Long time Cuber and Card designer here. I've decided to try and tackle a custom cube yet again, but this time I'm going to give it a shot in more manageable 3 card bursts. I'll be keeping the set skeleton and all designs I post (or their fixed versions that you critique) in the Set Creation subforum: Altaurus321's Custom Cube. This will allow me to stay organized and focused.
Design Standards/Goals:
1. This is a 360 card cube. 50 cards in each color, 60 Guild, and 50 Colorless.
2: The majority of card's need to be easily grokkable. Player's are playing with hundreds of cards they've never seen before. Making each design easy to understand will make the whole process alot smoother.
3. Creature card power levels should be around the current design standards, and noncreature card power levels should be around Urza's block design standards. Planeswalker's will be measured on a case by case basis.
4. There will be reprints in this cube (roughly 10%). I will be choosing the most simplistic cube effects used (Think Lightning Bolt and Original Dual lands) and using them to take a bit of work load off of this project, and give the players of a bit of familiarity.
Thanks to everyone that's critiqued so far, your comments are invaluable!
[Red, NC_CMC4]
Seismic Seizure 2R
Sorcery {R}
Destroy target land. Purified - If only red mana was spent to cast Seismic Seizure, put a 3/1 red Elemental creature token onto the battlefield with haste. At the beginning of your next end step, sacrifice it.
[White, C_CMC2]
An'Zho Priest 1W
Creature - Human Cleric {U}
2/2
Sacrifice An'Zho Priest: Destroy target enchantment.
At the beginning of your upkeep, you may exile An'Zho Priest from your graveyard. If you do, put a 1/1 white Spirit creature token with flying onto the battlefield.
[White, NC_CMC1]
Eternal FallW
Instant {U}
Exile target creature. Lands you control don't untap during your next untap step. Some say you can still hear his screams as he forever plummets into oblivion.
Seismic Seizure 2R
Sorcery {R}
Destroy target land. Purified - If only red mana was spent to cast Seismic Seizure, gain control of that land instead. It becomes a 3/1 red Elemental creature with haste. At the beginning of your next end step, sacrifice it.
Soul Purge W
Instant {U}
Exile target creature. Skip your next untap step.
Seismic Seizure 3R
Sorcery {R}
Destroy target land. Purified - If only red mana was spent to cast Seismic Seizure, gain control of that land instead. It becomes a 4/4 red Elemental creature with haste. At the beginning of your next end step, sacrifice it.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Seismic Seizure - Your opponent could tap the land for mana in response to prevent you from attacking it, so this would also need to untap it like Act of Treason. This would be a lot simpler to still destroy the land, and just give you one Feral Lightning token. That doesn't let you use special abilities of the land like say Grove of the Guardian, but those are probably narrow enough cases anyway where you would have the enough mana of the correct colors to activate those abilities after casting this anyway.
An'Zho Priest - I think I would prefer the graveyard ability as an activated ability, even if it needed to have a mana cost, so it could be used midcombat or during an end step. Although reduced game-state complexity that is also a good reason to just have it available during your upkeep.
Soul Purge - The mechanics on this confusingly pull in two different directions. I guess it favors more towards white weenie decks that don't need a lot of mana, but then it also keeps your creatures locked down and prevents you from attacking. Would it be too good if it was just lands (Mana Vapors on yourself) so you could still attack? or at the very least creatures and lands (Exhaustion on yourself) so that you could still use mana artifacts? Those would play better in existing archetypes.
Seismic Seizure - Your opponent could tap the land for mana in response to prevent you from attacking it, so this would also need to untap it like Act of Treason. This would be a lot simpler to still destroy the land, and just give you one Feral Lightning token. That doesn't let you use special abilities of the land like say Grove of the Guardian, but those are probably narrow enough cases anyway where you would have the enough mana of the correct colors to activate those abilities after casting this anyway.
