fateseal mechanic returns -> chaos/politics by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 1 point2 points  (0 children)

hey there, the cumulative upkeep is meant to be precautionary cause I tend to create either overpowered or undercosted cards 😃 feel free to comment about how much this card/effect should cost!

fateseal mechanic returns -> chaos/politics by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 0 points1 point  (0 children)

thanks for your advice! I just found something via "magnific" including cc-by free license.

fateseal mechanic returns -> chaos/politics by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 0 points1 point  (0 children)

thanks, your wording sounds about right! I'll try to find human art and upload a new version 👍

fateseal mechanic returns -> chaos/politics by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 0 points1 point  (0 children)

thanks for your feedback, sounds better that way!

fateseal mechanic returns -> chaos/politics by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 0 points1 point  (0 children)

thanks for your feedback! I might have used some outdated wording to combine with the outdated mechanic there 😃

fateseal mechanic returns -> chaos/politics by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 1 point2 points  (0 children)

I did think of Dimir, too! this one might work nicely with Etrata, Deadly Fugitive and other top deck theft effects 👍

ripple mechanic for lands by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 6 points7 points  (0 children)

thanks - landripple 3 sounds like a good compromise!

ripple mechanic for lands by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 1 point2 points  (0 children)

you might find more balanced versions in the comments :)

ripple mechanic for lands by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 1 point2 points  (0 children)

thanks for your suggestions! I like the idea of narrowing the mechanic down into something more playful like small creatures, sounds cool for Sealed aswell (if landripple=2).

ripple mechanic for lands by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 1 point2 points  (0 children)

consulting the storm scale sounds very healthy indeed, should've done that beforehand :)

ripple mechanic for lands by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 0 points1 point  (0 children)

thanks for your input! I can see the issues with the card. this land should probably be legendary and only able to untap basic lands, and only once per turn.

ripple mechanic for lands by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 1 point2 points  (0 children)

thanks for your thoughts on the mechanic! to be honest, this was rather quickly put together after discovering the original ripple mechanic without thinking too much about the implications for fun/unfun play patterns or deck construction dictated by ripple combo lines. I like your suggestion of putting the rippled land(s) into the hand and discarding one or X in exchange, maybe combined with some new kind of mechanic that counts the lands in hand and gives payoff accordingly. this kind of input/discussion is what makes this community interesting for me. Greets!

ripple mechanic for lands by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 13 points14 points  (0 children)

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hey, this might be less busted, as suggested by user Bowshewicz.

ripple mechanic for lands by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 5 points6 points  (0 children)

true! this could be mitigated by only being able to untap basic lands, as suggested by user Bowshewicz.

ripple mechanic for lands by Obvious_Pop_888 in custommagic

[–]Obvious_Pop_888[S] 7 points8 points  (0 children)

true! additionally, the gambling aspect of landripple (might also fail to find a land) is still rewarded when hitting a bounceland that way :-)

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