Author Topic: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)  (Read 57735 times)

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #30 on: October 24, 2013, 11:06:48 AM »
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Flash seems more like something that someone fast would do, not someone instant can do, if you get what I mean.
I've... mostly flavoured it the other way around, actually.

Quote
One comment here. This card hard counters all of your X spells, setting X to 0, not quite sure if that is your intention.
On the one hand, I didn't think of that at all. On the other hand, you probably wouldn't run it together with X spells. On the third hand, it doesn't play well with counters. Back to the second hand, if you run this, you probably have a plan.

It's an odd card, which was definitely the intention.

Quote
This mechanic is too strong.
So current opinons on Declare are "perhaps even underpowered", "fine" and "too strong". Awesome.

Quote
She's like a very weak Merfolk Looter. Pretty much unuseable.
How is she anything at all like a Merfolk Looter?

Also, next preview post is coming later today, of course.
« Last Edit: October 24, 2013, 11:10:16 AM by KennyMan666 »
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KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #31 on: October 24, 2013, 09:20:33 PM »
My everything hurts

Post late for all the wrong reasons

But enough of that, time to go that thing they say you never go back from.

Black - the colour of death
Black has always been one of my most favourite Magic colours. There's so muh fun to be had with it! The colour of death, decay and general evil. In Touhou, there's a bunch of nice things you can do with that. There's however a problem with my black design, and the reason for why I can't deal with it in the obvious way will be revealed at a later date, so expect some irrationality in this one.

Death and all that
Out of all the characters that can be black I think this is the one most people would be thinking of.

I'm not sure she's strong enough, though. Thinking of making it so that as long as she's on the battlefield, other creatures can't regenerate. Anyway, she brings spells, and both of the following were actually made today. First, as requested:

This next one I made on a whim and I'm not sure it's actually what it should be yet:


And now for someone completely different
Here's another card that I'm not sure is 100% designed done yet, but I saw the picture on Danboory when looking for pictures of the characters and I instantly knew I had to make a card with it - gonna stick a background on it, though, since it's a transparent png:


Let's get to it. Boo.
Alright, black keyword time. This one took a bit of inspiration from Haunt, and as opposed to yesterday, this to a hilarious extent isn't a Touhou gameplay mechanic I've made a keyword of. I tried to think of something black to do with it, but instead I ended up going back and taking a word I had made a mechanic for early in the set, never got satisfied with, scrapped and well the only thing that actually remains of that time is the name of it because it's something completely different now. The word is Curse, it's again something that goes on creatures and it reads "During your upkeep, you may exile this creature from your hand cursing target creature you don't control. When the cursed creature dies, you may cast this creature from exile by paying its mana cost. If you do, put the cursed creature onto the battlefield under your control."
Presentator is the character I constantly say is more properly characterized as creepy rather than cute, Koishi Komeiji:

And here's some other cursers, just because.

As I mentioned, it was themed like Haunt. So I don't think there's any surprise when I say this one goes into white as well, currently only featured on two white creatures:


And... the OTHER one
Welcome to a mechanic that's been a constant headache to me. It started out as a thing that I wanted because I loved to have a keyword with that name, and frankly, I'm somewhat surprised Wizards hasn't made it happen yet. However, I'm now at a point where I don't want it anymore because it actually doesn't really fit the set mechanics as such - it's a pure black keyword, not one of the five, and it's a thorn in my side. As for why I can't get rid of it, well, you'll see that in a later preview, but know that the lack of it, right now, would leave a glaring hole. It's called Reaper, and originally, was a keyword that, when a creature with it killed another creature, have the dead creature land in YOUR graveyard rather than the creature's owner. This would have been a fucking rules nightmare, so it was redesigned to something I can't even remember, and then redesigned again so now it makes it so that when a Reaper kills a creature, it exiles it and all auras attached to it. I don't like this version either, but nevertheless...
Have someone to show it off:

And for good measure, someone with all of it:

The less said about Reaper at this point in time, probably the better - we'll tackle the reason it's still A Thing when we get to that particular card. It's not one of today's cards. It's not even one of this week's cards. Anyway, moving on...

A GHOST

GODDAMNIT I SAID MOVING ON.
Actually, question: Would it be fine to put Curse on this dude instead?

Alright, cycling time
Ah, finally time for something I know. Such as a fairy. The obvious black fairy:


Black rapes your mind, so a fitting spellshaper:

And her spell:

Previous shaped spells have been functional reprints + Spellcard, this one's no different - it's the classic, Mind Rot.

Here's where things start getting weird-ish, because this spell had to be entirely redesigned once I designed away all -1/-1 counters of the set, and I'm not entirely sure I've hit the right notes here. But the wizard instant:


So let's instead move on to... another card that had to be redesigned for the same reasons. Damnit.

I just noticed the mana cost of this one hasn't been modified since it was redesigned. I really don't think it should cost this much now. Suggestions? 1BB?

Black is the new black
Just some samples.

Oh, right, trying out new things for Spellbind. Expect to see different Spellbind workings tomorrow.

Plane't black (I immediately regret that pun)
So. Black Touhous strong enough to be planeswalkers? It's clearly not Yuyuko, so... it's gotta be... her right?

Right?

Right?

Wrong.

INTRODUCING:
Spoiler:
The Unforgiving Black Planeswalker - Shinki, the God of Makai
[/url]

(considering dropping that "the", actually)

Well - that's actually going to be all for today. No card to end on. No bonuses. Nothing extra.

Nothing.

Which is fitting for black.
« Last Edit: October 24, 2013, 11:09:21 PM by KennyMan666 »
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TwilightsCall

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #32 on: October 24, 2013, 11:12:10 PM »
I feel as proud about guessing today's colour was going to be black as I feel proud that I guessed who today's planeswalker was going to be!

Yuyuko
Uhh...hmm.  I don't really know what to say here.  Human typing was an interesting choice.  I think she's honestly plenty strong for her mana cost.  If you wanted to add the regeneration-blocking effect, then I think you'll need to trade it for either lifelink or deathtouch - otherwise I think she just has too much stuff going on for a 5 drop.

Deadly Butterfly
Lol.  I'm satisfied.

Resurrection Butterfly
I feel like this card would be better off as a one-shot reanimate rather than an enchantment.  As it is, I feel like its almost...nichey.  Which is odd, because the effect is plenty strong.  I suppose the problem is that once you play it, you're kind of railroading yourself and forcing the game into a race for both players.  But that's not necessarily a bad thing, I suppose.  (I also can't stop thinking of this card with wurmcoil engine xD)

Bewitched Sword
I feel the 'cannot attack or block' part is kind of unnecessary.  In fact, I'd probably take that and the upkeep effect out, as well as the kickback from the tap effect.  I also feel like this card would work better as an artifact...but there's nothing stopping this card from coexisting with an artifact based on the Needle, so that's not so much of a problem lol.

Basically, as it is, I feel like the card is trying to do too much.  I think cutting it down and simplifying it will not only make it more palatable as a card in general, it will also give it enough strength as a card to make it competitively viable.


Koishi Komeiji
Her (non-curse) effect is ridiculously strong.  I'd change her power and toughness to something like...2/5? and then bring her up to a cost of 4BB~5BB.  Dropping a card like this will completely cripple your opponent.  If they happen to have no cards in hand, they have literally nothing they can do to stop her.  If they do have cards in hand and don't give up immediately, they literally can't afford to play their hand until they draw an answer for her, or they will eventually drop down to zero cards and be sunk.  Another option that would make her a lot more balanced would to make her effect both players.  As she is right now though, she is way too strong.

As for your other three black cursers...I feel like Noroiko is actually going to be unexpectedly overpowered.  Chen's Spell Circle ability seems a little weak considering Spell Circle's requirements, and Sekibanki seems fine.

