White and Blue Cards

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Scuirimancer
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Post by Scuirimancer 8 months ago

Well, my brothers dragged me to the Lorwyn 2 release tourney. First time I've played in like 15 years... I haven't posted any card ideas in maybe 6 or 7 years, but that got me thinking about it. MTGSalvation seems to be pretty much dead. It's a little more lively here. I guess everyone moved to social media. Anyway, here are a handful of ideas from the last several years. There have been about 100,000 new cards since I got out of the game, so there's a good chance these have been done already, and I'm not even going to worry about duplicating names.

Defensive Tactics WW
Instant
Cast Defensive Tactics only during combat on an opponent's turn.
Choose reach, first strike, or lifelink. Creatures you control gain that ability until end of turn.

Flow like the River W
Instant
Untap all attacking creatures.
If you cast another instant this turn, exile Flow like the River and return it to your hand at end of turn.

Gift of Wine 1W
Enchant Creature
When Gift of Wine enters play, you gain 1 life.
Enchanted creature can't attack.

Bridge Between W
Enchant Land
Enchanted land has "T: Untap another target land." Activate this ability no more than once each turn.

Mistmeadow Fox W
Creature - Fox
1/1
Cunning (Whenever this creature blocks or becomes blocked by a creature with greater power, you may remove both from combat.)

Portal Kirin 2WW
Creature - Kirin
3/4
Flying
Halve all damage dealt to Portal Kirin by spells and abilities, rounding the damage down.

Bird Legs U
Instant
Choose target artifact. If it's a creature, it gets +3/+3 until end of turn. Otherwise, it becomes a 3/3 artifact creature until end of turn.

High Altitude 2UU
Enchantment
Creatures you control with flying can't be blocked.

Meeting of the Minds XU
Sorcery
As an additional cost to cast Meeting of the Minds, return X creatures you control to their owner's hand.
Draw X cards.

Psychotropic Miasma 2U
Enchant Player
Psychotropic Miasma enters play with a spore counter on it.
At the end of enchanted player's turn, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of different types of counters among permanents.

Wall of Sudden Stop 3U
Creature - Wall
0/9
Defender
Whenever Wall of Sudden Stop blocks, the attacking player skips their next main phase this turn.

Waterspout Cauldron U
Creature - Elemental
0/2
1: Waterspout Cauldron gets +1/+1 until end of turn. It doesn't untap during your next untap step. If it's untapped, tap it.

Public Records
Land
T: Add 1 to your mana pool.
T: Look at the top three cards of your library and put them back in any order.

Primordial Spirits 5
Creature - Spirit
5/6
Flying
Primordial Spirits gets -1/-1 for each color among permanents in play.

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JessWill
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Post by JessWill 8 months ago

Yea, this forum is definitely low traffic at this point and kept alive by the mercy of a handful of diehard mods and regulars who stick around. I remember the older version, before this site moved, being more lively, such that the regular "post a card and critique the one above" thread was easy to accidentally post at the same time as someone else; here it literally hasn't moved for months???

Bridge Between is cool. High Altitude serves a purpose I suppose but seems a bit weak / borderline redundant (maybe I have the assumptions of an "old head" from 1994 though, when flying was more likely to defacto already mean "it won't get blocked" because your opponent doesn't have any fliers and flying was mostly for white and blue), Meeting of the Minds could be a major combo with the right cards. Wall of Sudden Stop is a cool effect. Public Records for the win. I'm a fan of lands that do something other than produce mana.

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void_nothing
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Post by void_nothing 8 months ago

Defensive Tactics - This looks decent. Tower Defense is much better if you're just looking for reach, but there's enough flexibility here as a mass combat trick.

Flow Like the River - Cool combo card. Feels right at home at a martial arts themed set with lots of prowess creatures. Reminds me of when I tried to make View from Above into a combo piece.

Gift of Wine - Very reasonable. 1 life is such a tiny bonus that it could be 2 or 3 gained and no one would bat an eye.

Bridge Between - This feels like a color pie bend but also feels at home in white. Big Tempest block vibes for some reason.

Mistmeadow Fox - Neat keyword! Cunning could almost be evergreen.

Portal Kirin - Looks good. Great Limited card. Wording is odd: "If a spell or ability would deal damage to this creature (or maybe just noncombat damage), prevent half that damage, rounded up."

Bird Legs - What an absolutely delightful mental image of this card's art. A perfect design.

