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#1 |
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Wizard Mentor
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Phew! After months and months of work, then a lot of downtime, then more work, I'm finally finished with the set.
Take a look here: http://www.misterorange.com/Titan All feedback is appreciated. Thank you.
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#2 |
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Ascended Mage
Join Date: Sep 2006
Posts: 498
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Overall very nice and balanced set. Noticed some color fixing though, unless your set design is more towards planar chaos.
White Captured Wanderers - seems blueish to me. Cloudguard Elite - Minotaurs are red. Imperial Charge - I don't know if the wording is entirely correct and trample could be changed to a more white ability Noble Vampire - White & Black card. Sessool, Faerie of Justice - Faeries tend to be blue Tempered Grok - Ogres are red. Broglock, Minotaur King - Minotaurs still red. Blue Agathean Magi - Green & blue card. Knight of the Old Titans - Human knights are usually white, sometimes red. Black Blackwhip Taskmaster - Goblin & Taskmaster are both red types. Red Mazai, The Unjust - Faeries = blue Orish, Derelict Cleric - Clerics are usually white or black, as are life loss abilities. Sulfurous Rage - Enchant Creature -> Enchantment - Aura Wisened Grollock - Red creatures aren't mutants alone (e.g Goblin Mutant is okay). Green No problems at first sight. Kudos for this amazing set. Last edited by Azhur : 07-29-2007 at 06:41 AM. |
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Wizard Mentor
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The Grok is just my Isamaru. He's like a big ugly dog. Ogre. Thing. Yeah. Quote:
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Watch The Magic Show on YouTube. Follow StarCityGames on Twitter! Custom Magic Sets: Rise of the Titans, a 295 card follow-up to Fires of Heaven! Visit www.CubeDrafting.com to learn about the Cube and how to play the best format of all time. |
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#4 |
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Magic Set Editor Developer
Moderator Join Date: Aug 2005
Location: The Country
Posts: 2,356
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First, congratulations on completing another set. Was it done using MSE? I'm curious.
Anyway, I'll get the most minor nitpicks out of the way first; your cost formatting is a little off, although perhaps this is a sign of you working with an older version of MSE (if you used MSE). Things like "Hunt -- 3GG" should be "Hunt 3GG" and "Hunt -- Sacrifice three black creatures" should be "Hunt--Sacrifice three black creatures." As I said though, that's minor and aesthetic. It just sticks out to me from all the work I do in the keyword system. The way the Lure keyword is formatted, it refers to proper card names in the reminder text; this is a no-no. Reminder text never uses card names because its meant to be generalized, not specific. Again, a minor thing, but one that stands out to me. Your stormed madness cards shouldn't have storm capitalized. Another minor thing, I know. The big problem is Fate. It doesn't do anything as its written now. When the game state is achieved, you copy the card. Then you either remove the copy or original from the game (I'm not sure which). Then you do nothing else. If you removed the original, what do you do with the copy? Right now it just sits in whatever weird corner of the game that copies of cards are born at. If its the copy that's removed, it'll cease to exist, so why make it in the first place? And as I said, all this never accomplishes anything. I'm sure you probably just forgot to include something that makes this mechanic make sense. Does the Titan supertype have any rules text? Or is it just a supertype meant to flavorfully tie together the titans? Kudos on using typecycling to such an extent. Were you already doing this before Future Sight? I won't judge either way, I'm just curious again. All in all, I like what you've done. Are you releasing a set file? I'd love to get a copy of this. Again, don't let the formatting nitpicks bother you. Its just the sort of thing that really pops out to my eyes. You know what I mean?
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#5 |
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Archmage Overlord
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Orcish Derelict Cleric. This guy is stupidly strong. a 2/2 for
![]() ![]() with two points of ping damage is pretty good as is, making him searchable for no mana is amazing, but his other ability is ridiculous. Every time an opponent takes any sort of damage, you gain life (Damage causes loss of life, stupid rules). I would assume you meant that you would gain life off of things that specifically say lose life, rather than just turn every damaging spell into a Lightning Helix and give every creature you control Lifelink.Also, does the Titan supertype have any gameplay effects, or is it just there for flavor reasons? Ooh, Grondash is incredible... I take it the idea there was to take Wild Mongrel, make it black, and make it way stronger? That and having the Halfwit Zombie with Madness , black madness is incredibly strong.Let's see, Silent Specter already exists, and it was a little annoying seeing a specter without a discard ability. I find Breakout Morph to be a generally bad mechanic. It doesn't do anything new, it merely restricts the time that a creature can be morphed. You could just do something like "Only play ~'s morph ability when it becomes the target of a spell or ability." Not as clean, but making a new mechanic that does next to nothing is a little silly. And that's about all I can see. Fun stuff in there, and the titans are amazingly strong. Good work. |
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#6 |
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Wizard Mentor
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I never got why people say "Ogres are red. Elves are green." etc. Races aren't so simple...you're color is based on your personality, your role in life, not just your genetics. It's as if someone said, definatively, "Mexicans are red. Japanese are blue." Sure, it's fantasy, but fantasy can be realistic too. Ain't no reason that a Minotaur can't be a noble, honorable White type.