Kikuri is pretty funny, but Soga is ridiculous.  For two mana, she becomes effectively an unstoppable attacker and an unstoppable blocker?  Maybe if you made it purely passive, and then made it exile her and the other creature, it would be okay.  Or at least make the effect only trigger on damage, instead of blocking.  As it is now, she could practically win games by herself - as a common two drop.  And that doesn't even include the fact that she has curse!  With a CMC of only 2, she'd be just as strong as Noroiko, except that when she hits the table she not only steals their creature, she becomes an unstoppable attacker!  Better hope you aren't playing green if your opponent is playing white!  Or even worse, that your opponent is prepared and can give her hexproof.

Yes, she can be dealt with.  She only has one toughness, so pretty much any kill spell or damage-dealing spell will fry her.  But the kind of overwhelming advantage she affords you for the lowly cost of 2 mana a turn is not the kind of thing that should be happening on two drops.

Rin Kaenbyou
Umm...I obviously can't give you much advice on fixing Reaper if I don't know what the actual problem is, but for now I'll just comment as if it's not there.  This card is pretty cute, and actually not bad as far as power goes - except you get one fairy and then Rin dies cause she's only got 2 toughness.  The wording on her token-spewing is a little awkward, I would probably change it to "Whenever a creature dealt combat damage by Rin is exiled, put a 1/1 Black Zombie Fairy creature token with Intimidate into play under your control."

Elly
I'm not sure why she has curse, but otherwise she's alright.

Ghost
It would definitely not be fine to put curse on this guy instead.  Adding one black mana to any kill spell to take control of the creature after it dies is not kosher in any way, shape, or form.  (Also, grammar error in the flavour text.  Should be "Even if the ghosts don't have any ill will...")

Luna
At least let her give -1/-1, she has to risk her life by attacking to get tapped in the first place, and then you sink three mana into it! That's a pretty hefty cost for only -1 toughness.

Reisen
Koishi's best friend.  I assume Koishi isn't going to stay as she is, so there's no point in talking about how overpowered the two are together.  You might want to bump her cost up to 3B though.  3 for a 3/3 is pretty strong already, even as a vanilla creature.

Mind Shaker
Whoa, feels like a toned down (and simultaneously buffed...?) version of Delirium Skeins.  Seems fine to me though.

Metal Fatigue
Tapping is kind of strange in black.  I'd change it to give -2/-2 or something instead.  Much more useful and much more black's style.

Brilliant Dragon Bullet
I feel like this card is either going to spark hilarious chain reactions or do nothing at all.  Definitely drop the cost to 1BB.  I would also change the effect to trigger off of discarding cards of the appropriate colour, rather than dying. This creates some cool synergies (hi Spellcard) and, though I have no idea if it would even be an issue, stop the card from being a hard counter to decks that rely on 1 toughness creatures.

Shades are great.
Is it intentional that Yoshika has to target the sacrificed creature?  This is kind of an odd, barely-worth-making distinction, but it would be a nightmare scenario if she were somehow to come across a pro-black ally.  Also, as much as I realize what you were doing with the effect, I feel like it makes a bit more sense to have her sacrifice herself to save Seiga someone else, since she's someone's pawn and all.  Also I'd bump her up to 3B cause see Reisen.

Deadly Toxin
I don't like cards with delayed damage like this, but that's a personal problem more than it is a design problem.  Regenerate blocking is a nice and probably very relevant effect.  I feel like if it were me, I would probably have made it either give the creature -1/-1, -0/-2, or just make it so the creatures controller takes the damage instead of the creature itself.  Obviously if it was being dealt to the player, it should only happen during their upkeep though.

Shinki
Ah, I was so pleased to see Shinki here.  Definitely drop the 'the.'  Also wow annihilator.  My only advice here would be to tweak the numbers to like...+2/-3/-10.  Maybe have her start at 6.  Just my two cents!


Now, about keywords...where to begin...how about from the beginning?

Curse
This is a really strong effect to be in black, tempered somewhat by the fact you'll always need to keep mana open for it.  In the end, the creature itself becomes effectively irrelevant though - what I really care about is stealing their creature, not actually getting mine back after the curse procs.  This is why Noroiko and Soga are too strong, in my opinion.  They only tie up 2 mana, and can effectively steal things that are way stronger than they are.  There's very little risk involved in using them - if you miss the curse proc because the creature bounces/exiles/whatever, you've lost your card, sure, but you aren't really behind any mana, aside from choking yourself waiting for that curse to go off.

Basically, you need to be careful that you cost the creatures with curse appropriately.  This is why having a 1drop with curse is absolutely not allowed.  You might also want consider not giving you the curse-creature back, so when you pay the cost you only get the creature you cursed, not the original card.  While it doesn't help at all with cards like Noroiko, it does make the effect a little more balanced in general.

Reaper
Uhhh....once again, since you won't tell me why this effect needs to be here, all I can do is guess.  If the only issue is that you need a way to exile cards from the graveyard, I'd just change it so you exile a card from their graveyard whenever you deal combat damage to your opponent.  Otherwise, not much here to say until we figure out what this glaring hole you speak of is!


So in conclusion.
Koishi needs some fixing.
Soga needs some fixing.
Be careful with Curse on low CMC creatures.
Aside from those, most of the stuff is relatively minor tweaks.

Looking forward to the next few reveals!  As well as getting to see some artifacts and multicolour cards!

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #33 on: October 25, 2013, 12:04:09 AM »
I'm not sure how much pride you can take in remembering the "official" order of the colours. :V

Yuyuko is human, because I decided that ghosts that were... well, dead humans, would be Human Spirits. Stuff like poltergeists and tsukumogamis are instead Youkai Spirit. Youkais are still the vast majority of creatures, so I typed as Human anything I could get away with typing Human. As of this post, there's about three times as many Youkai as there are Humans.

I think my favourite suggestion on Koishi is to make that "Whenever a player draws a card, he or she discards a card".

Noroiko, Chen and Soga have had their casting costs increased by one, and Soga's ability being insane... is entirely a result of me wording it wrong, because I'm fairly sure the idea was that she'd still take damage from the attacker or blocker as well. So what'd that be - "WW: Until end of turn, exile all creatures that are dealt damage by or deals damage to Soga no Tojiko."? That... sounds wrong to me, but I should be in bed an hour ago so I don't trust myself too much at the moment.

Yoshika is also a result of weird wording, I made her and then didn't really pay much attention to how that was worded or how it SHOULD be worded. Changing that wording for now, gonna consider if I'll change her further.

Ghost grammar: I copied that passage directly from the wiki's translation of the PMiSS article on ghosts, so don't blame me. :V

Rin's fairy tokens are the case I think I mentioned where I opted for Fear over Intimidate, because it felt like it fit better with the flavour. While it's not 100% functionally identical in an arena where there's ways to change the colour of creatures, there's nothing of that in the set... yet... as far as I can remember.

Oh, wow, Reisen being 2B is a "misprint" I didn't notice until now - she's supposed to be 2CC like Sanae and Yukari.

Deadly Toxin: is "At the beginning of enchanted creature?s upkeep, its controller takes 2 damage." the correct wording for that?

Needle aura will go through some changes.
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achicken

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #34 on: October 25, 2013, 03:03:57 AM »
Cards:

Doofy Ghost thematically shouldn't have Reaper. Curse is... too valuable to assign to it without tweaking (despite the disadvantages its a Control Magic for B 0.o)  I suggest copying the Nether Shadow ability, targetting it to creature type Ghost or even Doofy Ghost itself so it can still be a 1CC 1/1.

