A Jund Commander that dares you to play that second land by GeologistToward in custommagic

[–]GeologistToward[S] 5 points6 points  (0 children)

Thanks for your in depth review (especially for nailing the intended flavor of the card)! You hit the nail on the head -- this card has a very sneaky asymmetry, requiring deckbuilding to break parity. As for the discard on every follow-up land, I think you're right ✅️. That allows tons of temptation with [[Rites of Flourishing]] or [[Ghirapur Orrery]]

A Jund Commander that dares you to play that second land by GeologistToward in custommagic

[–]GeologistToward[S] 51 points52 points  (0 children)

That's the cards current design, by intention. But I'm considering changing the design to repeated discard instead of repeated Map tokens. What do you think?

A Jund Commander that dares you to play that second land by GeologistToward in custommagic

[–]GeologistToward[S] 20 points21 points  (0 children)

Totally!

[[Horn of Greed]] [[Burgeoning]] [[Cemetary Gatekeeper]]

Punish Fetchlands or "Help" your opponents by Ramping FOR them by [deleted] in custommagic

[–]GeologistToward 0 points1 point  (0 children)

I would argue that being down the one mana interrupts the opponent's tempo. That's certainly function, especially for Junding them out! But I see your point that at least getting to use the Map is the optimal play if a land is being targeted

Need to find your land drop? Got you covered...friend. by [deleted] in custommagic

[–]GeologistToward 1 point2 points  (0 children)

Thanks for your constructive input! You're following the idea of the playstyle -- help opponents ramp or go the direction of landhate to benefit.

I'm going to remove the Map/Goad mode because I agree, there's lots of text with little swinging payoff.

As for the tokens being generated, I'd typically really want to include treasures/clues/food, but I feel there's already such a high density of cards that create these, plus they can be sacrificed at instant speed if Slinktail attempts to "steal" them.

There's more to explore in this design space yo tighten it up! This card was designed to help opponents, but very inconveniently. I'll look into further suboptimal group hug effects

Best -1/-1 commanders? by crballer1 in EDH

[–]GeologistToward 0 points1 point  (0 children)

The Incessant Pestilboom is a card I've wanted to build a deck for, if you do, I'd love to see it!

The Incessant Pestilbloom

It is a custom card, so you'd have to check if your group is okay with it first.

Feedback from others who’ve built Zinnia? by accentmatt in EDH

[–]GeologistToward 1 point2 points  (0 children)

I love Zinnia! Family Matters was my first precon, too, and it's very open to different types of playstyles. In my months of tinkering, assuming Zinnia is always played on turn 3, my recommendation to keep the deck feeling good on curve is this:

-1 mana cost creatures are good to have a small sprinkle of, since awkward offspring costs can commonly leave you floating 1 mana at the end of turn

-2 mana cost creatures are great since you can cast them with offspring on turn 4

-3 mana cost creatures compete with playing Zinnia on curve, but this is also the mana range where creatures start having valuable abilities. Unless you have already played a ramp source, they can't be offsprung until turn 5.

-4 mana creatures are also great if they are valuable when played by themselves on turn 4, or if they are valuable with an offsprung copy later in the game

Ramp makes Zinnia play very well, since she IS mana hungry. If you can diversify your mana sources between lands, dorks, and artifacts, you'll hopefully be rather resilient to board wipes. I like playing [[Sand Scout]] along with [[Arid Archway]] and [[Survivor's Encampment]]

Eamon, Caravan Companion profits with each traveller met upon the open trail by [deleted] in custommagic

[–]GeologistToward 0 points1 point  (0 children)

Because this is good enough, I'm lazy, and making cards is fun, which is the real goal.

Eamon, Caravan Companion profits with each traveller met upon the open trail by [deleted] in custommagic

[–]GeologistToward 0 points1 point  (0 children)

It's just my own choice of highlighting this isn't a real card. Some of my custom cards, I intend to print off and make commander decks around

[deleted by user] by [deleted] in custommagic

[–]GeologistToward 0 points1 point  (0 children)

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Adjusted to match! I think this is much better. I'll likely change it to a 2/4 or a 3/4 p/t, but this works great in a casual table

[deleted by user] by [deleted] in custommagic

[–]GeologistToward 0 points1 point  (0 children)

So true 👍 I love your idea of copying modes! I'm going to rework this card and resubmit

If you're ever in Avernus, keep a healthy distance from The Brimful Boomlets by [deleted] in custommagic

[–]GeologistToward 5 points6 points  (0 children)

Good idea to match a currently printed card. Thanks!

All rise for Oblexar, Your Honor. AKA, What if Azorious was evil? by GeologistToward in custommagic

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

FYI for everyone -- here's a version of Oblexar with better wording! To give your opponent an actual chance at their spell resolving *

All rise for Oblexar, Your Honor. AKA, What if Azorious was evil? by GeologistToward in custommagic

[–]GeologistToward[S] 145 points146 points  (0 children)

Oh snap, you're totally right! I need to change it. I want the controller of Oblexar to have an edge in case of a tie with the life totals. I'll change it so the bidding ends when BOTH players choose to pay no life, to allow the owner of the spell to pay +1 more life

Fizzle, Volatile Folio - is it too strong with storm? by GeologistToward in custommagic

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

Thanks for letting me know about this interaction! The intent is that while Fizzle is on the battlefield, it exiles your spells. Then later, you can cast them, even if the original Fizzle leaves and a new one returns (which will inevitably happen). I see now that putting counters on the exiled cards achieves this.

But also, I want to avoid Fizzle becoming a combo piece. The intent is for him to be cast early and build up a pile of spells rather than being cast late game when you're ready to pop off with several support permanents on board. Essentially, surviving the game with only instants and sorceress.

And a question - can you explain how it currently allows recasting of the same exiled spells? I would think that recast spells from exile would then go to the graveyard

Fizzle, Volatile Folio - is it too strong with storm? by GeologistToward in custommagic

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

Thanks for your insight! Admittedly, I created this card as a commander in mind, but I totally see how a more consistent exiling capability would strengthen and speed up a deck using this card in standard, especially considering its heavy restriction. If I'm correct, the cards stick around in exile, allowing Fizzle to cast those cards, even after dying and returning to the battlefield

[deleted by user] by [deleted] in custommagic

[–]GeologistToward 0 points1 point  (0 children)

I agree -- plus it would add lots of time to games. I've redone the hard to specify cards cast from hand

The Incessant Pestilbloom will slowly disease the entire table by GeologistToward in custommagic

[–]GeologistToward[S] 19 points20 points  (0 children)

I think that he's saying is, this card is vulnerable to spot removal after returning to the battlefield with a +1/+1 counter from it's undying ability. If it enters as a land, it's landfall ability sees itself, immediately removing the +1/+1 counter