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#7 |
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Just Getting Started
Join Date: Jul 2008
Posts: 10
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I really like the set. My favorite card has to be Ravished Mongrels. Such a fun card that could be a huge finisher! I do have a nitpick though. You are definately bleeding the color pie. I mean, I like it but I don't think I'd like it in constructed. Also, the blending of tribes seems like a bit much. That being said, it looks very fun. Congrats on the accomplishment. I'm sure it's beyond fun to make a full set.
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#8 |
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Ascended Mage
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Final Justice: Good function
Complacency Cell: Good synergy with many cards.Fade Into Myth: Sweet common Mana Snare: Love it! Numon Harpy: A fine common Ghosts of the Dragon: The Fate cost here would make a nice mechanic by itself, imo- "Whenever an opponent plays a spell, you may copy this card from your graveyard. If you do, remove this card from the game." Nether Vessel: Nice way to push aggro.Vedalken Peacetiller: Nice Jaya. The last ability could counter all spells, imo.Grendelgoop: cmc 7 is a lot. Compare to Sapling of Colfenor Hatred of the Titan: More like Hatred of the Colossus. Syphon Memories: This is fantastic design! Zombie Stronguard: This is on par with Lim-Dul, the Necromancer in Zombie flavor. Ambush Goblin: Versatile and strong Fireborn Phalanx: Good design and flavor Gambit's End: This effect would be a good enchantment.Goblin Gunner: Goblin Gunner v2.0 ![]() ![]() ![]() Creature- Goblin Sacrifice two Mountains: Put two 1/1 red Goblin creature tokens into play. ![]() , Sacrifice two Goblins: [CARDNAME] deals 4 damage to target creature or player.1/1 Mazai, the Unjust: Mazai, the Unjust v2.0 ![]() ![]() ![]() ![]() Legendary Creature- Faerie Haste When [CARDNAME] is put into a graveyard from play, you may untap target permanent and gain control of it. 4/1 Tastes of War: I like the requirement of having a certain amount & type of mana in your mana pool. Borgan Shot: I LOL'ed at this flavor text. Elves of Gaea: Great common Shaper Machine: Good design You've made some good stuff here, misterorange.
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#9 |
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HORSARONI, I CHOOSE YOU!!!!!!
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I've always thought of Minotaurs as fitting best in Red and White, maybe a little bleed over into blue. They usually fit the image of fierce, easily angered, but still having a code of honor and justice. That's very red/white. Blue, because they historically have had a couple blue members, and they can have a good grasp of tactics and planning as well.
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#10 |
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Master Firebender
![]() Join Date: Jul 2005
Location: Sydney, Australia
Posts: 1,581
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Ok, I have only read the themes and mechanics on your website so far. However, I can tell you have put heaps of effort into the set, and the artwork you used for the cards look amazing (where did you find some of this awesome stuff?). Great stuff, misterorange
A couple little nitpicks. For cards with both Madness and Cycling, I have to say it looks a little strange having the madness cost as the first line, followed by the CIP-ability, and then the cycling. With the precedents of Nightshade Assassin and Ichor Slick, I would have though the correct order would be CIP-cycling-madness. Oh, and for some reason, the reminder text for Psionic Syndicate mentions itself, while the reminder text for Firewrought Spitz says 'this card'. Eh, it doesn't really matter. Awesome synergy though. I can't wait to look at the spoiler to see what goodies await!
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#11 |
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Experienced Rage
Join Date: Jul 2005
Location: Still walking
Posts: 2,360
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Can't wait to read the full spoilers. Cards look interesting, with all the card draw and common power-level is high. Just wanted to comment on Cursed Treasure. If Wizards implements the no mana-burn rule, wouldn't it create an infinite loop?
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#12 |
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Have you tried to turn it off and on again
Join Date: Jan 2007
Posts: 6,321
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Imho some of your cycle + madness cards shot right through the top in power lvl
Firewrought Spitz is a hell of a card. RR 2/1 haste and can be played from your graveyard for 1RR as often as you wish? That's strong..oh and he tutors for a spirit when you play him the first time? I.e. he get's another copy of himself? You just need to draw one of those guys and you can probably give your opponent tons of trouble while not even needing all the other cards in your hand. Same with Psionic Syndicate. You get an effect that normaly costs 3U, UR or 1RR on it's own + a tutor + a 2/2 critter for 1UU and you can, if needed, tutor the same effect again? And wizardcycling is one of the strongest creaturetypecyclings possible with cards like Venser, Teferi, Vendilion Clique, Sower of Temptation etc. those two cards seem to be more than a bit over the top
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#13 |
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Ascended Mage
Join Date: Dec 2006
Posts: 280
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I've noticed a big problem in your reminder text for Breakout Morph. The reminder text says to "flip" the morphed cards, but "flip" already has a different rules meaning. It should be "turne face-up" instead.
