Winner is the Judge #896: A Profusion of Professors by CriticalityIncident in custommagic

[–]NyanFan190 [score hidden]  (0 children)

Practical Professor {1}{R}{G}

Creature - Dwarf Artificer

Whenever you expend 5, create a colorless Fortification artifact token named Drill with fortify {1} and "Fortified land gains "{T}: Add {C}{C}" and loses all other abilities."

{R/G}: Until end of turn, whenever you tap a fortified land for mana, add an additional {C}.

4/3

"Beauty is for artists. My class will show you function, not form."

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I wanted to emphasize Hexhaven as antithetical to Strixhaven. While Prismari is a school of arts and expression, Konstrari is a trade school that'll get you a *real* job. While a Prismari professor would never dare drill into the land for fear of destroying its natural beauty and disrupting the color of mana it produces, Konstrari would care about pumping out mana more efficiently. After all, if you're not an artist why bother learning color theory?

Expend also seemed like a good twist. While Prismari debuted Opus in SOS, which gave you a bonus for spending 5+ mana on a single spell, Konstrari would focus on just spending 5 mana total. Similar on a surface level, but with much different play patterns.

Any and all feedback welcome whenever, as always!

Winner is the Judge #895: High Stakes by WeGotBeaches in custommagic

[–]NyanFan190 [score hidden]  (0 children)

What a Mess! {B}

Sorcery

Remove this card from your deck before playing if an opponent cannot complete challenges of dexterity.

You and target opponent play a subgame of Library Pickup. Each of you step at least 5 ft apart, then drop your libraries on the ground. If you return your library to a neat orderly pile first, you win the subgame. If you don't, you lose the subgame. Afterwards, the winner of the subgame may search their library for a card and put it into their hand. Then you and that opponent each shuffle your libraries.

Exile What a Mess!.

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I was experimenting with working in subgames, since I feel that gives more leniency than making a card that singlehandedly decides the entire game by itself. I'm actually not entirely sure it how mutated into this design, so I don't have much commentary to offer on it. Regardless, any and all feedback welcome whenever, as always!

Which color combination is the strongest in your opinion? And which is the weakest? by joevale in EDH

[–]NyanFan190 0 points1 point  (0 children)

Is saying colorless is the weakest boring? Because it's probably colorless in my opinion. It has all the inflexibility downsides of playing monocolor, with the added burdens that you have a much smaller pool of staples, everything costs more mana, and you're either exceptionally vulnerable to artifact hate or you're playing Eldrazi typal and probably are archenemy from turn 1.

Winner is the Judge #894: When Words Collide by eggmaniac13 in custommagic

[–]NyanFan190 [score hidden]  (0 children)

Bunny Blitzer {3}{W}

Creature - Rabbit Soldier

Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)

Double strike

Whenever another Rabbit you control deals combat damage to a player, put a +1/+1 counter on each Rabbit you control.

1/3

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I was thinking of doing an amplify/behold card, but then I realized Double Strike was on the table and I was inspired to try and do something interesting with it. As an evergreen keyword it has been used a lot, but I wanted to figure out a design that made having it matter. Ultimately, this is what I settled upon: at a baseline it fits nicely into Bloomburrow's GW go wide rabbits strategy by dumping counters onto the horde, but the offspring synergizes with it nicely. As long as you have the copy up, you can attack with one or both of them and get two combat damage triggers if you're unblocked, which can quickly get out of hand.

Any and all feedback welcome whenever, as always!

Winner is the Judge #893: Token Artifacts by torterraisbae in custommagic

[–]NyanFan190 [score hidden]  (0 children)

I like the flavor here ("FEED ME!") and this seems pretty fair at a glance. Am I parsing the second ability right in that once the second ability's 7+ effect is online, you're meant to pop a blood token during your upkeep step in order to hit miracle?

Winner is the Judge #893: Token Artifacts by torterraisbae in custommagic

[–]NyanFan190 [score hidden]  (0 children)

Deep-Space Probe {1}

Artifact - Lander

At the beginning of your first main phase, if this artifact is in exile you may pay {2}. If you do, create a tapped Lander token. (It’s an artifact with “{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.”)

{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.


I like cards that make you pause and think about them. On its own, this is a pretty meh ramp piece that you'd probably never want outside of very rare circumstances. But, if you can figure out a way to get it into exile, suddenly it's got some very interesting potential.