High Altitude - Call this one of the most convergent-designed cards ever. I think almost every custom designer has made this one. Name is good.

Meeting of the Minds - Sort of a tough sell at sorcery speed; compare Paradoxical Outcome.

Psychotropic Miasma - I really dig this. Flavorful reuse of spore counters and I like "counter types matter" as a theme.

Wall of Sudden Stop - Huh. That's an interesting effect I can't recall ever seeing. Fun insofar as it's a psychological card forcing earlier, less-informed plays.

Waterspout Cauldron - Absolutely delightful again. I can picture the art. No notes.

Public Records - This seems to be too much card selection for free. I'd put a mana cost on that activated ability.

Primordial Spirits - Reminds me of the Invasion Djinn cycle. This feels like it's often going to be pretty small so arguably the mana cost could go down.
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wizyard
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Post by wizyard 8 months ago

Scuirimancer wrote: ↑
8 months ago
Flow like the River W
Instant
Untap all attacking creatures.
If you cast another instant this turn, exile Flow like the River and return it to your hand at end of turn.
like these kinda tricks/archetypes, tho repetitive game play is something to consider. i feel like giving a keyword could be useful, to refer to, and have it not buyback off of other cards with the keyword. since with two of these you can keep withdrawing both turn after turn.
Scuirimancer wrote: ↑
8 months ago
Gift of Wine 1W
Enchant Creature
When Gift of Wine enters play, you gain 1 life.
Enchanted creature can't attack.
cute flavor. tiny life-cantrip is tasteful. could see in an environ with life gain matters archetype
Scuirimancer wrote: ↑
8 months ago
Bridge Between W
Enchant Land
Enchanted land has "T: Untap another target land." Activate this ability no more than once each turn.
wise putting the safety clause on the Candelabra effect
Scuirimancer wrote: ↑
8 months ago
Mistmeadow Fox W
Creature - Fox
1/1
Cunning (Whenever this creature blocks or becomes blocked by a creature with greater power, you may remove both from combat.)
removing both from combat or just the one usually amounts to the same thing, i wonder why we'd choose one wording over another.

i do worry about this kinda ability being overly common, as it can slow games down a bit. i think it works better on attacker. i do like gustcloak / reconnaissance abilities
Scuirimancer wrote: ↑
8 months ago
Bird Legs U
Instant
Choose target artifact. If it's a creature, it gets +3/+3 until end of turn. Otherwise, it becomes a 3/3 artifact creature until end of turn.
love this. giving blue the ability to buff artifact creatures is such a sensible color pie bend, would love to see more of this.

the pump or animate option is really interesting and satisfying
Scuirimancer wrote: ↑
8 months ago
High Altitude 2UU
Enchantment
Creatures you control with flying can't be blocked.
nice. love it. also love how it echoes Levitation.
Scuirimancer wrote: ↑
8 months ago
Psychotropic Miasma 2U
Enchant Player
Psychotropic Miasma enters play with a spore counter on it.
At the end of enchanted player's turn, that player puts the top X cards of his or her library into his or her graveyard, where X is the number of different types of counters among permanents.
counter diversity is an archetype that would be interesting to see more of.. this is so niche, i wonder what decks would dip into a mill strategy that would also take advantage of a variety of counters
Scuirimancer wrote: ↑
8 months ago
Wall of Sudden Stop 3U
Creature - Wall
0/9
Defender
Whenever Wall of Sudden Stop blocks, the attacking player skips their next main phase this turn.
very cool! forcing opponents to play stuff on their first main phase is a very tricky trick
Scuirimancer wrote: ↑
8 months ago
Waterspout Cauldron U
Creature - Elemental
0/2
1: Waterspout Cauldron gets +1/+1 until end of turn. It doesn't untap during your next untap step. If it's untapped, tap it.
requires players to understand the rules properly. wotc might frown upon this kinda design, but i disagree with their dumbing down policies

cool card
Scuirimancer wrote: ↑
8 months ago
Public Records
Land
T: Add 1 to your mana pool.
T: Look at the top three cards of your library and put them back in any order.
might slow the game down.

is strong but could be just fine as is. similar to Mirri's Guile.
Scuirimancer wrote: ↑
8 months ago
Primordial Spirits 5
Creature - Spirit
5/6
Flying
Primordial Spirits gets -1/-1 for each color among permanents in play.
better in duels vs multiplayer. plays well with All Is Dust

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