Personally, a Black Koishi Komeiji is an unusual representation. I always did think she was Blue. Then again, I never read Koishi Komeiji's Heartthrobbing Adventure. <_<'  Thematically I'd give her a low-upkeep Echo and Shroud, 1 disadvantage and 1 advantage that will pay for each other. 

EDIT: Also another thematic question: why does Chen have Curse? Is she capable of resurrection or control even as an EX Midboss? If you do remove Curse from Chen make sure to buff her Spell Circle, lower her CC. Her P/T is fine as it is.

Abilities:
Curse:
Interesting delayed control ability that depends on your ability to off a target creature. Wording should be "If target creature is sent to the graveyard from play...", to avoid confusion with Exile-upon-kill effects. That said,
Curse as it is currently written is too strrong, especially so if the ability belongs to a 1CC or 2CC creature. Not only is it a cheaper Control Magic (For comparison, Control Magic is 4CC.), the creature with the curse ability COMES BACK INTO PLAY!
I suggest "...you may pay the converted mana cost of the cursed creature in B to instead put it into play under your control", so not only does the curse ability *not come back*, the caster has to pay its fair share to control the opponent's creature.

Reaper
I suppose it doesn't matter even considering the great things you can do with Exile in this set, but I'm not too sure I want to Exile All The Things - just the creature. The Auras (and Equips) can go into the grave.
« Last Edit: October 25, 2013, 05:25:44 AM by achicken »

TwilightsCall

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #35 on: October 25, 2013, 03:14:19 AM »
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Noroiko, Chen and Soga have had their casting costs increased by one, and Soga's ability being insane... is entirely a result of me wording it wrong, because I'm fairly sure the idea was that she'd still take damage from the attacker or blocker as well. So what'd that be - "WW: Until end of turn, exile all creatures that are dealt damage by or deals damage to Soga no Tojiko."? That... sounds wrong to me, but I should be in bed an hour ago so I don't trust myself too much at the moment.

"Until end of turn, whenever Soga deals combat damage to a creature, exile that creature."  If you want to absolutely make sure everyone fighting her always vanishes, "Until end of turn, whenever a creature blocks or becomes blocked by Soga, exile that creature at end of combat."

Quote
Ghost grammar: I copied that passage directly from the wiki's translation of the PMiSS article on ghosts, so don't blame me :V

Fixed that for you  :V

Quote
Deadly Toxin: is "At the beginning of enchanted creature?s upkeep, its controller takes 2 damage." the correct wording for that?

"Enchanted creature has, 'At the beginning of your upkeep, this creature deals 2 damage to you'" is how I'd word it.  Just so it's clear where the damage is coming from.

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #36 on: October 25, 2013, 05:46:59 AM »
Just throwing out ideas for Curse tweaking that would still lets you get the cursing creature out: The cursed creature has to be sacrificed at the beginning of your next end step after the ability triggers, or you have to kill the creature before your next upkeep after cursing it to get it.

Licking Ghost is probably just going to get Deathtouch instead because look at how well that fits the flavour text - "if you?re touched by one of the dead, before you know it you?ll be beckoned by death."
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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #37 on: October 25, 2013, 06:11:50 AM »
Just throwing out ideas for Curse tweaking that would still lets you get the cursing creature out: The cursed creature has to be sacrificed at the beginning of your next end step after the ability triggers, or you have to kill the creature before your next upkeep after cursing it to get it.

Sacrificing the creature during your next endstep/upkeep is a good compromise.  If you pick upkeep, I suggest you give the cursed creature haste so it can at least attack once, if nothing else.

If you want to put a clock on how long you have to kill the creature, I'd make curse activate on the creature holding curse dying rather than exiling it from your hand.  So, if you trade in combat, you get their creature for one turn.  Soga would need a bit of a rework with this one, since exiling them kind of blocks the curse at that point...but I think it could be made to work.  You'd also probably want to put a timer on the cursed creature still - permanently stealing is a really strong effect so you need to be careful with that.

So one possibility: "When this creature dies, it curses target creature an opponent controls.  If the cursed creature dies before the second end step since it was cursed, return it to play under your control.  It gains haste and 'If this creature didn't come into play this turn, sacrifice it at the end of your turn.'"

Quote
Licking Ghost is probably just going to get Deathtouch instead because look at how well that fits the flavour text - "if you’re touched by one of the dead, before you know it you’ll be beckoned by death."

AHHH TYPHOID RATS AGAIN

Sounds acceptable to me.

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #38 on: October 25, 2013, 07:11:39 AM »
Sacrificing it during your next upkeep would mean you could do pretty much nothing with it if you kill the cursed creature during the opponent's turn, so it'll be your next end step. And it still has to gain haste so you can do something with it if you kill it during your turn. So, yeah, currently tweaked Curse reads "During your upkeep, you may exile this creature from your hand cursing target creature you don't control. When the cursed creature dies, you may cast this creature from exile by paying its mana cost. If you do, put the cursed creature onto the battlefield under your control. It gains haste until end of turn. At the beginning of your next end step, sacrifice it."
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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #39 on: October 25, 2013, 07:41:12 AM »
Quote
How is she anything at all like a Merfolk Looter?

Her first ability, allows her to remove the top card face-down from game. Then, at end step, it comes back. Her other ability lets her look at the top card, meaning she can use it to look at the top card, then, choose whether to remove it or not. This essentially allows her to draw the "next card".
In either case, unlike a Merfolk looter she won't be able to look more than 1 card in, so her ability is worse off.

@Resurrection Butterfly:
This card seems weak. It is an enchantment at (3BB), forces you to discard your hand and skips your draw phase and you have to sacrifice a creature during upkeep. All for an effect that allows you to play from grave? I don't think it is worth it at all.
Skipping your draw phase is already a very harsh penalty and being enchantment means it can be disenchanted.

@Reaper Whenever a creature is destroyed by lethal combat damage from this creature, exile that creature and all auras enchanting it instead of placing them in a graveyard.

From reading Reaper, it seems like it will conflict with any replacement effects for graveyard interaction.

@Divine Treasure 'Brilliant Dragon Bullet':
1BB sounds good. It isn't all that amazing.

@Rumia: She sucks. She's like a bad shade.

@Curse:
That sounds okay. If it is one turn, it isn't too bad.

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #40 on: October 25, 2013, 10:11:34 AM »
Are we even talking about the same Merfolk Looter? Kosuzu can, if you have any reason to, delay the drawing of a card. Merfolk Looter gets you  acard at the cost of a card, which... isn't the same thing.
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KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #41 on: October 25, 2013, 01:01:07 PM »
Yesterday's was late, so have today's early as compensation.

One thing will be somewhat open because I realized that as written, the keyword mechanic was without doubt overcosted. I've done a quick change/fix, but I'm still not sure. Anyway!

Red - the colour of destruction
(I'm starting to regret I didn't use anything starting with b for white, but idk what on b you could use for white, and I have no idea what I'd use for green either, so, eh)
Red is very fun to Touhou-ize. Especially because LASERS.

Expect lasers.

Not lasers
Buuuut we're starting somewhere else. With some red dudes. Or dudettes, as the case may be. If not for the fact I'm not actually sure what her card is going to do yet, I would have posted my favourite Touhou here. Instead...

...let's just get drunk and trash every fucking thing. Suika is a red version of an artifact creature I forgot the name of.

Given their names, I don't think anyone's especially surprised that two certain sisters are featured in this colour.


Sometimes it's not enough to destroy thins one permanent at a time, though. Sometimes...

...you just need to nuke everything.

