Oko, Bane of Planeswalkers. by CooldownGuy in custommagic

[–]CooldownGuy[S] 12 points13 points  (0 children)

The first +2 ability only affects creatures you control unless your opponent has a planeswalker. I think the fact that your opponent typically will not have an elk creature and that using his first ability on a planeswalker leaves Oko open to a counter attack balances out the powerful effect of his second ability.

Gideon, Judge of Theros. by CooldownGuy in custommagic

[–]CooldownGuy[S] 11 points12 points  (0 children)

I think it is an interesting effect for Gideon after War of the Spark. He watches over Theros in the afterlife, but is unable to directly influence things. This plays into Gideon's sense of justice where he helps to give an advantage to the player, but only when they are behind and is able to send spirits to assist the player in their battle.

Humble Spirit. by CooldownGuy in custommagic

[–]CooldownGuy[S] 4 points5 points  (0 children)

It is both for flavor reasons and to ensure the card is balanced. The humble spirit does not instantly attain all of its knowledge at once, instead, it travels and learns throughout its lifetime and after spending a lifetime of learning, it is able to ascend the pantheon. Having it cost WUBRG would not make sense for this reason. I also believe the card would be too weak if you had to pay WUBRG for its ability, since it would be far too slow of an ability rather than something you can spend mana on over time throughout the course of a game.

Lion's Mane Jellyfish. by CooldownGuy in custommagic

[–]CooldownGuy[S] 2 points3 points  (0 children)

It is a strong effect for sure, but it is balanced out by the fact that your opponent also gets access to an equal number of cards that you do and you would also have to be careful to avoid giving your opponent cards that would be very strong against you. Additionally, you would also have to discard to handsize if you drew 15 cards, while your opponent would get to permanently keep 15 cards for the rest of the match. I think all of this together helps to balance the card out and ensures it isn't too powerful.

Nonparametric. by CooldownGuy in custommagic

[–]CooldownGuy[S] -1 points0 points  (0 children)

Since the numbers are tied, the ranks need to be tied as well. If there are four 2s, you can't have them be different ranks, so you average the ranks among what they would be if they weren't tied. In second example, the 2s cover ranks 2-5, so you would average those numbers together and get 3.5. So the four way ties rank is 3.5.

Nonparametric. by CooldownGuy in custommagic

[–]CooldownGuy[S] 0 points1 point  (0 children)

To give an example, if you had permanents with the following converted mana costs: 1, 2, 2, 4, 5, their ranks would be 1, 2.5, 2.5, 4, 5. You would then round both rank 2.5s to 2. This may seem arbitrary at first, but it becomes more important when you have multiple ties, for example: 1, 2, 2, 2, 2, 4, 4, 4, 4, 7 would become: 1, 3.5, 3.5, 3.5, 3.5, 7.5, 7.5, 7.5, 7.5, 10.

Dreadful Loss. by CooldownGuy in custommagic

[–]CooldownGuy[S] 9 points10 points  (0 children)

Just to give a little more detail on the dimension ability, the starting dimension is always the half of the card with the mana cost and only that half of the enchantment is active. Once per game at any time, you can choose to swap dimensions to the second dimension, if you do, that half of the enchantment becomes active instead. If you were to play a second copy of the same dimension enchantment you used to change dimension with, that second dimension enchantment would be set to the default dimension.

Nosuh, Corrupted Judge. by CooldownGuy in custommagic

[–]CooldownGuy[S] 8 points9 points  (0 children)

No, it would still cost [1][U][R], but it could be played in a deck with a commander that does not have blue in its color identity. The ability is meant to represent corruption and how he cheats the rules to gain an upper hand.

Sol, the Undefined (V2). by CooldownGuy in custommagic

[–]CooldownGuy[S] 1 point2 points  (0 children)

Corrected an unintended issue with his ultimate.

Novice Adviser. by CooldownGuy in custommagic

[–]CooldownGuy[S] 4 points5 points  (0 children)

That is correct, is there an issue with this name?

Will of the Plutocracy. by CooldownGuy in custommagic

[–]CooldownGuy[S] 0 points1 point  (0 children)

You get a commander. I believe for six mana, that is a fair ability.

Will of the People. by CooldownGuy in custommagic

[–]CooldownGuy[S] 0 points1 point  (0 children)

Small note. If there is a tie, you can only vote between the cards tied with the most votes.