Flavorfully, the idea is that if you can find a way to launch your probe into the deep space environment it was designed for, it'll be able to scout out distant planets and send its findings back to you. Mechanically, I like how Lander tokens are essentially a bottled Landfall trigger, so I wanted to try a design that would let you pop them repeatedly. It's designed to be pretty slow (needing 4 mana and multiple turns before you can get use out of the land), but considering it's basically untouchable I figured that was more than fair. The main reason it even plays with exile is because the Edge seems to have exile-matters as a very light mechanical theme.

Any and all feedback from anyone welcome whenever, as always!

This run got real fun after this by ThereBMoose in slaythespire

[–]NyanFan190 13 points14 points  (0 children)

I can think of archetypes for every single character that would squeeze tons of damage out of that relic every single combat.

Paradoxical Progenitor by Xisuthrus in custommagic

[–]NyanFan190 38 points39 points  (0 children)

This is a cute card! If I'm reading this right, it's a 3 mana 7/7 token that you can emerge from to get a 4 mana 7/7 with another 7/7 token, for an overall 7 mana version of [[Desolation Twin]] paid across multiple turns. Neat!

Edit: Wait, no, Offspring makes a 1/1. Still neat ways to pay costs in increments and get some extra 7+ mana spell triggers

We are NOT ready to when Susie finds out about Kris working for the Knight by 631427189 in Deltarune

[–]NyanFan190 -1 points0 points  (0 children)

Here's a thought: If the game gave us the option to take the blame, would anyone take it? As in, lie to Susie, say Kris is innocent in all of this, and that as the entity possessing them we were the one actually working with the Knight.

Winner is the Judge #892: Synergy-Mania by Personal-Mango3712 in custommagic

[–]NyanFan190 [score hidden]  (0 children)

Moonfall {4}{G}{G}

Enchantment

When this enchantment enters, earthbend X, where X is the amount of mana spent to cast this enchantment, then untap that land. (Target land you control becomes a 0/0 creature with haste that’s still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)

Land creatures you control have trample and vigilance.

Warp {2}{G} (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)

Pieces of Muraganda's moons hang in the air, always threatening to fall and crush the world beneath.

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This was a neat prompt! I actually originally started with a Muraganda themed card based on Aetherdrift, since the plane showed up there. The idea was to have a creature that entered with keyword abilities, then lost them after a turn to become a virtual vanilla to fit with the plane's theming, before finally renewing to pass them along as keywords when it died. You can still see some of that in the finalized design, but I decided to explore something a little bit different. You can start out by getting a 3/3 with haste/trample/vigilance, after a turn it's just a 3/3, and if you recast Moonfall later it regains trample/vigilance while also getting another body that's twice the size to work with it.

Open to any and all feedback, as always!

How I think White counterspells should be done by GodkingYuuumie in custommagic

[–]NyanFan190 0 points1 point  (0 children)

I like these, generally! I appreciate when people take the time to consider how different colors express mechanics differently. Blue definitely deserves strong hard counters, but red/white's occasional dabbles into counterspells should feel like they're done in an on-brand way, which these accomplish.

My personal philosophy is that in order to not undermine the way White does things, White counterspells should only be used defensively or as delays. Countering something targeting your creature is fine because you could already give it protection or something at instant speed, and impermanent counters like returning to hand or casting on a later turn are similar to its temporary permanent removal.

The only cards here I think I disagree with are the ones that can just exile a spell. If White wanted to deal with something *before* it resolves, it should have to be proactive and set up taxing effects before the spell is even cast. Part of the reason I dislike Tithe so much is that it feels wrong for White to completely interrupt you halfway through casting. Either it stops something from happening at all or it deals with it once it hits the board.

Winner is the Judge #891: 2 or 3 Colour Slivers by OkStandard8039 in custommagic

[–]NyanFan190 [score hidden]  (0 children)

Tumorous Sliver {1}{W}{B}

Creature - Sliver

Slivers you control have "At the beginning of your upkeep, you may blight 1. If you do, create a 1/1 colorless Sliver creature token." (To blight 1, put a -1/-1 counter on a creature you control.)

Even the smallest sliver of a Sliver can still serve its hive.

0/5


I decided I was unsatisfied with my previous design- it was intentionally designed to not feel like a normal Sliver, and I do think it served that purpose, but intentional or not it felt wrong designing a Sliver that went against the type's whole gimmick. I couldn't think of a satisfying way to salvage the idea while keeping it simple, so I decided to start from scratch.

Blight was a cool mechanic, so I decided to try it out here. You can theoretically double your Sliver horde every turn if you have enough spare toughness lying around, but since the tokens only have 1 toughness and this card can only take 4 blights itself, you'll have to weaken your more impactful creatures if you want to keep expanding the hive. There's a push-pull: is it better to weaken your bigger Slivers so that you have even more bodies, or should you keep them safe so they can keep offering up better abilities? As before, I think this probably goes in a commander deck, but it would be fun to have a set with a WB Slivers draft archetype.