Alright, lasers. First, bombs.
The red keyword is the only one of the five that doesn't go on creatures. Instead, it goes on spells, and it's a Touhou mechanic - Deathbomb. Originally, it read "Whenever a creature you control dies, you may cast this spell by paying both its mana and spellcard cost. If you do, return that creature to the battlefield tapped. Then exile this spell." But I figured that noone would ever actually use  that, so it currently requires another creature to doo the saving bomb, as per IN - so it reads "Whenever a creature you control dies, you may cast this spell and tap an untapped creature you control. If you do, return that creature to the battlefield tapped. Then exile this spell." Still not sure about it. A thing I realized when scrolling through the preview for this post is that the current wording might actually imply the wrong creature. Oops. You see what I tried to do with it, so we'll sort out the wording later because I'm not reuploading all those images now. Anyway:

Okay, that's not lasers. Neither is this, but it's cooler.

This, though? Lasers.

Pure unmitigated destruction.

Remaining alternatives for keyword extension are black and blue, and as this has everything to do with spellcasting, it's of course blue. Right now, there's not a lot of blue spells with it, and one I'd rather not want to include in a larger update such as this, so you'lhave to make do with this:


Now you see it
Now you still see it


Okay, let's calm down and do what we're used to
It's a fairy.


It's a spellshaper.

And her spell.

It's mostly Metallic Mastery. Maybe it actually needs to be full on Metallic Mastery to be worth using.

It's a wizard instant.


It's a divine treasure - the first divine treasure I made, actually. And I'm pretty sure Agni Shrine was the first of the wizard instants made, before it got turned into the cycle.


Rebirth
As mentioned, I'm  trying out new Spellbind versions. So here's an aura I'm pleased with in general to show today's variant off, but I'm unsure of the wording. On Spellbind,not the aura.

And, well, one more that I uploaded.


I'm running out of jokes on "plane" and I still need to do one tomorrow
In light  of yesterday there's probably no big surprise here, but even so.

Let's do this as we always have.

Like this.

INTRODUCING:
(for extra redundancy)

Oh, and that ultimate?


It has a flavr.
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achicken

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #42 on: October 25, 2013, 01:55:55 PM »
Cards:
Suika: You probably want her to be creature type Oni, or generate Ogre tokens (not Oni). I'd like her to generate and absorb Ogre tokens and not create a new creature type, even if you think Oni and Ogres are 2 different things.

Taboo-Laevateinn: Remember mentioning Necropotence? It's possible to End Turn OHKO if you manage to draw 3 Laevateinns after spending 19 life (total spellcard discard: 12). Not advisable to try that against instant direct damage, but there you go. :3

I'm frankly surprised to find Luna Child Star Sapphire >_< in red - expected her to be something of a White with the ability to have target creature ignore Shroud or other similar unblockable effects. But ah well.

Abilities:
Deathbomb: Can you tap the creature that's dying to fuel a deathbomb?

I like that the red direct damage spells are deceptively expensive (and are simply clones of other red spells with Spellcard and Deathbomb tacked on them), and require you to play half-Draw in order to get the most out of the color.

Edit: That said, I am kind of iffy that if you purpose build a draw deck to get at the Burn Spellcards you can kill someone for 0 mana. <_<

What I don't really like is Twilight Spark rendering Double Spark irrelevant unless you need another burn spell desperately. <_<'
« Last Edit: October 25, 2013, 04:23:50 PM by achicken »

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #43 on: October 25, 2013, 04:10:56 PM »
There's actually not supposed to be a new creature type involved there, but the card doesn't actually say anything about it. I've made an Oni token, which I should have posted, and it's "printed" with Creature - Ogre. I guess it actually needs to say "Ogre creature token named Oni". Or just straight up make them Ogre tokens. Since Suika's offshoots are, well, the same thing as Suika.

You mean Star Sapphire. Who is red because... she was the only remaining of those five fairies fairy when the other four had gotten their more or less obvious colours. So, yeah.

Deathbomb: No, you can't tap the dying creature. I need to rewrite  the ability so the wording makes sense anyway.
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achicken

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #44 on: October 25, 2013, 04:39:35 PM »
Quote
Deathbomb: No, you can't tap the dying creature. I need to rewrite  the ability so the wording makes sense anyway.

Actually, I think you should tap the dying creature. In fact, I recommend you *must* so you can't save a creature that's already tapped for any reason, and you can't have another creature save the dying creature.

In return for making this ability extremely situational, prevent all damage to the creature. (No graveyard effects here.)

Deathbomb (If target creature you control will receive lethal damage, you may instead tap it and pay <this card's casting cost, or any other cost>. If you do, prevent all damage to the creature, and play this spell as if it were cast from your hand).

Of course, the way I word it here can be bypassed with things like Terror.

You may add the words "...as an Instant" so you can use Sorcery cards in a deathbomb, but this is an optional thing.

That said, the reason why I recommend you strictly use the dying critter is for thematic stuff. Touhou isn't a "2P game" (well except for IN) and nobody bombs to save another person. <_<'
« Last Edit: October 25, 2013, 04:42:27 PM by achicken »

TwilightsCall

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #45 on: October 25, 2013, 06:50:03 PM »
Suika
Pentavusssss....it took me a while to figure out what was going on here, but it's pretty cute.

Yuugi
I'd change her cost to 2RRR.  Make sure you're dedicated to red if you want to play 5/5 tramples for 5.

Remilia
I literally read this card and said 'whoa' out loud.  I can see flavourwise why you gave her this ability, but I'm not confident it's a good idea mechanically.  That is an admittedly high cost for a red card though, so I'm not 100% confident about writing it off.  I would probably add a mana cost to the ability...maybe 2RR? Just to give it a little bit more that.

Flandre
Uuhh opposite problem.  She already costs seven, which is not an easy pill to swallow for red, so I don't think there's too much need to associate a cost to her ability.
References:
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244677
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270448
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3311

I think the best comparison here is Avatar of Woe.  And unless there's a billion artifacts in the set, I don't think having that on the list makes too much of a difference. With her high casting cost and, compared to her CMC mediocre toughness, I think she's pretty good where she stands with that change.  I would also consider changing flying to trample because 6 flying is ouch.


Utsuho
Ah, Utsuho.  You're like some twisted mix between Obliterate and Decree of Annihilation- wait no, that's not a mix, that's just decree of annihilation.  Except for 5 mana instead of 10 (ignoring her own CMC).  Anyways, same comment here as with Flandre - six power on a flyer is whoa - so I'd probably jump her to 3RRR, maybe even 4RRR.  Otherwise, her ability to reset the board is pretty valuable, as I haven't seen any other cards that can do that yet.  I would consider making her ability miss lands, just because land destruction is stupid, but it probably matches her flavour better as it is now.  If she's going to hit lands, I'd also have her hit hands as well - it's a pretty big advantage to be able to float mana, pop her ability, and then play any sort of creature afterwards.  Sure, with a 5 mana cost, you probably won't get to float much, but even a one or two drop can make a significant impact - especially if supported by spellbind and spellcard.


Asteroid Belt
Okay.

Gungnir
I'd probably cost this at 3RR.

Double Spark
Okay.  I would consider dropping it to 3RR and Spell Card 3.

Laevateinn
Honestly, for this cost, I would make it hit all creatures and all players.  Probably would also drop it to six damage in that case so you accidentally kill yourself a little less often.  As it is, I feel like it's just a really expensive way to hit an opponent for 8, and that's boring!

Perfect Freeze
For 1UU? I'd make this tap all permanents. Make that freeze perfect.  If you want it to stay as an opponent-targetting-spell, bump up the cost a little bit.  As it is right now, I pay three during their upkeep to force them to skip a turn and be completely open to my attacks the next turn.  As a reference: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253582
This card only hits their creatures, and costs 4 to do so.  As Perfect Freeze is, I feel it needs to be a lot more expensive - somewhere in the realm of 6 CMC - for it to be fair, but I feel like that's kind of the opposite of what you intended with the card, hence my suggestion to make it perfect freeze.

