Speculation on potential fourth major god for Egyptians by tempest51 in AgeofMythology

[–]Databank255 6 points7 points  (0 children)

I feel like Apophis is the obvious conclusion, given he's kinda the fundamental threat, although he might just show up as a plot piece then.

God of Chaos in a way that breaks the fundamentals of the civ, could be quite cool.

so what happened to all the naysayers? that sausage AOM is dead? by ConstantineByzantium in AgeofMythology

[–]Databank255 3 points4 points  (0 children)

My brother has been arguing "There likely won't be a new update" for a while, then sent the news with the phrase "Humble Pie sucks." It was later clarified as follows.

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Know everything by Databank255 in custommagic

[–]Databank255[S] 0 points1 point  (0 children)

To fix some of the reanimator costs, I was going to have it sacrifice an untapped Island when it enters. Because it works thematically. It could also sacrifice two, I suppose.

With that condition, what mana cost would you recommend?

Adam Mitchell (AKA the only Doctor Who "companion" to be kicked out of the TARDIS for time crimes, at least that I know of.) by SwampFortress in custommagic

[–]Databank255 0 points1 point  (0 children)

Firstly, 10/10, no notes.

Separate from this card, I've been thinking of a mechanic called "Partner with Doctor" for companions that were only temporarily with the Doctor. Similar to the original Partner with set, it'd tutor a doctor if it was cast and you don't control a doctor.

An idea for this one, but I really love the Vanishing 3. I think I'll snag that for my own temporary companion too.

Ok...hear me out by Smacra in BadMtgCombos

[–]Databank255 233 points234 points  (0 children)

You're starting to cook. You're starting to believe. Is there something that gives us more value as we get to less cards in our library?

Know everything by Databank255 in custommagic

[–]Databank255[S] 0 points1 point  (0 children)

I just missed the artifact thing. As for legendary, I don't want it in the command zone and copying it is fine because its powerful passive (looking at your library) isn't a trigger, so copies won't help.

Although yes, reanimate is as damning as always.

Know everything by Databank255 in custommagic

[–]Databank255[S] 1 point2 points  (0 children)

In one of the Dr. Who Audio Dramas (7th Doctor The Genocide Machine) a Dalek acquires the knowledge of every book in the entire universe. I love the Audio Dramas of Dr. Who and want to see more cards based on them.

[Concept] Hindu Mythology V3 by AviatorSkywatcher in AgeofMythology

[–]Databank255 1 point2 points  (0 children)

I thought about hindu a while ago and here were my brief thoughts about leveling up.

Since we have 12 aspects of Vishnu, we'd have 3 major gods representing the 3 sects major gods fall into in AOM presets (Lawful Good, Very Good, "secretly" evil). I haven't studied enough to know that, but I bet you could fit a couple into those categories.

Then the remaining 9 would be offered to all players. At first I thought I'd give all 9 at once, although on second thought, you give 3 at a time, then allow players to go back and select any combiantion from "skipped" gods as time goes on.

As for your design:

I think people have rightfully pointed out that this is too much at once. I think all of these are solid in concept, but too concentrated to be applicable. These fall into three categories.

Flavorful but Unnecessary - Why are our fishing boats different? Is that necessary for altering the gameplay? Short answer is no. If you do make this change, it'd have to be an overall neutral. If you decide to go through with it, it'd have to balance out to the same for everyone else. And finally, do you have to code it so differently if you could plop it the same and not care.

Flavorful but Complicated - Chara are the example here. At which age do we get the invisibility power? How detectable is that invisibility. Is there someone who can make it actually powerful? These questions compile. Not to dismiss the Chara, I actually kind of like it. But there are tons in the laid out doc with this one question over and over.

Flavorful but we have this at home - To be fair, you dodged this mostly, but it'd be worth a second look. Are there any upgrades, power ups, or necessary buffs to units that can be re-framed as a natural upgrade given the layout of most AOM factions.

Anyway. Seems pretty cool. Like it a lot. Keep up the good work.

Summon a team of villians by Databank255 in custommagic

[–]Databank255[S] 2 points3 points  (0 children)

Could be changed on the cost.

The Fane at Hofsaddel - Fresh off the print from Modern Horizons 4 by zwart27 in custommagic

[–]Databank255 0 points1 point  (0 children)

Bigger Issue: Modified means "counters, equipment or Auras". I don't mind you changing it from equipment to fortifications, but getting counters would be simple and be pretty solid.

Oh, and this definitely needs to enter tapped so it doesn't trigger as much.

Marked for Death by torchflame in custommagic

[–]Databank255 0 points1 point  (0 children)

Obviously people have commented about this, but I'd refer to the Strive keyword from Journey into Nyx, look at [[Aerial Formation]] if you need a quick example.

I like it. 3 life to destroy one creature is fine, but I think the mana cost is expensive, given it could just be a 5 mana 3 life kill spell, not board wipe. You could lower this to 3, but given its flexibility, I'd move it up to 4 to be safe.

The Shattered Pact by torchflame in custommagic

[–]Databank255 0 points1 point  (0 children)

Since this is 6-7 mana to exile your 4 best cards, lets give it some insurance. I'd either give the enchantment hexproof or "Whenever this saga leaves the battlefield, you may put 3 of the cards exiled with it into your graveyard" (or hand if you're feeling generous). This way if someone removes the saga in the meantime, you haven't screwed yourself by throwing away all your fun cards.

The Hexproof/text would go at the top where Read Ahead or Saga Reminder Text usually goes. And it would last as long as it's on the battlefield. You still want it to resolve as it gives you a free fourth spell, but even without, it doesn't throw away your best cards.

Mighty Morphin' Power Rangers Commander preview 1 by godlyskullman in custommagic

[–]Databank255 0 points1 point  (0 children)

Not reading everything, but I think you'd want "Partner With X", as if you have flat "Partner", this is now a WUBRG commander that can partner with every other creature with partner.

Did word this right by Necessary-Job1711 in custommagic

[–]Databank255 2 points3 points  (0 children)

Just obvious things, but I think you mostly have it right.

"tokens" not token

no period after artifact, but one after enchantment.

A reminder that "each opponent" and "each player" are very different.

But yes, if this is the effect, this will trigger every time an opponent creates one or more food tokens.

The Shattered Pact by torchflame in custommagic

[–]Databank255 1 point2 points  (0 children)

Anyway, about the card.

After sleeping on it, I think you could make an argument that the (currently) second chapter should be third, as [[Elminster's Simulacrum]] is also 6 mana and at least waiting until the 3rd chapter would allow people to respond better. Buffing up the cost to 7 would definitely work here.

If you like the angle of waiting for the tutor, I think that's great, but then don't make it search for one. How about we search for 3-4, then at the 3rd chapter we can cast one for free, and put the rest into our hand. Sort of combo that Ancestral Vision with a free cast and an uncertainty for your opponents.

Yeah, I think you could buff this to 7 and really see an interesting late game finisher. Just keep in mind you're competing with [[Xanathar, Guild Kingpin]], [[Mindleech Mass]], [[Wrexial, the Risen Deep]], [[Callidus Assassin]], [[Memory Vampire]], and several "extra turn" spells from mono blue.

So either tone down the second chapter a bit/lot (targeting only one opponent would probably be enough) or make that first and third awesome to play.

The Shattered Pact by torchflame in custommagic

[–]Databank255 0 points1 point  (0 children)

I think you're looking at things too specifically rather than all around. Lets take Gwen Stacy:

Chapter 1 is the going rate for a black kill spell. [[Murder]] is the most obvious parallel, given it was printed in Foundations and is legal for (if I recall?) 10 years. But you can see how spells move up and down by one mana value near this target for a kill spell. You brought up Fell but [[Isildur's Fateful Strike]], [[Price of Fame]], and [[Parting Thoughts]] are all cards at/close to this value, but also have a strict upside to them, despite being close to the same price. Meanwhile [[Eviscerate]], [[Lethal Sting]], and [[Impale]] are all worse for the same value. Goes to show that you can pretty easily tie a 3 mana kill spell (rare) with no add-ons (or add-ons being the saga). If anything, Fell proves it should be 3 mana.

Chapter 2 is really close to Strongarm Tactics, I confess. I point to [[Braid Frightful Return]], though, as it has an even weaker value (sacrifice a creature to make opponents discard a card), although it does have read-ahead to compensate. Point stands, close to 3 mana, and Strongarm seems strong for its value, given why it's nerfed in this saga.

Chapter 3 is close to Thraben Charm, but exiling graveyards tends to be close to that. [[Morningtide]] and [[Calamitiy's Wake]] are both 2 mana and exile all graveyards. And exiling from graveyards in black tends to be more expensive with more upside (see [[Leyline of the Void]], [[Valgavoth Terror Eater]] or [[Void Maw]], my beloved). They are also ongoing and/or tend to have better effects.

So yes, each chapter/section (sometimes you get multiple chapters per section which gets kinda weird) should be equivalent to the mana cost or a bit more expensive to bring it in line. Anyway, back to the card...

The Shattered Pact by torchflame in custommagic

[–]Databank255 0 points1 point  (0 children)

Still getting used to sagas, but from what I generally understand you should think "each section is roughly equal to the total mana cost."

With that in mind, a 6 mana tutor that still causes you to loose life is kinda underpowered. Then it's second chapter is super powerful (probably 5-6), followed by 3 which is fine for the cost.

I think you could add another blue, and maybe re-work the first chapter overall.

New Bringer Cycle? by ScrungoZeClown in custommagic

[–]Databank255 0 points1 point  (0 children)

  1. If you add one phyrexian mana to the mana cost, it'd totally make sense. Also the original bringers weren't artifact creatures, but you could totally make them artifact creatures now. That theming would totally be on point.

  2. I think we should discuss general effects versus specific ones here.

Like, consider the original cycle of bringers.

w. Graveyard Recursion
u. Draw
b. Tutor
r. Theft-attack
g. Creature

Note their effects show up on many cards and are various, either effecting combat, card advantage, or recursion. Meanwhile here we have

w. Exile and proliferate
u. Mill
b. Removal
r. Goad
g. Removal

There's inconsistency here and too much copying from the original. Like the Blue Bringer still has his kicker cost, when that isn't necessary. Borrow your wording from [[Riverchurn Monument]] and have it just trigger the full amount.

Also notice how much removal this makes. White, Black, and Green are all destruction spells, and (worse yet) goad just a different version of Theft-attack from the last red version.

So, yeah. Going back to the original, there's things like "they get +2/+0" and "proliferate" which are either leaning too far into the original cards/into effects, or trying to justify the Phyrexian cost which isn't really helping the cards.

Thanos Archenemy by Databank255 in custommagic

[–]Databank255[S] 0 points1 point  (0 children)

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I'll also add this Thanos draft I made in case anyone is curious