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 Post subject: Green
PostPosted: Thu May 15, 2014 11:55 am 
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LilyStorm wrote:
A plane that no longer moves. One side is completely frozen and the other is a hellish wasteland where the sun never sets.

TPzombieW wrote:
Card Type Matters (not subtype, I'm talking the stuff Tarmogoyf cares about)

How It Works

We'll make one card at a time. Each round, we vote on the winner. You can't vote for yourself. The winner picks a rarity and writes a criterion for the next round. The person who sets the criterion can't make a card for their own round, but they can vote for the winner.

This is the thread for cards.

I'll set the first criterion:

Green Rare. Create a card that counts the number of card types represented in a given zone, like Tarmogoyf does.

20/39 Green Cards

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Last edited by ParadOxymoron on Wed Jul 23, 2014 12:37 pm, edited 11 times in total.

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 Post subject: Re: Starstill – Green
PostPosted: Thu May 15, 2014 2:33 pm 
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Star Matrix
Enchantment
At the beginning of your upkeep, add to your mana pool for each card type among permanents on the battlefield. Mana produced this way doesn't empty from your mana pool until end of turn.

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 Post subject: Re: Starstill – Green
PostPosted: Thu May 15, 2014 4:09 pm 
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Commenting on others' cards not a problem, right?

Why not just let it add at pre-combat main phase like all those other dudes?
Also seems a bit OP in that it produces at least GG and very likely GGG on t3.

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 Post subject: Re: Starstill – Green
PostPosted: Thu May 15, 2014 5:07 pm 
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Commenting on others' cards not a problem, right?

Of course! Not a problem. :)

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 Post subject: Re: Starstill – Green
PostPosted: Thu May 15, 2014 6:24 pm 
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Consult the Elder Trees
Sorcery (R)
For each card type among cards in your graveyard, return target card of that type from your graveyard to your hand. Exile Consult the Elder Trees.
Every tree in Frostwynd remembers when the sun set; that moment marked the end of their lineage.


Last edited by Shazzeh on Fri May 16, 2014 1:31 pm, edited 2 times in total.

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 Post subject: Re: Starstill – Green
PostPosted: Thu May 15, 2014 6:32 pm 
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Massive Excavation --
Sorcery (R)

Each player draws cards equal to the number of card types among cards in his or her graveyard.

Whatever wasn't destroyed during its time in the Illpyre, is buried deep within the Frostwynd.

==xx==

I'm implying that the frozen side is called Frostwynd. Just a thought.

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Last edited by altimis on Fri May 16, 2014 8:12 am, edited 1 time in total.

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 Post subject: Re: Starstill – Green
PostPosted: Thu May 15, 2014 7:51 pm 
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Adaptive Ooze |
Creature - Ooze (R)
~'s power and toughness are each equal to the number of card types among permanents you control.
Nature has but one mantra: adapt and survive.
*/*


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 Post subject: Re: Starstill – Green
PostPosted: Thu May 15, 2014 7:53 pm 
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Multimaro :1::g:
Creature - Elemental
Play with your hand revealed.
~ gets +1/+1 for each card type among cards in your hand.
0/1

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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 11:46 am 
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Ashen Willow :1::g:
Creature - Zombie Treefolk

Sacrifice ~: Add :b: to your mana pool for each card type among cards you control.

Even in the blasted landscape stands brittle life.

0/1

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Last edited by storyteller on Fri May 16, 2014 2:10 pm, edited 1 time in total.

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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 12:17 pm 
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My first-thought card was close to Cato's. On to idea #2.

Exogoyf
Creature - Lhurgoyf (R)
When Exogoyf enters the battlefield or attacks, exile the top X cards of your library, where X is the number of creatures you control.
Exogoyf gets +1/+1 for each card type among cards exiled by Exogoyf.
0/1


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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 1:20 pm 
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Nethergoyf :P

Looks cool, but it really should follow other Lhurgoyfs with the * power/toughness notation.
I also think it would be cool to be a 1+*/* rather than */1+*

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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 2:16 pm 
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Nethergoyf :P

Looks cool, but it really should follow other Lhurgoyfs with the * power/toughness notation.
I also think it would be cool to be a 1+*/* rather than */1+*


The CDA (Characteristic defining ability) makes sense when the characteristic is independent of the permanent, like it is for most 'goyfs - Tarmo and the original can have a nonzero power in zones other than the battlefield because their CDA can still count what it needs to count no matter whether the goyf in question is a permanent or just a card in another zone. But this one's P/T is driven by the linkage between the permanent and the cards it exiled (not 'all cards in exile'). That link doesn't exist when this is just, say, a card in a graveyard.


The way mine is worded (an ETB trigger), if it was 1+*/*, it would have 0 toughness when it enters the battlefield and would be dead before its ETB trigger fired (unless something else was propping up its toughness).


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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 3:02 pm 
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My bad. A case of not reading closely.

Though, is there a reason it can't be */*+1?
It wouldn't be too awful for it to be based on all cards in exile, would it?

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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 3:39 pm 
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Yeah it's honestly a little weak right now.

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I never take anytihng Lily says seriously, except for when I take it personally. Then it's personal.
WotC_Ethan wrote:
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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 3:56 pm 
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It's a 1-drop. At absolute minimum it's a 1/2 on the first turn with a strong chance of being a 2/3, 3/4, or better at first swing (you would play your turn 2 creature(s) before attacking in T2 and exile multiple cards on T2). Later in the game (once some other creatures are in play) it could enter at and first-swing at considerably bigger.

As a 1-drop, I'm really not sure how I could make it more powerful without making it ridiculous. I thought it was already a dangerously pushed 1-drop.


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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 4:46 pm 
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I never thought it was weak. I agree it's pretty pushed.
Still, we just kinda end up comparing it to Tarmogoyf, you know?

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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 5:19 pm 
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I am not sure it would ever be played in anything but casual. a 1/2 that might get bigger later is bad, and it can never be bigger than an 8/9, which is scary but hard to pull off and doesn't even have trample. Ghoultree was huge and cheap late game but was never played (Except by me :V)

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altimis wrote:
I never take anytihng Lily says seriously, except for when I take it personally. Then it's personal.
WotC_Ethan wrote:
People, buy more stuff.
#WotCstaff
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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 5:45 pm 
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I plpayed Ghoultree!
I loved BUG self-mill!

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squinty_eyes: Alt, you have fantastic logic. And zero political prowess.
CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

My Cube | My Designs | My Blog | My Art
Creator of Max and Mill! Current strip: 1.3.1
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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 5:50 pm 
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Maybe I just don't like one drop Rares. That's a strong possibility.

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altimis wrote:
I never take anytihng Lily says seriously, except for when I take it personally. Then it's personal.
WotC_Ethan wrote:
People, buy more stuff.
#WotCstaff
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 Post subject: Re: Starstill – Green
PostPosted: Fri May 16, 2014 6:00 pm 
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I tend to find that for me, unless it's an instant or sorcery.
I like my rare creatures to be big and bulky. The only cheap one that I've really bonded with is Lotleth Troll, because it does SO much so quickly.

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squinty_eyes: Alt, you have fantastic logic. And zero political prowess.
CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

My Cube | My Designs | My Blog | My Art
Creator of Max and Mill! Current strip: 1.3.1
Silver Soraka Main


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