Evil Eye
Turn 1 haste is always fun.

Star Sapphire
How is she ever going to get tapped before combat to use this?  My gut is to change her so that she stops them from attacking instead, but that's not a very red ability.

Shou and her Spell
Unless you have a considerable number of artifact creatures - which I suspect there will be maybe 2? - I don't think you need to bother with the untapping thing.  Haste is irrelevant unless its also a creature as well.

Agni Shrine
Drop the damage on this to 3 to bring it more in line with other burn spells, ie Volcanic Hammer, Incinerate, Searing Spear.  2 for 4 damage is quite a good deal, and in this case I think its too good of a deal.

Salamander Shield
Reword it so that Salamander Shield is the source of the damage.

Possessed by Phoenix
Okay, this is immediately the first thing I thought when reviewing these cards and I got to around where Evil Eye is.

Turn One, I'm first.
Play mountain, tap, evil eye.
Enter combat, swing.  No blocks? Sounds good.
Spellcard Laevateinn, spellbind three copies of Possessed by Phoenix.  On to game 2.

In all seriousness, I don't think this is that much of an issue thanks to Ancient Duper, Flower Wither Away, Deadly Butterfly, and who knows how many other Spellcards that can atleast stall you out one turn.  Plus the unlikelihood of drawing those as six of your seven opening cards.  But something to keep in mind :P (Also, completely unintentionally, my proposed change to Laevateinn completely nullifies this problem 8D)


Red Oni Blue Oni
I like it.

Mima
I would drop her cost to 2RR.  And I would reword her second ability to "X target creatures can't block this turn."


Twilight Spark
....huh.  achicken already mentioned this (try saying that out loud, it's pretty entertaining), but this card basically eliminates the need to ever use double spark.  I would either drop the damage (to like...3) or increase the cost to 6RR.


New Spellbind
I approve of this.  As long as the things with spellbind aren't too impactful, I feel like it's a really interesting ability that encourages both the use of Spellcard and Spellcircle.  The restriction on colours is gonig to make it a little thorny for multicolour decks, but that's probably a good thing.

Deathbomb
Honestly, I'm not a big fan.  I see what you were trying to do, and flavorwise I find it's fine, but mechanically it feels very much not red to me.  What I would recommend is that you scrap the whole idea of saving creatures from it, and add a deathbomb cost to each card with deathbomb.  Then, when a creature you control dies, you can play the card for it's deathbomb cost instead of it's mana cost, which will hopefully be significantly cheaper.  You can then also make cards that will have bonus effects when you deathbomb them.

Basically, trying to save your creatures isn't a very Red mentality in my mind, whereas turning them effectively into suicide bombers is about as red as it gets.  Just my two cents!

I'm awfully sleep deprived as I write this, so I'll probably go have a nap and come back to reread through it to make sure I didn't miss anything glaringly obvious.
« Last Edit: October 25, 2013, 06:55:12 PM by TwilightsCall »

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #46 on: October 25, 2013, 06:58:47 PM »
I... think that a "whenever" condition on a sorcery lets you cast it even if the condition happens during an opponent's turn. I'm also thinking I also want Deathbomb to actually be useable to prevent destroy effects.

...which would make it just another Regenerate variant. Huh. I'll consider what to do with it, but I'm working at a con all weekend (tomorrow is when I try to defend my title as Swedish master of PoFW), so nothing big is going to happen before then.

Also, since i just now saw your earlier edit, Chen has Curse because... well, Black Cat of Bad Omens. "Bad omen" is close enough for me. Sekibanki or Koishi aren't straight up "cursing" people either, but I felt the spirit of the effect still fit them. Cards I didn't post for a reason but also are black Cursers you'll see later are of course the resident curse gods, Hina and Mishaguji (the two of them were the reason I tried a Curse keyword early in the set design).

Twilight posted while I was typing this, I'll respond to that another time.
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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #47 on: October 25, 2013, 10:33:36 PM »
I will have to agree with the sentiment that Double Spark and/or Twilight Spark need retooling, because the former is, as currently presented, horribly inferior to the other despite having the exact same costs as instant spells.  I don't see too many situations based on what you've shown where the ability to distribute 6-7 damage to one creature, and ping another for the remaining points has more impact on the board state than 5 to the dome, then 5 to everything on the opposing side of the field. From what I see in this thread that's practically a board wipe unless every critter on the field has a butt injection or pro-Red attached.  Twilight Spark seems like way too much value for 4 and 2 Red. I am seeing it as an overpowered Chandra's Fury-, same gimmick, blast the face then the field without targeting the creatures, it costs only 1 less and does only 4 to the face and 1 to each creature.  For only one more red Twilight is doing 1 more direct damage, and a whopping 4 more to every creature. 

Maybe if Double Spark could target the player as one of the two targets that might make it scarier. Like, Cinder Storm was 7 to a creature or to the dome for 6 and Red as sorcery; Explosive Impact was 5 to a creature or player for 4 and a Red at instant speed.

Going back a bit for Black, did I miss an explanation for what purpose reaper was supposed to play?  Before with the older spellbind mechanic, reaper seemed like the perfect answer to that- since the enchantments could possibly be yanked and recast from the grave, and pitched in there in the first place as sac outlets for the spellcard mechanic.  Reaper's effect of saying "Nope, that sucker is exiled" shuts down those shenanigans if you get too reckless with attacking and blocking thinking you can always yank it out later of the bin later if budgeted for.  It in general seems to just be the way to shut up any sort of bin harvesting shenanigans, which seems kind of ironic since that's normally Black's hat to begin with thanks to things like Unburial Rites, Grave Scrabbler, Disturbed Burial, Grave Betrayal, Corpse Hauler, the Scavenge mechanic, etc.  But with what appears to be new rules for how spellbind works, this seems like an almost entirely obsolete mechanic.

But take me with a grain of salt, I am no expert at assessing value of effect vs its CMC, nor am I all that good at the game anyway.

achicken

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #48 on: October 26, 2013, 03:01:16 AM »
Quote from: KennyMan666
I... think that a "whenever" condition on a sorcery lets you cast it even if the condition happens during an opponent's turn. I'm also thinking I also want Deathbomb to actually be useable to prevent destroy effects.

...which would make it just another Regenerate variant. Huh. I'll consider what to do with it, but I'm working at a con all weekend (tomorrow is when I try to defend my title as Swedish master of PoFW), so nothing big is going to happen before then.

Heh, if you want it to do something like that, there is only 1 option.

Deathbomb (If target creature you control will be exiled or sent to the graveyard from play, you may instead tap it and pay <this card's casting cost, or any other cost>. If you do, target creature phases out until end of turn, and play this spell as if it were cast from your hand. Play this ability as an Instant).

Now the creature can survive anything just for an instant. It can even survive being sacrificed by its own player, causing the sacrifice effect to fizzle :3
I would like to use "Exile until end of turn" because nobody uses Phasing anymore, but I don't know if the tapped state is saved when you Exile. 

Quote from: gtf234
I will have to agree with the sentiment that Double Spark and/or Twilight Spark need retooling, because the former is, as currently presented, horribly inferior to the other despite having the exact same costs as instant spells.

Well there's one suggestion I might have, but it requires retooling the card completely. This set is lacking in X-cost cards. :3

Double Spark
Sorcery XXR
Spellcard X (You may discard up to X cards instead of paying for this card's mana cost. If you do, Exile Double Spark after it resolves).
If you play this card by paying its spellcard cost, X is equal to the number of cards discarded.
Deal X damage to 2 target creatures or players. (You cannot target the same creature or player twice.)