Other than that, I haven't spent too much time looking through it (I didn't look at the individual cards yet, but read through the themes and mechanics). Some creature types seem awkward (ghost isn't a supported creature type—they use "spirit" instead, which makes your "ghost spirit" puzzling), but I haven't seen much else that stands out yet. I plan to look at this in more detail later. Nice to see a full set. |
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#14 |
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Master Firebender
![]() Join Date: Jul 2005
Location: Sydney, Australia
Posts: 1,581
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Time to take out my marking pen! I'm a casual Spike player, so you should probably keep that in mind.
Let's start with white. Akorma Guardian - While I didn't think Akroma was an adjective (shouldn't it be Akroma's Guardian?), this doesn't feel much like a defensive card. Though it works with the Lure mechanic, no-one is going to wanna block this guy. So it essentially, it's a 1/1 flying unblockable for ![]() . A very weak card. I would have liked this to be some sort of super wall, where the ability triggers when Akroma Guardian blocks.Also, the wording should be '~ gets +5/+5 and gains trample...." Captured Wanderers - Is this a Stasis in aura form? ![]() This rips tribal deck a new one, forcing them to build an army first, and then attack all at once. I think you should added a clause to allow them to untap somehow. Like pay or something.And a 1-mana tutor is pretty scary. A 1-mana Aura-version of Idyllic Tutor could be a card by itself. I suggest increasing the cycling cost to at least ![]() .Cloudguard Elite - A solid creature for limited. Seeing as this is the first Minotaur card I have seen so far, it's difficult to judge how powerful the cycling tutor ability is. However, seeing as WotC has always printed crappy Minotaur cards, I'm glad you gave that race some decent cards. Didgeridooanyone? Destined Angel - Woah, that's almost a MA+ rated art there. Breakout Morph, while it does sound a little awkward, is really cool and adds another level of depth to morph. While I would have liked a normal casting cost (a really high cost, just to encourage the use of Morph), I still like it. For Destined Angel, you're essentially paying for the mana of Serra Angel, but potentially allows you to come out swinging on turn 4.Destined Battle - For elegance reasons, you could drop off the 'an opponent controls' bit. So is the -2/-2 permanent or just until end of turn? It does feel very black, and I don't really get the connection between the card name and the card text. As a removal spell, this is very weak. Destructive Grandeur - Ah, the set's Wrath-variant. This is powerful I reckon, as a combination of Wrath of God and Exhume. Seeing as that adds up to 6 mana, I feel this should be costed at ![]() ![]() .Essence Titan - I'm not too sure why you have Titan as a supertype, as an Elemental Titan would be the same thing. This card ain't so good, but as common that's not really an issue. Eternal Submission - This feels very similar to Arrest, but seems a little clunky in comparison. On the upside, your card allows you to target another creature, but you have to keep paying the cost. Maybe this could be an Arrest, with a cost to attach it to another creature? Final Justice - Oh, I misread this card at first. I thought it allowed you to remove an attacking creature from the game, and if you had the right condition, remove any creature instead. Which would have been way too good (much better than Condemn at least). Your card is much more fair. For the special effect though, I would have liked this card to have said 'If the converted mana cost of that creature is higher than the highest converted mana cost among permanents you control, remove it from the game instead.' The whole counting the number of permanents is a little weird, and I don't think you'll get to remove the creature from the game very often in the late-game. Forced Reverance - I assume you want the word 'reverence'. I once read in either the old FCC or the MCC discussion thread that you can't have targets in the cost. So Hunt would have to be an ability word. The following text should be correct: Forced Reverence ![]() Instant Destroy target attacking red or black creature. You gain life equal to is power plus its toughness. Hunt - While you are searching your library, you may destroy a blocking white creature. If you do, you may play Forced Reverence from your library. I assume you still have to pay any costs along with the Hunt condition. The life-gain text was borrowed from Phthisis. I'm not sure why the white creature is destroyed as opposed to sacrificed though. The current wording allows you to destroy an opposing player's white creature, and then destroy a red or black creature. This would be pretty funny in multi-player if you managed to kill 2 creatures with a single spell. Frostbeast - Ugh, snow lands. I'm not the biggest fan of that concept. ![]() . I would have thought that if someone plays Frostbeast, they would already be using snow-covered lands, so I don't think the second ability is relevant.Alpine Ogre - Feels red-ish. The difference between the snow mana cost and the normal cost is only 1, so I reckon you could just have the snow mana cost by itself. Or at least increase the normal cost so that you reward players who play with snow.
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Last edited by Jau : 04-05-2009 at 02:18 AM. |
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#15 |
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Experienced Mage
Join Date: Sep 2005
Posts: 54
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I had not seen this set before. The template on fate suggests that it will trigger once for each event. For example if you discard 3 cards while inspired tought is in your gradeyard you will still get 3 more copies (the first trigger removes the card but the other triggers still try to do as much as possible, obviously easily breakable, imagine playing breakthrough with this (preferably after playing or discarding this), now that would be insane in dredge... The power level of the whole set is through the roof. Playing this block constructed alone would feel like playing legacy or vintage...
Have you ever made this playable for magic workstation? That could be fun... Belivers touch is a 4 mana tutor that can find any blue cards and also taps or untaps something and draws you a card on top, it also mostly can't be countered? Where does all the art come from? None of the cards have any artist credits. Last edited by oyzar : 08-27-2009 at 07:17 AM. |
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