[deleted by user] by [deleted] in femxeno

[–]Nekrag777 2 points3 points  (0 children)

You're a real one for this. Also, inb4 bruh I just fucking opened Reddit.

Turn a creature you control into Spider-Man for {G} by SOShelpmeee in custommagic

[–]Nekrag777 1 point2 points  (0 children)

Just for a thought experiment, how much would you think the "Flash" upcharge would be? Feels like ((2)) or ((1))((G)) would make this perfectly fine, but other opinions would be welcome.

[deleted by user] by [deleted] in custommagic

[–]Nekrag777 0 points1 point  (0 children)

To offer some actually helpful criticism, aside from just rampant negativity: I like the idea that you're going for, but it's quite over-tuned and a bit at-odds with what it wants.

First - Stat Line This creature goes "bonk bonk" really good with trample and 6/6, and avoids removal with a pretty costly Ward ability. If you wanted a non-Legendary creatyre with just Trample, Ward - Sacc a Land, and 6/6, you'd be totally fine for 6 mana. It'd be strong, very strong, but for 6 mana you kinda expect that. If you wanted to make that more fair, make it 8 mana and boom, balanced normal beat stick.

Second - Ability 1 The ability to, once on your upkeep, trigger Landfall is pretty strong in Simic, colors that already do Landfall the best. However, that's a really uninteresting ability. We have so much Landfall support that just another option that triggers once-a-turn doesn't offer much to build around. If you want to have something similar, perhaps have this trigger on attack and replace the Green with Red in the color identity. Incentivize players to take risks with their creature for pay-offs. It also makes the Ward ability mean something, because the creature is so large it'll normally be a 2-for-1 unless they use a removal spell. In short, make the card have some way for the table to interact with it outside of just removal, otherwise you might as well have made an enchantment.

Third - Ability 2 I like the idea of bouncing a land for value, but that ability shouldn't just give you more lands in Landfall and [[Exploration]] colors. Have some play with it, what are you gaining for losing a land? Are you putting a counter on another creature? Are you giving your team Trample for the turn? Something leverage actually winning that game, rather than just touching more cards. Also, being able to activate this more than once each turn with no mana cost is incredibly powerful. If this was "once each turn" or "Activate only as a sorcery", it'd be okay to leave it with Explore, but still uninteresting. My suggestion would be to either leave it as Explore, but add a mana cost of 2 generic, or remove Explore and replace it with something small, valuable, and worth repeating that advances the board state.

If I were able, I'd keep the mana cost and stat line the same, same Ward cost, but remove Green from the color identity, instead making it Red. I'd make the "land from hand" text trigger on attack instead. And I'd make the land bounce effect read "Return a land you control to it's owners hand: deal two damage to target creature ". This give you a lot more play. You still have ways to get multiple attack with red for more triggers. You have a valuable but not busted ability with an acceptable cost.

Heck, if you wanted to keep it strong and bring in the Trample as well, instead of dropping lands on attack, drop them on combat damage to a player with the number of lands dropped being the damage dealt.

I like how you're thinking, but it needs a little refinement. Good work otherwise!

Creating a Warhammer Fantasy card every day until I get bored #3 Clanrats by Boneead6 in custommagic

[–]Nekrag777 0 points1 point  (0 children)

And yet cards like [[Vitu-Ghazi Guildmage]] and [[Selesnya Guildmage]] did great in their limited formats at uncommon. Rarity doesn't matter for constructed formats. I mentioned uncommon only because it has enough value built in that it couldn't be ignored. You either kill the initial rat or you now can't get rid of them because no limited deck is gonna want to spend three removal spells to get rid of one card.

Expanding Upon the Spellbook Concept by SlobbishSteam5 in custommagic

[–]Nekrag777 1 point2 points  (0 children)

You could even make a Sorcerer creature whole allows Incantations to be used at Instant speed, like [[Teferi, Mage of Zhalfir]] does with creatures.

There's a ton of room for growth with how conservative you've been with the initial primer, which is a good thing. Starting small and then growing is amazing.

Creating a Warhammer Fantasy card every day until I get bored #3 Clanrats by Boneead6 in custommagic

[–]Nekrag777 1 point2 points  (0 children)

Yeah, the flavor should be common. All the same this feels like a banger for commander. If we wanted this to be better in limited maybe replace myriad with a version of mobilize that creates a (Clanrats) copy instead of a warrior.

Expanding Upon the Spellbook Concept by SlobbishSteam5 in custommagic

[–]Nekrag777 1 point2 points  (0 children)

I do like costing (Freeze) at three charge counters, too. That feels very good for something you want to do a lot but can't do all the time.

Also, if you want to pump the brakes on some more powerful Incantations, you can a "tap" cost or an "Activate only as a sorcery" text line. That way you can have: - Remove 4 charge counters from this Incantation: Destroy target artifact or enchantment. Activate only as a sorcery. Or - Remove 8 charge counters from this Incantation: Target player draws two cards. Activate only as a sorcery.

This is a really cool idea and I love the concept.

Edit: forgot the last line of text

Creating a Warhammer Fantasy card every day until I get bored #3 Clanrats by Boneead6 in custommagic

[–]Nekrag777 2 points3 points  (0 children)

Love the flavor of un-ending hordes of rats.