This is a slightly weaker X direct damage variant that still allows you to pump it for an arbitrary amount of damage, except its more difficult to get upwards of 10 unless you have a mana engine.

It's not likely you can drop more than 6 cards to use this as a spellcard.
Almost all X spells are Sorceries so I changed it accordingly. (Besides, if it were an Instant it could potentially become a Necropotence OHKO. >_>)
« Last Edit: October 26, 2013, 03:02:55 AM by achicken »

Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #49 on: October 26, 2013, 09:35:02 AM »
Quote
Are we even talking about the same Merfolk Looter? Kosuzu can, if you have any reason to, delay the drawing of a card. Merfolk Looter gets you  acard at the cost of a card, which... isn't the same thing.

It is similar. A Merfolk Looter allows you to go through your deck, which Kosuzu can sort of do, but only once. Kind of like Sensei's Divining Top, but much much weaker.
From looking at her ability, she is just an expensive 1/1. Her delaying that card may also cause it to be permanently removed from the game, which it is possible what you want to do.

Also, about Soga, could you explain a flavor reason why Soga exiles creatures blocking her?

@Suika: She looks like the Pentavus. Good high powered card.

@Remilia and Flandre: They seem a bit on the weak side.

@Utsuho: I suggest taking out her ability to destroy Enchantments. Red can almost never destroy enchantments. I believe Red only has 1 card that can get rid of enchantment. That is Apocalypse. Well, also Blue Elemental Blast, but that card hoses all blue cards.

@New Spellbind mechanic: This one seems like it can have potential, good mechanic. Watch how you design your enchantments, otherwise, there will be quite a bit of one to two turn kills using red.

@Deathbomb: Bomb sound like it is a red thing, but I am unsure if you want to do creature recovery for red. That isn't what red does. I like Achicken's suggestion. As Red resurrecting seems odd.

Quote
I... think that a "whenever" condition on a sorcery lets you cast it even if the condition happens during an opponent's turn. I'm also thinking I also want Deathbomb to actually be useable to prevent destroy effects.

...which would make it just another Regenerate variant. Huh. I'll consider what to do with it, but I'm working at a con all weekend (tomorrow is when I try to defend my title as Swedish master of PoFW), so nothing big is going to happen before then.

One suggestion for Deathbomb. Change Deathbomb to If an untapped creature would be destroyed. Tap that creature and it is not destroyed. Remove all damage from it.. The way I am wording it, it won't target, so it can hit Shroud. As this is Deathbomb and not Regenerate, it will bypass cannot be regenerated clause.
You can think of similar game wording, depending on how you want what kind of flavor you want for Deathbomb.

Quote
Now the creature can survive anything just for an instant. It can even survive being sacrificed by its own player, causing the sacrifice effect to fizzle :3
I would like to use "Exile until end of turn" because nobody uses Phasing anymore, but I don't know if the tapped state is saved when you Exile.

Tap state is not saved. That creature that comes in is treated as a new creature.
Phasing will keep the tapped state. It is the only mechanic that causes removal and keeps the creature in its current state. Auras also stay with the phased creature. It will also not trigger come into play effects.

Quote
Almost all X spells are Sorceries so I changed it accordingly. (Besides, if it were an Instant it could potentially become a Necropotence OHKO. >_>)

For comparison, look at Comet Storm.

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #50 on: October 26, 2013, 11:01:24 AM »
My favourite suggestion for Deathbomb so far is to make it be an alternate cost you can cast the spell with when one of your creatures die, and thereby opening up the possibility for the spell to do something different when it's cast as a deathbomb. It also solves a problem I had with a blue spell I want to have deathbomb on but was kind of weird pre-change, and allows me to tack Deathbomb onto some other blue spells that would otherwise have made no sense to have it on.

A thing with the new Spellbind I've realized is that while it makes the spell mechanic synergy more attractive, it also means that the multicoloured and more powerful auras would be easier to use - so perhaps Spellbind shouldn't go on all auras. I also thought that maybe some spells shouldn't have Spellcard, but on the other hand, that probably gets balanced by every spell HAVING spellcard, so that's... probably remaining.

Green is coming later today, and the keyword will come in two or three variants because I'm mildly unsure about it, but one of those is pretty surely overpowered without another adjustment.

Longer comments about everything else is coming later in general. But I'm not going to have Utsuho not blow up all permanents. Fun thing I realized, though - curse a creature, float mana, pop Utsuho, cast the curse creature, and you now the only thing on the battlefield is two creatures, one with haste that could be any other creature in the game. And, well, I guess you could always have things indestructible, but even so. That's not as fun of a combo. :V
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KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #51 on: October 26, 2013, 01:55:29 PM »
Still no time for longer comments - but here's today's preview. In you haven't already guessed today's planeswalker, shame on you.

Green - the colour of strength
Green is really mostly about hitting things really hard. And making things more powerful. We can Touhou that. We can Touhou that really hard.

Imagery
First up a card I'm insanely pleased with the picture for because it flows so perfectly with the card border:

Parsee has also been the inspiration for a lot of green spells.


Power up
Alright, keyword time. This one is a Touhou gameplay mechanic, and comes in three vesions here. I'll post the same card with all three versions of it, and for the rest of the post I'll be using the "middle" version. Word is Focus, obviously goes on creatures, invoked as Focus X - <cost> and reads "Whenever this creature attacks, you may pay <cost> to give it +X/<what comes here is the point of discussion> until end of turn."
The person who demonstrates it also wants to say "can't touch this" (na na nana, nana, nana):

Another pair of focusers, including someone I'm sure you all have wanted to see and who also reminds us of the blue keyword:

Speaking of keywords of other colours and people you all want to see, by process of elimination, we know that this one goes into black. So.


Some specific cards
First, something that can become hilarious:


Something I'm not sure of:


Something I'm very sure of, except for maybe the cost:


And some more, and this time I remembered to include the token.

(did I mention I use the modern style creature tokens? Because I do. Because the old creature tokens are ugly as sin.)

Okay but what about
Yeah, yeah, here's a nonlegendary. This was actually the very first nonlegendary creature made for the set, and originally it was, if I recall, a 0/1 defender with reach that tapped for G. It became something else when I decided to make the rest.


And the regulars
Faeries!


Spellshapers!

Spellshapers' spells!

(Regrowth!)

Wizard instants!

...huh, that previous spell is kind of strictly better than this except for in very niche cases. It should probably be made into something else. Maybe it should return the land to the battlefield instead.

Divine treasures!


Planely obvious
Those of you who couldn't guess this one, go sit in the corner and think over your life.

Because seriously.

There's only one possible option for this one. Ever.

INRODUCING:
Pow.

Well - that's previews for all the colours. But we're not anywhere done yet. I know what comes tomorrow. You don't. But I would say there's three possible things it COULD be, so you have a 33% chance of expecting the right thing.
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achicken

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #52 on: October 26, 2013, 03:16:37 PM »
Critters:
Youmu - is a candidate for the Reaper ability. Well why not.

Mamizou - Fun! But what happens if another Changeling enters play?

Abilities:
Focus: ...as it is, it sounds like a fancy name for "pumping". There's nothing to prevent me, frex, from paying an extra 3G to give ver.1 Kasen another +3/+3. If its meant to be like that, there's a reason why this mechanic was never given a keyword. There's too many variables to change.

(The second being that "3G: +3/+X until end of turn. Play this ability only when attacking". Is much shorter than the keyword text. :3

« Last Edit: October 26, 2013, 03:18:54 PM by achicken »

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #53 on: October 26, 2013, 06:57:45 PM »
I'm not doing anything with Reaper until we've gone over the thing that might allow me to axe it.

