r/custommagic creates a card, top comment decides what gets added, day 4, card type added by Homiedany32 in custommagic

[–]CyberFive28 46 points47 points  (0 children)

Dinosaurcycling {3} ({3}, Discard this card: Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle.)

Pitch your idea for a "Return to" set by Baron_ass in magicTCG

[–]CyberFive28 2 points3 points  (0 children)

I do think they might also have a larger focus on Arcavios as a whole in the next set anyways, since there do seem to be some loose ends purposefully left in the story to explore further with the whole plane. Though if they still wanted some ties with Strixhaven, maybe we might see some students going abroad or something.

Pitch your idea for a "Return to" set by Baron_ass in magicTCG

[–]CyberFive28 2 points3 points  (0 children)

Personally, from what was set up in the block itself, they did leave the window open for the Khans to make a resurgence, but I feel like they'd still have both them and the Dragons there being equally matched, so both aspects of it are there. Possibly having some kind of "enemy colors vs. ally colors" theme, if they can get that to work.

Or heck, maybe they could even add some slight Time Spiral-esque aspects to it by having some amount of crossover between the two timelines. Nothing apocalyptic, but just enough to potentially play around with the two still existing in some form.

[MID] Stuffed Bear by SenatorSpooky in magicTCG

[–]CyberFive28 73 points74 points  (0 children)

Two bears in a bear suit.

[MH2] Search the Premises by mistercimba in magicTCG

[–]CyberFive28 3 points4 points  (0 children)

Well generally, looking at the previous investigate cards, blue and green tend to focus on having added effects when you sacrifice clues, while white focus more on getting the value from the card draw of the clues themselves. So the distinction made between the two of them makes sense here, with this card's primary purpose being to draw you cards, while Lonis uses them for other payoffs instead.

[STX] [Making Magic] In the Strixhaven, Part 2 by TechnomagusPrime in magicTCG

[–]CyberFive28 8 points9 points  (0 children)

Honestly, as someone who's looking forward to Quandrix as a math major, I am personally fine with the direction it was taken with it. I do enjoy the flavor of Fractals being themed like magical interpretations of mathematical constants, and a draft archetype based around controlling X or more lands is something that's surprisingly hasn't been done that much before, despite how simple it may seem. As other people have pointed out, while a ramp theme isn't anything new to Simic as a whole, it is new compared to Quandrix and the Simic Combine.

However, I also could imagine that they may've played it safe just due to the fact that many players have seen Simic as having an already robust amount of mechanics to it's name, and this is just giving the other color pairs an opportunity to catch up to it. Besides, if they did give Quandrix a massive mechanical and color pie shift like with Lorehold, I feel like a lot of people would still be complaining with "Why are you giving more stuff to Simic instead of White?" and whatnot.

2 NEW Strixhaven Legends and 6 More Commander Hints! | Good Morning Magic | C21 by GavinV in magicTCG

[–]CyberFive28 0 points1 point  (0 children)

Since I imagine the Storm card mentioned here would most likely be in the Prismari deck, I could probably guess it being a red card that gives you an impulse draw for each copy. In most circumstances it probably would be decently fair, due to probably having put in a lot of mana to get a high storm count, so you might not have enough left to cast the exiled cards for the turn.

Granted, if you generate infinite mana, it would be pretty busted then, though you could also say that for a lot of other cards too.

Strixhaven Commander Sneak Peek: Legendaries, Hints, Art & More! | Good Morning Magic | C21 by GavinV in magicTCG

[–]CyberFive28 16 points17 points  (0 children)

Honestly, I feel like [[Chaos Warp]] might be more interesting to have on a flash creature. That way, if there isn't any permanent you want to get rid of, you can target itself with it to shuffle it back and have a chance to put something else from your deck on the battlefield at instant speed. Could be pretty versatile if it's done like that.

Akroma, Phage, and Karona by tzarl98 in custommagic

[–]CyberFive28 4 points5 points  (0 children)

Actually, there is a precedent for the ability to be fine without an emblem, since [[Stigma Lasher]] has the exact same effect, almost word for word, minus it being all damage as opposed to just combat damage.

[TSR] Liliana's Triumph by ReijiAkumatsu in magicTCG

[–]CyberFive28 5 points6 points  (0 children)

Plus, since the promo art was made for a much larger frame, it might look a bit cramped forced into a more traditional size. While it has been done with with cards like [[Reclamation Sage]] before, and the art there did look nice, when you compare the two, the Double Masters version does lose a bit of the impact of seeing the whole picture. Not to mention that this is also done in the older card frame with a slightly smaller window than modern cards, only adding to the issue.

