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  1. Rusje

    General Secret Lair Spoilers

    I love the fun unglued can bring. The sad part is that it is all over when people start to get competive. You get rules issues or someone who brings all kinds of tokens (toys or whatever can become a token), stops wearing glasses and so on...
  2. Rusje

    General Custom Cards: The Lab

    Why not make it RU Deal 1 damage to target creature/planeswalker Choose a counter…. Buyback 2? Yes it is only playable with both a creature you want to kill and remove/add a counter, but it does not seem to be op.
  3. Rusje

    General Custom Cards: The Lab

    Yes I mistook venture with initiative since the last dungeon was with the initiative. Oops. To get back on track. I like the designs of Chris, but why not: Card 1: Uncommon rarity creature. Monocolored. Signal card. I am thinking either white, blue or green. Whenever you cast an Adventure...
  4. Rusje

    General Custom Cards: The Lab

    Undercity is a dungeon… (which you enter using initiative), hence my mind went to ouch, be careful with those things. Even taking undercity out of the equation, as I said before, it all depends on the dungeon you provide whether it is fair/fun or not. It is likely difficult, but really fun to...
  5. Rusje

    General Custom Cards: The Lab

    Yes and no. Venture yes, you take the initiative not. Pulling venturing off, is quite a feat and adds to the game. Taking initiative (or something akin) is really not fun.
  6. Rusje

    General Custom Cards: The Lab

    Monarch/emblems et al do something every time and are hard/impossible to get rid of. Yes they/we can create cards that do just that, just like cards that interact with suspend (those exist already). However, monarch et al is not comparable to suspend, which is nice, could be interacted with, and...
  7. Rusje

    General Custom Cards: The Lab

    You are correct : dungeons as they are now only trigger some temporary effect. That is all fine and dandy, so far they do not break the rules. Still, dungeons/venture as is is quite hard to balance. The first entry gives often a much weaker payoff than the last one. Still, they are hard to...
  8. Rusje

    General Custom Cards: The Lab

    Why not change the red mana source to hybrid black/red (or even white) of Assemble the legion It comes down later, but snowballs slowly. Which is just fine with me, since you have to end the game somehow.
  9. Rusje

    General Custom Cards: The Lab

    That all depends on the dungeon. You cannot interact with the dungeon, but can with the creature. My point was about the dungeon. To clarify: if you are able to balance it, then it is really fun. However, balancing something that breaks the rules of mtg, things cost mana, no free cards...
  10. Rusje

    General Custom Cards: The Lab

    I abhor card types that one cannot interact with like emblems, dungeon etc. Are you sure you want to go that route? The balancing is really difficult since you add another parameter and it depends on the power of the dungeon.
  11. Rusje

    Sets (WOE) Wilds of Eldraine Testing/Includes Thread

    It always baffles me why they did not first a priority round in the draw step (effectively upkeep) instead of upkeep. A whole step gone.
  12. Rusje

    General CBS

    How can storing a name be computationally/memory wise be difficult? The deck is stored anyhow. Storing a name with it is not that much more memory. I am not talking about searching deck names, that can be quite a big database if desired.
  13. Rusje

    General Fight Club

    Both are good cards even when drawn later. Thousand can be a blowout since it makes a copy of another attacking creature and the copy is not even blocked! Thousand also has the agency of playing it early or sandbagging it. Sailor is just play it. My vote for the thousand face. But both is also...
  14. Rusje

    General Designing for Sealed?

    Some of your ideas are spot on, others are way off. Most mtg sets are made to be drafted and for sealed. What you see is in those sets is the following: * not many different “abilities”. They focus on 2 a 3. * the abilities work without payoff cards and a payoff card works since there are...
  15. Rusje

    Card/Deck Low Power Card Spotlight

    That also puts the removed creatures back into the opponents deck….
  16. Rusje

    General CBS

    Thank you. I just read it. It seems great, not rules complex, but very play complex with maybe a tad keyword soup. Maybe best to play it sober/not tired? I am on the fence to kick it or not.
  17. Rusje

    Card/Deck Low Power Card Spotlight

    I guess counter steal/wrath control decks… The counters are 1 for 1 but stealing/wrathing is one for many. Most of the times a control deck runs out of cards by answering and the finisher is expensive and there are only a few in the deck. Those decks are quite a puzzle to play with and against...
  18. Rusje

    Card/Deck Low Power Card Spotlight

    One of the two is a combo piece. The other a true finisher. Tapping all creatures of the opponent is really strong.
  19. Rusje

    General Poker and the Prisoner's Dilemma

    The og, read nuclear war prisoners dilemma is solved. I was always referring to that one, that’s why I explicitly stated the original problem with its rules. By making it iterative you change the rules and hence a different solution is likely better. Giving two different problems the same name...
  20. Rusje

    Card/Deck Low Power Card Spotlight

    I concur. Most ridiculous combo enablers are not that great when the other combo part is not available. E.g., Yawgmoth’s will and Time Spiral are not breaking a low powered non-combo cube (although they are breaking the bank). A word of warning. Wheel effects can give your opponents just what...
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