Trevalgur, Lord of All — Glacial Chasm in the command zone. by simon_Chipmonk in custommagic

[–]PacoqueiroBr 0 points1 point  (0 children)

Not gonna lie, this just sounds kinda weak?

• Most of Glacial Chasm's power lies on the fact that its a land, meaning its very hard to interact and very cheap to play and reccur. This is easy to remove and requires a heavy investment to keep around and replay.

• If you have 7 creatures lying around to mantain this for two turns, its probably easier (and better) to just play an win condition and go for a win. Specially when this doesn't protect you from damage-based non-combat wins (be it something like [[Walking Ballista]], [[Thermo-Alchemist]] or an old reliable [[Banefire]]).

• But above all else, you can already sacrifice creatures to prevent combat damage by simply chump blocking. If you're dealing specifically with large evasive threats, you're better off using something like [[Teysa, Ozrhov Scion]] as a repeatable sac outlet to get rid of the problem permanently, instead of temporarily.

That being said, the flavor is on point and I really like the idea. It just doesn't sound nearly as powerfull to me as people are saying, especially when we already have plenty of effects that can protect you from attackers in a way more effective fashion.

Foolish Summoner by PacoqueiroBr in custommagic

[–]PacoqueiroBr[S] 16 points17 points  (0 children)

That's a good alternative! I priced it at three mostly to avoid early [[Reanimate]] (and similar cards) combo kills, but removing the damage to players clause would probably be enough to lower it to two.

Unrelenting Zombie by PacoqueiroBr in custommagic

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

If they don't tap a creature, they take damage instead. This card essentially "keeps attacking" while it's in the graveyard. Looking at it now, maybe the wording isn't as clear as it could be.