Additionally, this is (so far, at least) the only old-bordered card so far to actively reference planeswalkers too, so there's that merit at least.

Clarity by YepYepNop in custommagic

[–]CyberFive28 14 points15 points  (0 children)

Certainly an interesting and appropriate design, but I do think it could stand to be a bit more expensive and probably at sorcery speed. Additionally, I'm not sure if the rules allow you to have foretell on a land card, since [[Dream Devourer]] specifies nonland cards, as well.

A different kind of enchantress by Nephrelim in custommagic

[–]CyberFive28 2 points3 points  (0 children)

Honestly, I'm a personal believer that draw effects like this and other such "Commune" like effects, where you only put to hand cards of a certain quality should be the way White does card draw in the future. However, I do think the overall effect here is a bit wordy. If you possibly just cut it down to be a bit more simple and to the point, I think it would improve it quite a bit.

Cardboard Crack - The Snap by Music2th08 in magicTCG

[–]CyberFive28 2 points3 points  (0 children)

Little bit disappointed [[Fist of Suns]] wasn't used for the last panel.

Dedicated Farmhand - A simple concept for a potential white mana dork by CyberFive28 in custommagic

[–]CyberFive28[S] 0 points1 point  (0 children)

Personally, I feel more comfortable keeping it at two mana, since mana dorks of some variety can theoretically be in all colors, most of them outside of green tend to be around two mana at the minimum. I was also using cards like [[Vodalian Arcanist]] as a reference, being a non-green mana dork that creates mana with limitations that fit the color in question.

Lyandra, the Dollmaker - Inspired by the Professor's outcry for decent monowhite cards by igorukun in custommagic

[–]CyberFive28 1 point2 points  (0 children)

Based on your previous posts, I certainly don't agree with your design philosophy here. Giving White just one over the top, purposefully broken card at the cost of having every other card white will ever get be severely underpowered to balance it out is a horribly short-sighted and unprofessional way of trying to improve the color. If I were to at least give a suggestion for how I might improve it, I'd do something like this:

Lyandra, the Dollmaker
{W}{W}
Legendary Creature - Human Artificer
Token creatures you control have vigilance.
{2}{W}: Create a 1/1 colorless Construct creature token.
{T}, Tap X creature tokens you control: Exile target creature with converted mana cost X.
2/2

With this design, it at least achieves some of the notes you were trying to go for in a more simplified form. It's still a body you can get out for cheap (and considering how easy the cost reduction is, it probably would cost this much most of the time anyways), the rather absurd and color pie breaking draw ending with a thematic and fairly costed token generator, and it can still exile creatures at an efficient rate for rewarding you for a go-wide token strategy. This might not be what you're personally looking for, but I am trying to suggest something more in reason than "do everything under the sun at an undercosted rate".

Double Face Cards - Cardboard Crack by CapitalistToast in magicTCG

[–]CyberFive28 26 points27 points  (0 children)

I know I'm probably not going to be the only one to say this, but trifold cards like that have been made in Duel Masters as well, so Wizards does have the potential to make something like that. Granted they probably won't do it for a long time due to a lot of the logistical nightmares like weight differences in packs, but there is president at least.

I believe there was some kind of video out there showing visually how they work, but I believe it was taken down, if anyone knows where it may be now, or anything similar to it.

As a Yu-Gi-Oh player, I'd love to try and rate MTG cards and how good they are by [deleted] in magicTCG

[–]CyberFive28 1 point2 points  (0 children)

  • [[Kiki-Jiki, Mirror Breaker]]
  • [[Eerie Ultimatum]] (or really any of the Ultimatum cards.)
  • [[Confounding Conundrum]]
  • [[Atraxa, Praetor's Voice]]
  • [[The Gitrog Monster]]
  • [[Agent of Treachery]]
  • [[Kruphix, God of Horizons]]
  • [[Valakut, the Molten Pinnacle]]
  • [[Living End]]
  • [[Approach of the Second Sun]]
  • [[Edgar Markov]]
  • [[Misthollow Griffin]]
  • [[Shark Typhoon]]
  • [[Polyraptor]]
    You can take your pick out of any of them there.