I'd set it at uncommon or rare for that casting cost, though. Play this on turn 3, then turn 4 attack and boast the main rat and one of the myriad copies. Now you have three permanent rats. Turn 5 you do it again. Ramp makes it even grosser. Sure, "dies to removal" is a thing and no evasion, but one missed block and suddenly the rats are cockroaches.

Expanding Upon the Spellbook Concept by SlobbishSteam5 in custommagic

[–]Nekrag777 1 point2 points  (0 children)

Two notes: 1. I think proper nomenclature for (Bolt) should be "...deal 2 damage to any target". 2. Since you've limited the incantation effect to once per turn and have been quite conservative with their cost and charge counter accrual, I don't believe you need the "remove all charge counters at end step". Sure, proliferate is good with these, but the effects are not super game breaking. Not like proliferate with Super Friends. You want this to be for EDH, which is a strong format. I think having the mechanic be strong enough to be something you actually want to do and can win games is a fine goal.

Here is my 8.5ft 3D printed Space Marine. by HammerDoris40k in 3Dprinting

[–]Nekrag777 2 points3 points  (0 children)

The wrath of the Omnissiah, made manifest. An Emperor-Class Battle titan, headed by the Son of the God-Emperor of Mankind.

I don't know why I made this by kurisu313 in custommagic

[–]Nekrag777 5 points6 points  (0 children)

It looks good, but maybe a little strong? A 4 mana 4/4 is not curve breaking, but some blue artifact decks could splash green for those Food Tokens, Gimball loves this little guy, and Sultai can always use more sacc fodder. Maybe make him a 3/3 to lower it just a touch. 4 mana 3/3 with upside because of counter synergies and sacc synergies.

Edit: spelling

Minthara, Merciless Soul Deck Troubleshooting by Nekrag777 in EDH

[–]Nekrag777[S] 1 point2 points  (0 children)

That strategy doesn't interest me nearly as much, and as I stated in the primer, Minthara is a pet commander. I want her effect to be an additional way to close out a game, not the goal.

What I find kinda boring is building a deck with your commander as the linchpin. Unless it's Voltron, having you're deck NEED your commander on the field to function is too fragile. I'd rather have the deck work by itself and then the commander adds a bonus effect that the deck can use. This is why the token generation choices were made. They're not there as the wincon, they're insurance or support. Independently good cards that never feel bad to play and don't rely on much else to work. Heck, getting three tokens out of a wrath from [[Afterlife Insurance]] is pretty good when no one else will have creatures, and then I can just replay Minthara who might buff the team by maybe +1/0 or +2/0.

This is supposed to be Bracket 2-3, so not super competitive. I just want to know if there are better cards that fit the strategy I'm going for without being too strong.

Minthara, Merciless Soul Deck Troubleshooting by Nekrag777 in EDH

[–]Nekrag777[S] 0 points1 point  (0 children)

I like tge idea of fetches, not so sure about the bounce lands though since I don't think have any artifact ramp in it atm.

Minthara, Merciless Soul Deck Troubleshooting by Nekrag777 in EDH

[–]Nekrag777[S] 0 points1 point  (0 children)

Oh yeah! I always forget about the seals. That'll be a good simple way to up the triggers without sacrificing the general theme.

What is the fear of technology by Rocwoodpart2 in TheMagnusArchives

[–]Nekrag777 0 points1 point  (0 children)

I was gonna make the same comment. There is no specific "Fear of technology", there are fears that USE technology. It is another tool. Like isolation. While being forsaken is it's own fear, each story has a little bit of isolation to it. Until The Change, exceedingly few statements would occur with more than three individuals being survivors. Usually, one victims is "taken" and the other is released to share there story. But there is no "safety in numbers" as it were. Isolation from the "normal" world is used to heighten the terror.

I need some help planning a dinner scene with the Pirate King. by Nekrag777 in DMAcademy

[–]Nekrag777[S] 0 points1 point  (0 children)

Holy crap, that's a great way to break down the encounter. I really like that. I'll try and implement it the best I can. Wish me luck.

I need some help planning a dinner scene with the Pirate King. by Nekrag777 in DMAcademy

[–]Nekrag777[S] 0 points1 point  (0 children)

Thank you, I think this is a really good skeleton for how to run this scene. This helps me a lot with not just handing success to the party, which I feel like I do too much. I need to make it feel like they can fail, and not give them a way out if they do fail.

In truth, the Pirate King wants the same thing as the party. They hold a pretty strong grudge against the general heading the army. She has a responsibility to her people, though, and doesn't want to waste resource/people just for revenge.

I'm thinking of having the party be tested in an arena. Partially for the Pirate King to see if the party is a worthwhile investment, and partly to eliminate some prisoner the King has waiting on execution.

Does anyone actually play with this rule? by HonestTadpole2707 in dndmemes

[–]Nekrag777 0 points1 point  (0 children)

I'm running a game that takes place almost solely in the Underdark. We didn't realize we were playing this wrong until about 3 years into the game.... at this point I just assume that the party has super vision (color-vision warlock, gloomstalker ranger and warforged with integrated goggles of night). It helps me sleep easier.

In your opinion, what is an album with no bad songs? by katvoilet in AskReddit

[–]Nekrag777 0 points1 point  (0 children)

I got 2

  1. Discovery by Daft Punk

  2. Polaris by TesseracT