K
K
Guest
FoundationOfRancon, I am afraid that you're misjudging the cards; therefore changing them into something that they weren't supposed to do. I appreciate the input, but your cards do not reflect the cards I had in mind.
You changed the Puppet Knight's casting cost from 3 into 1, which is not right; since I said it is a "puppet" cycle, meaning that they all have the same casting cost and power/toughness. Your version is cool, but it takes the Puppet Knight away from the cycle.
Your Puppet Drake is even more off than mine. I choose the Puppet Drake to have "tap or untap", not weakness, and I chose that for a reason. Again, your version is very well thought of, but the alternation in the casting cost drifts the Drake away from the cycle.
Inner Spirit. I didn't think it was over powered at all, why did you change it? You changed it into something I never had in mind! Very cool, but it's not the "Inner" spirit of the creature. I called it "Inner" spirit because I visualize it as the enchanted creature's inner power; it's true self.
Inner Activity is what I agree with you about, this card will cause so many headaches, like Clone.
Inner Lust, I don't think my version is overpowered, for one reason: you need an creature first in order to change it into a Ball Lightning. Ball Lightning is still not banned or restricted, meaning that it's balanced. Inner Lust is another, and weaker version of Ball Lightning.
As for Motion Matrix, if I change its effect into 1, wouldn't it become Sphere of Resistance from Exodus? I don't want that. Though, you are right, Motion Matrix is powerful, therefore, on this one, I'll raise its casting cost to 3.
I also agree with you about Recollection. Changing it into a Sorcery would take a way from its greatness. If it's a Sorcery, I don't think we need to play with it's casting cost. Sorceries are very hard to play when playing Blue anyway.
I completely disagree with you about the Erratic Guardian. He's a 2/2 with casting cost of 4, that's the first drawback. The second drawback; it's very easily destroyed. Most of the time, against non-Red opponents, it will take 3 turns for the Erratic Guardian to "learn" its ability. I don't know about you people, but 3 turns seems like a long time a 2/2 has to survive. I don't think it's broken at all.
Thanks for the great suggestions though FoundationOfRancor, you seem to have a lot of ideas yourself, perhaps you should make your own cards so I can have a look.
Cateran Emperor; some of those cards are cool.
I don't like the Diabolic and the Demonic Deception cards though; they're hard to play due to the casting cost. How about giving them a less damaging effect in order to make their casting cost easy to play? Or perhaps even lower their casting costs? They seem to be balanced, but the casting cost bugs me.
Here's one more card to think of, I spent a lot of time coming up with this card, so please take your time reading it:
Wing-Wave Wind 3U
Enchantment
U: Target creature gains Flying until end of the turn.
Tap X untapped creatures with Flying, sacrifice Wing-Wave Wind:
Return X target creatures back to owner's hand.
"My wing alone is a feather. Our wings together, however, will create the Wind of Removal." -Wing
Wind of Removal 3UU
Instant
For each creature with Flying you control, shuffle target creature back into owner's library.
"The legendary Wind of Removal, created by our wings' unity" -Wing
In my next post, I'll make Wing, the Legendary Bird Legend, and I will make the Shield-Collection Barrier and the Shield of Unity.
See what you think about the above cards.
You changed the Puppet Knight's casting cost from 3 into 1, which is not right; since I said it is a "puppet" cycle, meaning that they all have the same casting cost and power/toughness. Your version is cool, but it takes the Puppet Knight away from the cycle.
Your Puppet Drake is even more off than mine. I choose the Puppet Drake to have "tap or untap", not weakness, and I chose that for a reason. Again, your version is very well thought of, but the alternation in the casting cost drifts the Drake away from the cycle.
Inner Spirit. I didn't think it was over powered at all, why did you change it? You changed it into something I never had in mind! Very cool, but it's not the "Inner" spirit of the creature. I called it "Inner" spirit because I visualize it as the enchanted creature's inner power; it's true self.
Inner Activity is what I agree with you about, this card will cause so many headaches, like Clone.
Inner Lust, I don't think my version is overpowered, for one reason: you need an creature first in order to change it into a Ball Lightning. Ball Lightning is still not banned or restricted, meaning that it's balanced. Inner Lust is another, and weaker version of Ball Lightning.
As for Motion Matrix, if I change its effect into 1, wouldn't it become Sphere of Resistance from Exodus? I don't want that. Though, you are right, Motion Matrix is powerful, therefore, on this one, I'll raise its casting cost to 3.
I also agree with you about Recollection. Changing it into a Sorcery would take a way from its greatness. If it's a Sorcery, I don't think we need to play with it's casting cost. Sorceries are very hard to play when playing Blue anyway.
I completely disagree with you about the Erratic Guardian. He's a 2/2 with casting cost of 4, that's the first drawback. The second drawback; it's very easily destroyed. Most of the time, against non-Red opponents, it will take 3 turns for the Erratic Guardian to "learn" its ability. I don't know about you people, but 3 turns seems like a long time a 2/2 has to survive. I don't think it's broken at all.
Thanks for the great suggestions though FoundationOfRancor, you seem to have a lot of ideas yourself, perhaps you should make your own cards so I can have a look.
Cateran Emperor; some of those cards are cool.
I don't like the Diabolic and the Demonic Deception cards though; they're hard to play due to the casting cost. How about giving them a less damaging effect in order to make their casting cost easy to play? Or perhaps even lower their casting costs? They seem to be balanced, but the casting cost bugs me.
Here's one more card to think of, I spent a lot of time coming up with this card, so please take your time reading it:
Wing-Wave Wind 3U
Enchantment
U: Target creature gains Flying until end of the turn.
Tap X untapped creatures with Flying, sacrifice Wing-Wave Wind:
Return X target creatures back to owner's hand.
"My wing alone is a feather. Our wings together, however, will create the Wind of Removal." -Wing
Wind of Removal 3UU
Instant
For each creature with Flying you control, shuffle target creature back into owner's library.
"The legendary Wind of Removal, created by our wings' unity" -Wing
In my next post, I'll make Wing, the Legendary Bird Legend, and I will make the Shield-Collection Barrier and the Shield of Unity.
See what you think about the above cards.