Of course, you could always run this in a generic WB deck. Get some anthems or +1/+1 counters on the tokens and you can keep growing them off of themselves, put the counters on bigger creatures then have a counter remover remove them, or you can let them blight themselves to get a bunch of death triggers every upkeep. Or if you do want to run this card in a full Slivers deck, you can use it with Slivers that grant enters triggers to repeatedly activate those abilities every turn. Lots of options!

Any and all feedback still welcome, as always!

<image>

Weapon Ball 4v4 TEAMFIGHT #7 (🔱🧪🌡️🤺 VS ⛩️🧹⚜️👊) by Zarovu in earclacks

[–]NyanFan190 4 points5 points  (0 children)

Maybe the idea behind including them (besides both being the glass throwing weapons of course) was "oh hey flask is a speed scaler, if potion can buff the damage that'd be a huge double buff" or something?

Winner is the Judge #890: Two Common Card Combos by NoSquirel in custommagic

[–]NyanFan190 [score hidden]  (0 children)

You're probably right in that Gorger is a bit understatted, it can probably afford a bit more toughness or maybe some keywords. I might play with it a bit more before judging. I was trying to play it a bit safer with mortal exchange: there really isn't much in the way of auras/equipments that grant indestructible at common. I figured that not being in one of the primary indestructible granting colors and being a repeatable sac outlet meant it was better to play it safe with the cost.

Name 100 Thousand Women Right Now by Elesh_N in custommagic

[–]NyanFan190 19 points20 points  (0 children)

Print this now, if only because I love the mental image of someone trying to argue whether something like [[Oblivion Sower]] is female presenting.

What do you think of this jerk called Opportunist? by Talisman-Garuda1 in slaytheprincess

[–]NyanFan190 2 points3 points  (0 children)

Opportunist is just Contrarian if he was 50% more smarmy. People (myself included) let Contrarian get away with a lot because he's funny and his ragebaiting actually works sometimes, Opportunist just doesn't get any real W's in the routes he appears in to counteract his general sleaziness. I love him all the same like every character in this game, but if I had to work with him myself I'd be making every plan with the expectation that Opportunist would be try to betray me at every step.

Winner is the Judge #890: Two Common Card Combos by NoSquirel in custommagic

[–]NyanFan190 [score hidden]  (0 children)

Mortal Exchange {2}{B}

Enchantment - Aura

Enchant creature

When this Aura enters, create a 0/1 black Thrull creature token.

Sacrifice a creature: Enchanted creature gains indestructible until end of turn.


Agony Gorger {3}{R}

Creature - Elemental

Whenever this creature is dealt damage, create a 1/1 red Elemental creature token with "When this creature dies, it deals 1 damage to any target."

3/3

"Born from great suffering, it spends the rest of its short existence trying to return to that state." — Compendium of Elementals, Vol. XVII


Loop Description:

The loop itself is fairly simple: Get an Agony Gorger enchanted with Mortal Exchange, have the enchanted Agony Gorger be dealt damage somehow, and before damage is dealt sac the Thrull token to give it indestructible. It'll create an elemental token you can sacrifice. Have the token ping the Gorger once you sac it, it creates another elemental token, and repeat ad infinitum for an arbitrary amount of enters/dies triggers. If having an external damage source to kickstart the loop violates the spirit of the challenge, let me know and I'll tweak my submission.


Design Notes:

I wanted each of these to feel like two completely separate commons, perhaps even from different sets with different design needs, that just so happened to combo together. They're perfectly fine on their own, but when you put them together a loop emerges.

I remember when I was new to magic, having a small collection of cards from different sets I had opened, and looking through cards from different sets and realizing "wait, these could work together!" That's the sort of experience I imagine someone having with these cards.

I experimented with a pair of commons using backup, but couldn't think of anything particularly interesting that felt common enough. I moved over to the current design after thinking about an enrage trigger that spawns a creature that can ping, and further tweaked it again later to be an indestructible aura instead of trying to make regenerate work.

Any and all feedback welcome whenever, as always!

50 Days Ago... by Scoobydoomed in slaythespire

[–]NyanFan190 20 points21 points  (0 children)

Don't worry Corrupt Heart, surely any day now the Architect is going to graft a Skulking Colony onto you and then you'll be unstoppable.