An'Zho Priest - I think I would prefer the graveyard ability as an activated ability, even if it needed to have a mana cost, so it could be used midcombat or during an end step. Although reduced game-state complexity that is also a good reason to just have it available during your upkeep.
Soul Purge - The mechanics on this confusingly pull in two different directions. I guess it favors more towards white weenie decks that don't need a lot of mana, but then it also keeps your creatures locked down and prevents you from attacking. Would it be too good if it was just lands (Mana Vapors on yourself) so you could still attack? or at the very least creatures and lands (Exhaustion on yourself) so that you could still use mana artifacts? Those would play better in existing archetypes.
Thanks, you've been a big help through this whole project. Much appreciated
Seismic Seizure: I think the token idea is great, though I think it does lose a bit of flavor because of it. Updated in OP.
An'Zho Priest - Eh I like the simplified upkeep trigger over an activated one. Keeping things simpler is an important goal since people will be learning over 300 new cards that have mechanics that span magic's history on top of learning new mechanics AND how everything ties in together.
Soul Purge: Great suggestion! Hadn't even though about that downside, i was mostly focused on giving it pseudo echo + a bit more. Updated card in OP with new text and flavor.
Hello everyone!
Design Standards/Goals:
1/10/2013 - Immortal Elder (White, C_CMC4), Fearless Knight (White, C_CMC2), Unparalleled Foresight (Blue, NC_CMC3)
1/11/2013 - Demonic Mentor (Guild, UB_Control), Reckless Pride (Green, C_CMC1), Scrapyard Thug (Black, C_CMC1)
Sorcery {R}
Destroy target land.
Purified - If only red mana was spent to cast Seismic Seizure, put a 3/1 red Elemental creature token onto the battlefield with haste. At the beginning of your next end step, sacrifice it.
Creature - Human Cleric {U}
2/2
Sacrifice An'Zho Priest: Destroy target enchantment.
At the beginning of your upkeep, you may exile An'Zho Priest from your graveyard. If you do, put a 1/1 white Spirit creature token with flying onto the battlefield.
Instant {U}
Exile target creature. Lands you control don't untap during your next untap step.
Some say you can still hear his screams as he forever plummets into oblivion.
Sorcery {R}
Destroy target land.
Purified - If only red mana was spent to cast Seismic Seizure, gain control of that land instead. It becomes a 3/1 red Elemental creature with haste. At the beginning of your next end step, sacrifice it.
Soul Purge W
Instant {U}
Exile target creature. Skip your next untap step.
Seismic Seizure 3R
Sorcery {R}
Destroy target land.
Purified - If only red mana was spent to cast Seismic Seizure, gain control of that land instead. It becomes a 4/4 red Elemental creature with haste. At the beginning of your next end step, sacrifice it.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
That would be great. I would definitely cube with that. The only issue is it's strictly better than stone rain, but that doesn't bother me too much.
An'Zho Priest - I think I would prefer the graveyard ability as an activated ability, even if it needed to have a mana cost, so it could be used midcombat or during an end step. Although reduced game-state complexity that is also a good reason to just have it available during your upkeep.
Soul Purge - The mechanics on this confusingly pull in two different directions. I guess it favors more towards white weenie decks that don't need a lot of mana, but then it also keeps your creatures locked down and prevents you from attacking. Would it be too good if it was just lands (Mana Vapors on yourself) so you could still attack? or at the very least creatures and lands (Exhaustion on yourself) so that you could still use mana artifacts? Those would play better in existing archetypes.
Thanks, you've been a big help through this whole project. Much appreciated
Seismic Seizure: I think the token idea is great, though I think it does lose a bit of flavor because of it. Updated in OP.
An'Zho Priest - Eh I like the simplified upkeep trigger over an activated one. Keeping things simpler is an important goal since people will be learning over 300 new cards that have mechanics that span magic's history on top of learning new mechanics AND how everything ties in together.
Soul Purge: Great suggestion! Hadn't even though about that downside, i was mostly focused on giving it pseudo echo + a bit more. Updated card in OP with new text and flavor.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU