remove a number of penance counters equal to the amount of mana spent to cast that spell.”’ Something that would kinda work. Idk if the emblem is necessary or not though. It still runs into the issue of giving any color access to free countermagic though. But you could get around uncounterability by making the “payback” effect exile straight off the stack. I think you also need some way to make sure you can’t just cast a super low-cost spell you don’t care about to clear the effect, so I made it so you have to “pay back” the value of the spell you countered. I think this is kind of a bad card with these changes though. It makes the card ok at countering low-cost spells but you would never be happy about using it on a primal surge because then you’re stuck doing nothing for 2-3 turns and losing cards in the process. It’s sorta similar to the card just saying “as an additional cost, pitch cards with total mana value greater than or equal to the target spell” which in and of itself might be playable in some decks, but ALSO then you still have to pay all the mana for those spells. It’s pretty punishing.
the pawn/queen concept could conceptually work in a conspiracy style set perhaps when the queen connects you gain the monarchy and you can't lose the monarchy while you control the queen hmm?
Heres how you fix pawn: Checkmate (enchantment) (W)(B) Whenever a creature enters the battlefield, each player gains 1 life. Checkmate - During each players' upkeep, if that player controls creatures with total power greater than an opponent's life total, that opponent loses the game.
Xero actually works, the precedent for that kind of effect is originally from B.O.B. in unsanctioned, although it should specify what kind of token it creates if it gains loyalty
Came looking for those comment, but I'd say as is it does not work because it doesn't tell you to create creatures if it gains loyalty counters. If it did, it would work but I'd say the cost is still too low, bob costs 4 to cast iirc
@@witchcraft2264 It's an oversight because the creator didn't think about it, a bit like someone putting "Amass", the intention is clearly there to have an established effect, but it needs to be properly defined. The intention of the effect is clear, hell the pseudo +1 pretty clearly implies it should be 1/1 spirits. For reference the text on B.O.B. is "The number of loyalty counters on B.O.B. is equal to the number of Beebles you control. (Create or sacrifice Beebles whenever B.O.B. gains or loses loyalty.)"
I can see a Pawn/Queen card (with different mechanics) being made in a premier set. It doesn't have to be literal chess pieces, the front side can be a soldier and the back side is the queen