According to MTGsalvation Wiki's list of creature types, she would get +224/+224. And then I've introduced some new creature types, so it would be slighhtly more. There is a nonzero chance for this to occur within the set. Perhaps i should change her to get +1/+0 instead, but that's not as hilarious.

Focus was meant to only be useable once, per attack. The original version of it was the +X/-X one, since Focusing in Touhou makes you slower, though ingame that's a GOOD thing becuase it makes it easier to dodge.
« Last Edit: October 26, 2013, 06:59:55 PM by KennyMan666 »
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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #54 on: October 27, 2013, 03:37:25 AM »
Late to the party about deathbomb. Instead of saving the creature, for the same costing process just allow the dying creature to deal 1 damage to target creature or player. This is way more in line with the colour pie and fulfills the other function of deathbombing.

TwilightsCall

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #55 on: October 27, 2013, 08:08:22 AM »
Parsee
I would highly recommend changing her Spell Circle effect to read "Permanents named Parsee Mizuhashi ignore the Legendary Rule when Parsee is enchanted with two or more auras."  This makes it so once one has Spell Circle active, you can play as many copies of her as you want.  Otherwise, you can only play one Parsee without Circle active at a time.  If that's intended, okay, but that's not the impression I got of where you were trying to go from reading the card.

Parsee's Spells
Looking at all of these, I feel like you could take all of Parsee's influenced cards, switch all the green mana symbols to black mana symbols, and it would still be perfectly in colour and closer to reality in flavour.  But I know you don't like switching colours of things, so I won't say too much about it lol.

Kasen
Change the emphasis in her flavour text to unitalicized instead of bold.  Bold looks kind of out of place in my opinion.  I'm not a big fan of focus, but otherwise the card is fine.  5 for a 5/5 ascetic though...that's running it a bit light.  Depending on how you end up dealing with focus, you may want to up her cost a bit,

Kagerou
I would switch her CMC and Focus cost.  Being forced to attack every turn is a pretty harsh penalty, so I think you can drop the cost of her a bit - in exchange, bumping from 3 to 5 is rather significant, and if you are going to be attacking with her every turn, I feel it should require a bit more dedication to keep her online than most other Focus cards.  I realize focus seems to be XC in cost, but it's still something to consider if you don't mind messing with it.

Youmu
DECLARE FOCUS SPELLCIRCLE.
So many effects, so little time.  I would put Spellcircle at the bottom of the ability list.  Just a thought.

Marisa
I could have sworn Marisa was going to be a red card.  Otherwise, I'm not sure she needs intimidate.

Mamizou
This could, indeed become hilarious.  Especially if you have a fling equivalent in the set.  However, I feel like the mana cost offsets the benefits of her abilities quite nicely.  Not sure she really needs declare though.

Sukuna
I'm....not really sure what to say here.  I feel like she doesn't need hexproof and that you can probably increase the cost of her ability to GGG.  Or change it to +3/+0 and trample.  I'd still take off hexproof though.

Missing Purple Power
This card should clearly be purple, not green.
...but seriously, I'd make it cost 3GG.

Wriggle and Co.
Oh geez.  Those insect tokens are...something vicious.  I feel like Little Bug Storm would get out of control really fast.  I would probably split it so Little Bug Storm always makes 3/1s (or maybe 2/1s) and only the tokens made by Wriggle herself have * for attack.  The more cards you have that deal with insect tokens, the more highly I recommend making the * attack a thing unique to Wriggle.

Keine
I'd make her 3GG.  Her effect is really strong, a lot stronger than Regrowth simply because it's a constantly reusable ability - you need to draw more regrowths to abuse them, but Keine just asks you to draw more cards.  Returning Bridge Ichijo is fine as it is.

Sylphae Horn
Honestly I'd make it search your deck for a basic land and put it in your hand/into play.  I don't know how much mana ramp you have in the set, but this is a card that I feel would do that job very well.

Hourai Jewel
I feel like this card is not really useable.  There are some very limited circumstances where it'll make a big deal, but generally I don't think it'll be consistent enough to be reliable.  Plus, unlike the other 4 treasures, it doesn't give you any sort of benefit for naming your opponent's colours unless you happen to have instants to cast in your hand, in which case...you're probably just going to leave the appropriate mana open.  I'm not sure what I can recommend to change it to, but the first thing that comes to mind is have it proc off of creatures only, and create 0/1 saprolings or something.  In that case, I'd bump it's cost to 3GG.

Yuuka
I expected Suwako, tbh.  I would change her abilities around slightly.  First, I'd make her 0 do two 1/1s, and I'd make them plants.  I'd then change it to a -2.
With that change, I'd change her +1 to add G for each Plant you control.  Leaving it at +1 is fine.  Lastly, I'd change her -8 to say "You get an emblem with 'creatures you control get +1/+1 for each Plant you control.'"  Just play up the plant theme, and let her ultimate hit all creatures in exchange for only checking plants for the X number.


Focus....I agree with achicken, to some extent.  It doesn't really feel unique enough to be worth printing as a specific ability.  If you want to try and encapsulate slowing down and getting stronger, I would do something like...

Focus X - XG (If this creature has no +1/+1 counters on it and is untapped, put X +1/+1 counters on it and tap it.  It doesn't untap during your next untap step.)
or
Focus X - XG (If this creature has no +1/+1 counters on it and is untapped, put X +1/+1 counters on it and tap it.  Play only as a sorcery.)

One forces you to use the ability during your turn, the other forces you to use it at the end of your opponent's turn.  Both function effectively the same way - take your creature out of commission for one of your turns and one of your opponents turns to get a big buff afterwards.  It's kind of gambly, but I feel like it really captures that feeling of slowing down and making sure you perform at top capacity.  It also saves you from having to constantly dump mana into it.

Furthermore, it opens up a number of design options.  For starters, you can throw effects on them that activate when they have +1/+1 counters on it.  Secondly, you can make creatures that have focus, and then eat their +1/+1 counters for a specific effect.  Here are some arbitrary examples (not necessarily recommendations, just examples to show you what I mean)

Kasen - 2GG
Focus 3 - 3G
As long as Kasen has at least one +1/+1 counter on her, she gains Hexproof.
3/3

Marisa - 1R
Focus 3 - 3R
Remove a +1/+1 counter from Marisa:  Deal 1 damage to target creature.
2/1

This would, of course, probably force you to remodel every single card with Focus in terms of focus number and cost, P/T, and mana cost, but I feel like it has a lot more to add to the set flavourwise and effectwise than the current iterations.


What's coming up...I expect to see some artifacts and some multicolour cards, but that only constitutes two possible previews.  I suppose the third could be lands?  Well, I shall wait warmly.  Shaping up quite well so far!
« Last Edit: October 27, 2013, 08:10:50 AM by TwilightsCall »

Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #56 on: October 27, 2013, 08:22:51 AM »
Well there's one suggestion I might have, but it requires retooling the card completely. This set is lacking in X-cost cards. :3

Double Spark
Sorcery XXR
Spellcard X (You may discard up to X cards instead of paying for this card's mana cost. If you do, Exile Double Spark after it resolves).
If you play this card by paying its spellcard cost, X is equal to the number of cards discarded.
Deal X damage to 2 target creatures or players. (You cannot target the same creature or player twice.)

This is a slightly weaker X direct damage variant that still allows you to pump it for an arbitrary amount of damage, except its more difficult to get upwards of 10 unless you have a mana engine.

