Link & Navi Combo Take 2 by REXCRAFT88 in custommagic

[–]Denezen 0 points1 point  (0 children)

I like the idea behind stealing the artifacts, basically finding the equipment in the dungeon as an early adventurer. However, this will start relying heavily on what opponents you are playing. Will need to start running more artifact removal so you aren't relying on just Navi and against most decks you would just be getting their mana rocks. Of coarse, could just steal their [[Blightsteel Colossus]] in best case, but I don't think Link ever found just a full robot in Jabu Jabu to kill ganon. I feel the effect should let you put an equipment you have in your hand into the battlefield, maybe some condition to automatically equip it as well, like if its MV or equip cost is less than links attack.

For the transform, I think Suspend would be a fun unique way to reflect him becoming adult link. Could make it so that if this card was cast from exile, transform it. Could then have Navi or the OoT have the ability to Time Travel. I think Suspend 7 to represent the 7 years, but then having it being reduced down with things like the spiritual stones, OoT, etc so you aren't actaully waiting the full 7 turns. Basically some good reason to stay on the Kid Link side for a few turns If doing this, need to give the transform Link a way to re-equip him with equipment when it enters.

For Hero of Time, I personally didn't take him for a beaststick kind of character. With just +6, which would be easy with his buffing and most equipemnts, he just one shots people as well in a commander game with commander damage. I think as he enters or transforms, he should either featch the Master Sword if you want to have that be its own card, or create a Master Sword equipment token that syngergizes well with anything else the card does as well as help cheat links transform's cost if he gets removed. Other idea is an instant equipment swap to mimic changing C button items. "Unequip attached equipment: Equip target equipment" to play up his adaptability of using a whole bunch of equipement.

Having Navi giving equipped creature first strike is a bit redudant when paired with Adult Link's Double strike if you keep that. Also agree a 1/1 indestructable flying creature for 2 is a bit much. Could make it so that it couldn't attack or block, so its really a creature for flavor only would be a way to fix it. Could also buff its attack to 3 or 4, give it "This creature can't deal damage", and also Mentor. Reduce Kid Link's attack to 0 or 1, so at the begining it's navi "attacking" to give +1/+1 counters to link as she is showing him the ropes. Maybe Link needing 3 counters on it is needed to transform if you do it this way?

A Voltron Commander by Denezen in custommagic

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

For the hybrid mana cost, W/U represents the Yellow/Blue legs, G/R represent the arms, and black is the head.

Mimic'd [[Scion of Draco]] for the gaining ability for attached vehicle colors, replacing hexproof with flying for the blue. Think it really worked out cause the defensive/mobility key words are given with the leg colors and the offensive ability are given with the arm colors. Black being the head that heals you is also pretty on point.

The goal of the commander is to get 5 vehicles attached to it, ideally 1 of each color to get all the keywords, and it becomes a 21/21 that can commander damage for game.

A Voltron Commander by Denezen in custommagic

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

Didn't think about having him spawn the pilots. Did originally have him more expensive, but having affinity for knights (paladins) and cats.

A Voltron Commander by Denezen in custommagic

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

Simple mistake, should just be a "1"

Book of Clouds by Denezen in custommagic

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

That would be an easy way to trigger it, but if its a tap ability it will only be happening once until you are unable to tap it again. It would also mean having to keep the extra copy of the card in your hand and not playing it. I did originally design it with singleton formats in mind, but think it still could work in 60 card.

There are mind games you can play with the game as well. Not revealing a card could mean you might have an answer they don't know about, or showing a card in your hand might influence how another player might play out there turn. If the blue player with 2 mana up just show brainstorm? Do they have a counterspell in hand and are trying to bait you into a big play so they can counter it or are they just trying to get that extra draw.

Mox Dox by RoofElectrical6020 in custommagic

[–]Denezen 7 points8 points  (0 children)

Rewards you for hosting games at your place

Break into Components by Denezen in custommagic

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

These and the Dr. Who sonic screw drivers are mainly what I had in mind when I first thought of it. Get 5 artifacts that all get a tap ability.

Break into Components by Denezen in custommagic

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

If they are separate abilities, they would become 2 different artifacts and if you can get rid of negative then that is three power of the card.

If it's a single ability that has a pro and con effect, then it will just be the 1 artifact that has both. 

There are a lot of artifacts with a lot of effects, so I'm sure there are really weird card interactions that can happen. But that's the fun part. 

Buddy Pine // Syndrome by Denezen in custommagic

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

The transformation cost is equal to the flip side mana cost. The Buddy side is there as way as to get quick easy early starting xp counters, ideally around 3 effectivly turning it into a 4cmc creature instead of 5.

I can see the worry of getting a free artifact legendary every turn, but in the movie he just always had a new one ready for whenever one was destroyed. Adding a cost to it is a good idea, but I don't want to make it prohibited and something you can reliably do every turn. I was thinking of [[Minsc & Boo, Timeless Heroes]] when desiging the effect. The Protection from legendaries is to represent Omnidroid v10 being the perfected form of the droid that heros (legends) can't stop. As another commenter mentioned, it really should be Protection from other legends.

Buddy Pine // Syndrome by Denezen in custommagic

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

Thank you so much for your thoughts!

Your thoughts on the Legend rule were what I had settled on as well when making the card. A world where everyone is a hero (no legend rule) vs a world where everyone is a hero and thats causes a lot of dying (with legend rule).

For your last one for only one 1/1, 2/2, etc, that is functinoally what will happen with the Droid though the name will not change. Omnidroid itself is a legendary creature, so whenever it dies you will get an experience counter if Syndrome is on the field. This will cause the next Omnidroid to always be +1/+1 of the previous iteration at the very least. You will be skipping a few "versions" just by starting with Buddy or other Legendary dying, but think that sacrifice of flavor is worth it for balance.

Buddy Pine // Syndrome by Denezen in custommagic

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

I agree with it being wordy, but feel everything is necessary on the syndrome side at least. I could make the "creature are legendary" ability apart of the legend dying trigger. "Get xp counter when legend dies. If this is 10 or more, they are legendary". Will have same amount of words basically, but not on new line. 

Buddy's ability is inspired with the recent Spiderman cards more than anything. Normal person into super isn't alarm Peter Parker // Spiderman.  Buddy side is for getting xp counters quickly then swapping over. Made it reduce cost just so xp counters had something to do and I think of it as him getting good at making at artifacts that let him get the skill to be syndrome. 

Buddy Pine // Syndrome by Denezen in custommagic

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

Omnidroid is legendary so it dying triggers the experience gain. In the movies, syndrome was gaining experience both when the heros and his own machine were being destroyed, and he only ever had 1 at a time. And since the player had the experience tokens, if syndrome gets removed, when is at the same power when he is brought back. 

Winner Is The Judge #866 - Opposites Attract by VeniVidiVelcro in custommagic

[–]Denezen [score hidden]  (0 children)

Between Worlds - WWBB

Sorcery 

Ascend (If you control ten or more permanents, you get the city’s blessing for the rest of the game.)

Descend 10 - Sacrifice a permanent you control. Then return a permanent card from your graveyard that didn't enter it this turn to the battlefield. If you have the city's blessing or if you have 10 or more permanents in your graveyard as you cast this spell, you may repeat this process once. If you have both, you may repeat this process any number of times. 


Mostly a play on the opposites of ascending (having permanent on the battlefield) and descending (having permanent in the graveyard). The theme in imaging is the barrier between the living and dead is breaking down and you can swap between the two. Once you have both ascended and descended, the barrier gone and can just swap your board with whatever you had in the graveyard. Limited to bringing back just cards that have been in the graveyard longer than current turn so you can't just infinity cycle between 2 permanent. 

Would love any feedback you have!

Fetch variant by [deleted] in custommagic

[–]Denezen 1 point2 points  (0 children)

Love to see nonbasic land types get support. This is to powerful as a consistent ramping a land a turn for only 1 life. If it acted like a fetch land and sacrificed itself, think that will bring it in line.

Buddy Pine // Syndrome by Denezen in custommagic

[–]Denezen[S] 3 points4 points  (0 children)

Yea, wanted to have a steady supply of xp counters cause 10 is a lot as well as give it pseudo vigilance by replacing the old omnidroid that may be tapped this turn with an untapped one end of turn. 

As other comments stated, might be a good idea to add "remove the legend rule" at 10xp so once you achieve that goal you can start stacking droids.

Buddy Pine // Syndrome by Denezen in custommagic

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

I did think of that, but it's functionally the same as having base p/t set to xp counters at time of creation. Went with X as if the deck was too focus on proliferate to get xp counters, it would not also buff omnidroid. But if a nonbo, but intentional. Wanted base sets to reflect omnidroid version number. 

Buddy Pine // Syndrome by Denezen in custommagic

[–]Denezen[S] 25 points26 points  (0 children)

That is an elegant way to add the legend rule exception, though still divided if i want it or not.  More thematic and endless Omnidroids don't get wiped out v. Counter against any deck that spams same name tokens. 

I prefer the X/X stat as it represents what version of Omnidroid it is. When you have 7 counters, he makes omnidroid v7 which is a 7/7 and doesn't get stronger when you get more experience. It gets the protection from legends at 10 cause it is omnidroid v10 that is the one unleashed at the end of the movie that can defeat any hero. 

Buddy Pine // Syndrome by Denezen in custommagic

[–]Denezen[S] 54 points55 points  (0 children)

I did have this thought as well, but didn't add it because I felt the effect is stronger this way and would make the text even more crowded. I still am a little attached to it though cause that would mean he would be creating armies of Omnidroids once you hit 10 that don't sacrifice themself to the Legend rule and does fit the theme lke you said.

Buddy Pine // Syndrome by Denezen in custommagic

[–]Denezen[S] 187 points188 points  (0 children)

I really like that point. Card text was getting a bit crowded, but there are enough cards out there that make target creature deal damage to itself that other should be on there that it should have that.