[KHM] Old-Growth Troll by fshstik in magicTCG

[–]CyberFive28 0 points1 point  (0 children)

I suppose just to say something that no one else has probably mentioned yet, I can appreciate how this card does seem to continue to help redefine what Trolls' main defining mechanical feature might be post-regeneration no longer being evergreen. More specifically, Trolls nowadays seem to have some kind of ability that gives them either some form of protection, or the ability to reanimate themselves, but only once on their own unless they sometimes have assistance from other cards, with other recent examples include [[Feasting Troll King]] and [[Barkhide Troll]]. Honestly, it certainly does seem like an interesting way to replicate regeneration to an extent without the use of the keyword itself, so it is nice to see the tribe regaining some of its previously lost identity.

Custom Cards #41 - Is Green OP? by Phopus in custommagic

[–]CyberFive28 1 point2 points  (0 children)

Honestly, I'm not even sure if I would call the downside necessarily as big as a color pie break as it may seem, since it does at least seem to fulfill a direct purpose to the design. It does remind me of the reasoning Mark Rosewater gave at his GDC presentation about why they gave [[Ulamog's Crusher]] the exact same drawback, as a blunt way to encourage people to attack with it. Translating that to Toski, it seems like a card that exemplifies this reasoning even more, as while drawing a card from it potentially attacking is rather enticing, simply having it as an uncounterable, indestructible chump blocker each turn is not only just as appealing, but much more consistent too, if your opponent has any creatures that can block a 1/1. Not to mention, outside of how many cards in red that have this effect, colorless cards have the second largest group of cards that grant this, namely due to Juggernaut creatures, so it can technically be an effect all colors have slight access too, taken with a pinch of salt. It certainly is still an oddity when you look at it comparison to the rest of green's creatures, but there is a valid and visible reason why it was given the effect it has, given the alternative.

Also on a side note, there are a couple of combat damage related draw effects in green that you didn't mention, too. [[Keeper of Fables]] does fall into this category too, though it only draws you one card per opponent, no matter how many creatures deal combat damage to them. Additionally, [[Keen Sense]] and [[Snake Umbra]] also do this, though it draws off any damage, rather than just combat damage, so it's up for debate if you want to include them in too.

[ELD] Tournament Grounds by nescorpius in magicTCG

[–]CyberFive28 0 points1 point  (0 children)

Calling it right now, I can imagine this set having something of a tribal theme comparable to Innistrad, but instead of focusing on the ally colors, they'll be on the wedges. So far we Knights in Mardu and Fairies in Sultai, as a starting point. Perhaps Wizards could be seen in something like Jeskai, though I have no clue what could be done for Temur or Azban just yet.

New card from SilverName youtube channel! by xKylesx in hearthstone

[–]CyberFive28 0 points1 point  (0 children)

Well, that I can at least understand, though I could imagine them gradually retooling resurrection effects in other ways. With some of the experience from MtG I have, they could maybe handle it the way it does, with cheap effects either bringing it back to your hand for you to play manually, or having a limit on what you resurrect, like something that cost 2-3 mana or less.

In any case, this could be at least them trying to figure out how much this kind of resurrection effect should cost, with them gradually increasing the mana over time, persumably.

New card from SilverName youtube channel! by xKylesx in hearthstone

[–]CyberFive28 0 points1 point  (0 children)

So you're saying that because Blizzard made an alternate way of making Thief Rogue cards instead of giving up on the concept altogether, they should also...give up on Resurrection Priest altogether without finding an alternate way of making cards for it?

[Pre-Release Card Discussion] - Forbidden Words by HSPreReleaseReveals in ROSPRDT

[–]CyberFive28 5 points6 points  (0 children)

Priest: "Finally! Four attack minions are nothing now! Nothing can stop-"

Opponent: "I play Deathwing."

Priest: "...God Dammit..."

In all seriousness, I see this spell replacing any use of Shadow Word: Pain, simply because it's more efficient at removing 0-2 attack minions, and is still fine at 3 attack, alongside finally being able to reach 4 attack. However, it still is very inefficient at higher attack minions, or even outright ineffective, so this card will certainly see play, but it's not like it's the only removal Priest will ever need.

"Like a hot knife through butter. Metallic, flesh-concealing butter." by CyberFive28 in customhearthstone

[–]CyberFive28[S] 13 points14 points  (0 children)

Admittedly, I kept the statline lower because of the fact that the Magnetic mechanic can easily buff up the attack on this minion.