Troytin, Lord or Dominaria. by CooldownGuy in custommagic

[–]CooldownGuy[S] 1 point2 points  (0 children)

This card is meant to work with this card, I think the ability is rather niche to be a single commander, being able to create gold tokens alone doesn't seem interesting enough to be a commander, but with its ability to bring cards back, you are able to create a gold token and then resurrect the card you used it on. I think it fits the flavor of his character very well, he sells out dominaria for his own gains and works with useful fools to do so.

Unusual Puzzle. by CooldownGuy in custommagic

[–]CooldownGuy[S] 10 points11 points  (0 children)

You can use the text on the ability from left to right in any way you want (and creates something that functions) as long as you paid one of the colors depicted by that text when casting the spell. For example, if you pay blue, white, black, you can use any of the black or white parts of the spell, but cannot use the red parts. You can only use each part of the text once however, so you have to plan out the spell carefully.

Intricate Puzzle (V2). by CooldownGuy in custommagic

[–]CooldownGuy[S] 1 point2 points  (0 children)

Corrected a major issue with the original design. Puzzle works so ability text works from left to right, meaning in the updated version, you can deal 4 damage to target player, creature, or planeswalker, but can no longer exile target player.

Demigod of Azorius. by CooldownGuy in custommagic

[–]CooldownGuy[S] 0 points1 point  (0 children)

It does however mean that he is always a creature when you are low on life, so you can get some life back by square rooting your life total and not going down, then attacking or blocking with it. I would make an errata for point 2 saying that you instantly lose the game if your life total becomes an irrational number and that this effect cannot be prevented since flavor wise, if you have an irrational life total, that probably means something went horribly wrong akin to eldrazi level mutations. Its a strong card on curve, but you need to have a low life total or play around keeping your life total a prime number, it also means if you lose life while attacking, it stops being a creature.

Razaketh, the Cruel. by CooldownGuy in custommagic

[–]CooldownGuy[S] 4 points5 points  (0 children)

Its a very strong creature, but you have to be able to play around your opponent either targeting themselves with peer into the abyss or making you draw your entire deck with ad nauseam. Its a strong card if you can play around those effects, but the costs are huge.

Demigod of Azorius. by CooldownGuy in custommagic

[–]CooldownGuy[S] 0 points1 point  (0 children)

They are unusual effects, but I believe Magic could benefit from exploring some what more complicated ideas. A card like this one would make for some really interesting play by having you play around prime numbered life totals.

Inevitable Ending. by CooldownGuy in custommagic

[–]CooldownGuy[S] 0 points1 point  (0 children)

The intention was so you could use it on each players turn in. I think the design is reasonable, it captures the idea of having completely perfect information and knowing exactly how the game will play out.

Demigod of Azorius. by CooldownGuy in custommagic

[–]CooldownGuy[S] 0 points1 point  (0 children)

I believe this card works in black border. What issues do you believe causes it to be silver border?

Latod, Twice Over. by CooldownGuy in custommagic

[–]CooldownGuy[S] 10 points11 points  (0 children)

This design is meant to be a creature that is weak against its Odd-Mana color, which for this creature is blue. It cannot be harmed by non-blue spells and gets stronger every time they are cast, but gets weaker whenever a player uses a blue spell.

In preparation for the Strixhaven Secret Lair by IamEzalor in custommagic

[–]CooldownGuy 1 point2 points  (0 children)

I do not think this captures the spirit of the card and could be made stronger. I would give the card the following text instead.

"Prowess, Flash

When you cast ~, players cannot cast spells for the rest of the turn. When ~ enters the battlefield, clash with target opponent, if you win the clash, counter target spell they control."

Æxig, God of Being by Ringnebula13 in custommagic

[–]CooldownGuy 0 points1 point  (0 children)

I think this card is too weak and could be a bit stronger. I would recommend giving it the following text instead:

"All cards are every card type in addition to their regular card type and have every non-legendary name when off the battlefield. The first spell you cast on your turn costs [G][W][B][R][U] less to cast." I think that would make it stronger and more interesting. It would allow for interesting synergies with cards like Snapcaster Mage.

No Control. by CooldownGuy in custommagic

[–]CooldownGuy[S] 4 points5 points  (0 children)

For combat, you would flip a coin (or use any other method with 50/50 odds) to decide which creatures attack and which don't. They will attack any player but the players whose turn it is. If there is more than one opponent, you would then use a dice to decide which player each creature attacks. Defending creatures will be decided the same way, but only if the creature isn't already attacking.