It's not likely you can drop more than 6 cards to use this as a spellcard.
Almost all X spells are Sorceries so I changed it accordingly. (Besides, if it were an Instant it could potentially become a Necropotence OHKO. >_>)

I like that idea a lot. I always did feel X damage for X effect spells have nice versatility, especially with stuff that's got just slightly too big of a butt to kill with cheap burn.  But I wonder if XX in the cost would make it just as undesirable compared to Twilight even with the potential for pumping.  Presuming Twilight were to be unchanged, since the analysis can't go anywhere without such a presumption- to even do 3 to the player and a creature would cost more than a Twilight, without the convenience of instant speed.  And to make it equivalent in damage for 2 targets, it would have 11 CMC.  If you have the raw mana, or the ramp to blow 11, why would you ever spend it on that when Twilight offers the same and lets you use that extra mana for some better 5 drop?  Obviously X spells aren't the most efficient impacts since that's kind of the trade off for their variable nature, but XXR for 2 targets feels like way too much waste and certainly not worth pitching your hand for. 

But then again, XXR makes me think Bonfire of the Damned, which at least hit all creatures of the target player and had a Miracle cost of only XR.  I think I'm really just comparing your proposed effect to that, which probably isn't the best course of action, but that is also the only XXR cost card I can think of that was considered legit really good not laughably impractical or just plain horribly costed.  Thinking about it more, would Twilight be better as an XXR sorcery with X as damage to target player and all creatures under its control, with Double being a 4RR instant for maybe 4 damage to 2 target players or creatures, with those targets only being able to be targeted once each? Maybe that fits the image of Twilight being the field nuke better? I can see that working well when the opponent has 2 or more creatures out, since even casting for 2 damage in that context would result in 6+ total dealt for 5 CMC; 3 damage would be 9+ damage total for 7 CMC. The total damage dealt will increase faster than the CMC will.

--------------------------------------------------------------


Anyway, the green stuff.  Smells like good old reliable green to me, hexproof bastards, ramp, pumps, token pooping, etc.  I was always fond of token army shenanigans with ways to pump them, despite their vulnerability to easy blow outs from things that target multiples based on type or name.  Because shenanigans are funny- like letting Assemble the Legion exist for more than 3 or 4 turns.  So I am liking Wriggle's mechanic and I think it's also the first X/X creature you've shown unless I missed one earlier in the thread.  Not quite sure why the pump abilities needed a keyword beyond trying to cram more Touhou into keywords- if you intend for them to only be able to be activated once when attacking, it's a simple matter of adding express wording the ability only can be done once per attack step. 

I also think Sukuna needs reworking since GG and Tap for +3/+3 and trample to target creature feels too cheap with her as a 4 drop with Hexproof while Missing Purple Power right under it is also a 4 drop for only 2 more to the power and butt.  You get her down, never swing with her, and have a Giant Growth + Trample on a very affordable GG length stick. I am not sure what that ability needs or her stats and cost need for adequate adjusting but something I think should give. The ability seems to be what's great for her, but when she's never going to be swinging in, especially with a 1 butt, unless it's completely clear, so that hexproof shuts out a lot of ways to deal with her unless you've prepared still unrevealed ways to deal damage or debuff things without targeting them.  Compare to Kasen, who is clearly going to want to be swinging- hexproof protects her from traditional removal options, but she can still get eaten through combat tricks.  However, I might also not be adequately accounting for your intent to basically have no normal creatures beyond these single "1/1 for 1"'s in each color- her abilities may be fine in of themselves and she might just need to be a pinch slower to get out on the field through a higher cost.

I kinda addressed MPP already, but in general I think Missing Purple Power could afford to be maybe 1GGG or 3GG even- it's a slightly stronger Titanic Growth, so slightly more expensive and pickier about is color cost.

Parsee I am not sure works out as you want her to.  Stack auras on her to remove that one's legendary status, and unless you do that she's got to be solo for that +3/+3 Trample.  Even if you did meet that condition, you'd need a third critter as a bounce target and then you are stuck with only them on your field if you want them to stay 5/5 w/Trample.  of course this cycle can be repeated, but that sounds like a lot of impractical effort to just get a couple of 5/5s.  Maybe she is better off just having as that passive working like the Brothers Yamazaki, where it was straight up an exception carved out of legend rule and you could have 2 of him max on the field, and each creature named Brothers Yamazki gained +2/+2 with Haste.  In this context, with the new legend rule, one could have two Parsees out, get some bonus you want, like the current +3/+3 and Trample (her cost would probably need to be adjusted higher in this context but set that aside for the moment) and that still maintains the clone attack pattern flavor she most frequently identified with but in a more useable light (I am pretty sure it's safe to ignore trying to add this flavor for Flandre as an exception to the legend rule, 4 of her with no strings attached is a bit much).  The spell circle ability then actually represents something potentially scary with allowing room for a third Parsee to appear, gain the named benefit, and nobody explodes.  As it is now, she looks like a 2/2 for 3 with a self targeted bounce because the other effects look too impractical to actively try to use and are mostly likely just going to result in you have two identical 2/2's with a self-bounce on summoning. 
« Last Edit: October 27, 2013, 09:27:21 AM by gtf234 »

KennyMan666

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #57 on: October 27, 2013, 09:33:19 AM »
Just a quick word on Twilight's Yuuka comment - I used 0/1 Plants and 1/1 Saprolings because both of those are tokens that already exist in Magic.

Focus will be thought over, perhaps replaced with something else. Con ends today, so I'll probably collect and reply to all specific comments I want to reply to later tonight. Might be before the next update, it'll be a short one.
Fly & High!!

Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #58 on: October 27, 2013, 10:45:26 AM »
@Focus: The Middle or Left focus looks fine. However, I suggest that you limit the ability to once per turn.

@Youmu: Youmu being in Green is kind of weird. I always thought she would be either Black or White. I know she is a gardener, but she is the gardener of the Netherworld.

Quote
Hourai Jewel
I feel like this card is not really useable.  There are some very limited circumstances where it'll make a big deal, but generally I don't think it'll be consistent enough to be reliable.

I kind of depends on what is available in the set. For example, with what we have seen. You cast Hourai Jewel on turn 3. On turn 5, you can cast Firefly Sign "Little Bug Storm" and have 3 mana left to do something else. Or you can cast Yuuka, create 2 tokens, and you will also have 3 mana. Next turn, you can either create 2 tokens for extra mana or do something else. This enchantment seems like a comboish enchantment to me. It also has potential to infinite.

achicken

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Re: Touhou: the Gathering - Legends of an Eastern Wonderland (Magic set)
« Reply #59 on: October 27, 2013, 11:20:54 AM »
Quote
Obviously X spells aren't the most efficient impacts since that's kind of the trade off for their variable nature, but XXR for 2 targets feels like way too much waste and certainly not worth pitching your hand for. 

Well the XXR cost is only for flavr. :3 

The option also exists to remove the target restriction, so you can deal X damage TWICE to a single target. This turns the spell into a standard Fireball, with a restriction on how damage is divided and the number of targets max. Also has the side effect of making the Spellcard effect more useful, potentially 12 damage with a standard hand of 7 cards (X=6 *2 attacks).  If you have an engine tho, OHKO on 20 life is 11 cards, assuming the tweaked Double Spark is already in your hand.

By the way, it's actually quite easy - not trivially easy, but as easy as Marisa's proverbial Laser, to get 11+ cards in your hand by turn 2.  (I made that "deceptively expensive" quip for that reason. :3)

Quote
Focus was meant to only be useable once, per attack. The original version of it was the +X/-X one, since Focusing in Touhou makes you slower, though ingame that's a GOOD thing becuase it makes it easier to dodge.

Well if its once a turn, make sure you add that specific "Play this ability only once a turn" at the end of the rules text. MTG assumes that you can play the ability as many times as you want if you don't have it and there's no tap requirement.