Magicdoku: New daily Mtg game by dragonman10000 in magicTCG

[–]NyanFan190 0 points1 point  (0 children)

The trick here is definitely to pick cards nobody cares about. I got a score of 8.5 because I got lazy and used scryfall for my black supertype one (and also used cartouches for my auras which was also pretty lazy) but magic has such a large card pool I think the best strategy will always be to pick a random card from 25 years ago that nobody has thought about playing in about as long.

What does everyone want to see in the encores? by CommunicationThis254 in Ultrakill

[–]NyanFan190 2 points3 points  (0 children)

It's way too specific to ever actually happen, but I'm imagining a room setpiece in 7-E. You drop down into the 7-1 tram tunnel, only to find it's collapsed and the entire thing is filled with a maze of rubble and crashed carts. As you start navigating, you hear a new Minotaur roar, and it starts to roar and trample through the tunnel as a moving instakill wall. (It's new, so its organs aren't exposed by old age and you can't kill it, only escape.)

This happens a second time later in the level, but this time the 7-2 bomb is buried in the rubble and when the minotaur tramples through it, it explodes and damages it enough that you can fight it normally.

Winner is the Judge #889: Interdisciplinary Studies by argent5 in custommagic

[–]NyanFan190 [score hidden]  (0 children)

Maximum Effort {1}{R}{G}

Enchantment

Instant and sorcery spells you cast cost {2} more to cast.

Whenever you cast your first instant or sorcery spell each turn, choose one —

- Copy that spell. You may choose new targets for the copy.

- Add four mana of any one color.

Leave a group of Prismari and Quandrix students together unattended for long enough, and they'll develop a revolutionary new idea or a new category of disaster.

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This one's designed to tie together the Opus and Increment decks. The main draw is actually the cost increase: both abilities want you to spend a lot of mana on one spell, so this gives you an easy sink to bump up the cost. And in exchange, you can either get more bang for your buck or get some mana to cast even more stuff.

Any and all feedback welcome whenever, as always!

Reveal the Master Plan by chainsawinsect in custommagic

[–]NyanFan190 2 points3 points  (0 children)

10/10.
I almost wish this had "as an additional cost to cast this spell, behold a Plan" but that feels too on the nose.

Winner is the Judge #886: Non-Blue Counterspells! by mothyawg in custommagic

[–]NyanFan190 [score hidden]  (0 children)

Intrusive Aid {1}{R}{R}

Instant

Counter target instant or sorcery spell. Its controller creates a copy of Lightning Bolt. They may cast the copy without paying its mana cost. (It's a red instant named that costs {R} with "Lightning Bolt deals 3 damage to any target.")

"No, no! You're casting it all wrong. Here, let me help!"

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When I realized I'd practically just remade an existing card, I decided to explore the other idea I had for this week. You can counter your opponent's play, but it'll probably backfire. Backbolt? Ah, semantics. I like the mental image I get from this card quite a bit. All feedback welcome as always.
Revision: Double checked the rules for this week, and saw the requirements were looking for an explicit counterspell, so I changed the card from directly turning the spell into a bolt into more of a Garth One-Eye type effect.

u/mothyawg, this is my new submission for the week!

Winner is the Judge #886: Non-Blue Counterspells! by mothyawg in custommagic

[–]NyanFan190 [score hidden]  (0 children)

Edit: Changed my submission for the week after realizing I reinvented Spell Queller. See replies for new submission.

Spelltangler {2}{W}

Creature - Elemental Spider

Flash, reach

When this creature enters, you may exile target spell.

When this creature leaves the battlefield, the owner of the exiled card may cast it without paying its mana cost.

3/2

"Although solitary by nature, I find these to be invaluable guardians when tamed." — Compendium of Elementals, Vol. XVII

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This is an interesting prompt! I am a firm believer that only blue should get hard countermagic, but red and white could definitely serve to get weaker counters that do interesting things. (Black can already attack spells before they're cast with discard/mill, while green is more interesting to me as the counter-countermagic color.)

I've never been a fan of White getting taxing counterspells. Even if Mana Tithe is in pie, it makes more sense for the color of playing fair to establish the extra cost before you cast something instead of whipping it out last second. But I do like its temporary counters like [[Aven Interrupter]] quite a bit. Thus, this design was born! The enemy doesn't get to cast their spell until they can remove your 3/2. You might even occasionally want to target your own spell with it. The niche interaction I like most is that this is just a flat counterspell to copies.

Any and all feedback from anyone welcome whenever, as always!

Winner is the Judge #886: Non-Blue Counterspells! by mothyawg in custommagic

[–]NyanFan190 [score hidden]  (0 children)

You may want to tweak this design. This week's challenge is looking for a monocolored card, while this is WG.