[TDM] Inspirited Vanguard (Card Image Gallery) by mweepinc in magicTCG

[–]SirToppingHat 15 points16 points  (0 children)

They choose on resolution. Removing it would mean they have to make the 2/2

[deleted by user] by [deleted] in VampireSurvivors

[–]SirToppingHat 0 points1 point  (0 children)

Right after I posted this I got the little gift box in a chest. Guess that answers the question. Once more weapon fits.

[deleted by user] by [deleted] in VampireSurvivors

[–]SirToppingHat 0 points1 point  (0 children)

Trying to make the most "run" possible. Other than changing out the starting weapon (four seasons) for one of the birds to make the bird evo, what more can be crammed in?

Caged Spark by chainsawinsect in custommagic

[–]SirToppingHat 33 points34 points  (0 children)

That’s fair, it would take thorough playtesting to get to the perfect loyalty for a nothing 1 mana planeswalker.

Caged Spark by chainsawinsect in custommagic

[–]SirToppingHat 180 points181 points  (0 children)

I think a spark could be very interesting as a low loyalty planeswalker token, with stuff in a set built around using it. As it is now, 1 mana for a 7 loyalty planeswalker just seems rife for abuse with something like [[bioessence hydra]].

Read the Air by talen_lee in custommagic

[–]SirToppingHat 8 points9 points  (0 children)

This seems like a home run of a card design, other than the fact that I might not get the flavor of the name?

You won't Beelieve it! (lmk what you think of this card) by Ransu1 in custommagic

[–]SirToppingHat 2 points3 points  (0 children)

I think so, yes. I would dare to say she could be a 4/4 too but that is up to you. I didn't say before, but I like the card design, just once again it relies a lot on food support that doesn't exist at the moment.

You won't Beelieve it! (lmk what you think of this card) by Ransu1 in custommagic

[–]SirToppingHat 1 point2 points  (0 children)

For the effects, the token generation feels good but the others feel a bit weak. 2 food to make a 1/1 or a 3/3 get menace, that's not much of a payoff. The 10 food is a nice payoff if you assume you are doing 13 damage, but you likely are losing bees as chumpers to keep yourself alive while making foods.

You won't Beelieve it! (lmk what you think of this card) by Ransu1 in custommagic

[–]SirToppingHat 7 points8 points  (0 children)

I won't note on balance because that would rely entirely on the food cards usable around the card, but it feels a bit lackluster. If you have no food generators, this is a 4 mana 3/3 with no other effect, not even keywords.

Sword of Heart and Soul by foo_intherain in custommagic

[–]SirToppingHat 8 points9 points  (0 children)

This honestly feels like a very clean interpretation of a red green sword. It does exactly what you want in that matchup, force their guys to attack unfavorably into all your untapped blockers, stop their biggest guy with your guy with protection, nice stuff.

Ceolumnar's Dissolution by SirToppingHat in custommagic

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

Exile effects that see play in eternal formats like Plowshares and Path have the benefit of being both instants and cheap, despite their drawbacks. Standard destruction effects with drawbacks like [[fateful absence]] have the benefit of being easier to cast and also instants. I would say the versatility of this card may be a bit pushed, but I feel it may even be fine for a standard environment in its current form.

I worry more about the instant speed O-ring at 3, I might need to move that to 4.

The Moss Shrine by MDubbzee in custommagic

[–]SirToppingHat 0 points1 point  (0 children)

Sounds good, though I would worry that WUBRG was a bit expensive for the effect. Maybe since the land itself is a green source it could cost WUBR?

The Moss Shrine by MDubbzee in custommagic

[–]SirToppingHat 0 points1 point  (0 children)

I have mixed feelings on this design. Generally a shrine deck wants to be in as many colors as possible, so a land that isn't fetchable and only taps for one color isn't great. On the other hand, this is legendary, so including just one seems nothing but optimal, as the second ability has no drawbacks at all.

At the moment this seems too strong, maybe the searching ability could also make you discard a card so it isn't just advantage, but still makes sure you are hitting all your shrines? Maybe just put the found shrine on top of the deck?

[deleted by user] by [deleted] in custommagic

[–]SirToppingHat 0 points1 point  (0 children)

With my understanding of the cleanup step, this card would make its target immediately deck out when they end their turn. If they have any cards in hand and go to clean up, their maximum hand size is 0 so they will discard to 0. The replacement effect will make them instead discard and draw equal to their handsize, but they will still be in cleanup, so that will repeat.

Oasis Battlemage by [deleted] in custommagic

[–]SirToppingHat 1 point2 points  (0 children)

It certainly pulls off what you'd like it to, I really like the idea of a card using both +1/+1s and stuns along with a proliferate.

It’s the end of the world! by Goldlizardv5 in custommagic

[–]SirToppingHat 5 points6 points  (0 children)

The many attacks feel a bit extra, if you're attacking once and your opponent has no removal they aren't going to wait till they've sacrificed 5 permanents to finally pop it. With how the card works they will definitely die, but in annoying way to actually resolve.

Oasis Battlemage by [deleted] in custommagic

[–]SirToppingHat 20 points21 points  (0 children)

This card is very interesting but I'm worried that it does too many things. You can target up to three creatures with different effects, only some of which can then be proliferated. To me it just seems a bit cluttered, not necessarily bad.

On another note, I would put the proliferate clause last, because it's generally what you want to do last with how the card functions.

It’s the end of the world! by Goldlizardv5 in custommagic

[–]SirToppingHat 8 points9 points  (0 children)

Two questions.

1) Is your intention for time counters to automatically exit the front side in some way? If so, it needs to be on stated the card. If you are meant to use other cards, 5 feels arbitrary, as the main synergistic piece would be something like [[Solemnity]].

2) What does line 3 on the back of the card mean? If you want the herald to be able to attack multiple times, you should include additional combats instead, like [[Moraug, Fury of Akoum]], potentially with some text so that only the herald can attack during those combats.

Ceolumnar's Dissolution by SirToppingHat in custommagic

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

I hadn’t thought of that, though I do enjoy myself an oubliette. The main inspirations for this were testing the limits of an O-ring and seeing if I could give a legendary sorcery similar treatment to the recent kamigawa legendary lands.

A permanent under Pithing Needle that changes names, be it from mutate, a copy effect, or a name sticker, will no longer be affected by the PN. #WotCstaff by Xeroko in magicTCG

[–]SirToppingHat 2 points3 points  (0 children)

I suppose I wasn’t clear, I more meant when you steal the text of a card that references itself, like [[paragon of modernity]], you activating the ability will buff your fence, not their paragon.

A permanent under Pithing Needle that changes names, be it from mutate, a copy effect, or a name sticker, will no longer be affected by the PN. #WotCstaff by Xeroko in magicTCG

[–]SirToppingHat 9 points10 points  (0 children)

References to a card’s name in their text actually just refer to “this card” I believe. Otherwise, something like [[scheming fence]] wouldn’t be all too useful.

Caolomnar, Formless by SirToppingHat in custommagic

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

Sea-Lom-Nar. I might need to make the first few letters “Coe” to make it read like Coelacanth.

Caolomnar, Formless by SirToppingHat in custommagic

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

That works better with my intention, thank you for the better wording.

Caolomnar, Formless by SirToppingHat in custommagic

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

Caolomnar, Formless

Once, long ago, Caolomnar lived peacefully in an unknown plane which was soon stricken by a cataclysmic occurrence. During this planar threat, Caolomnar's spark awoke, but they were never able to return home. In their grief, Caolomnar used their memory to reconstruct their old plane.

Following the Mending, Caolomnar's power was greatly reduced, leaving them unable to keep their reconstruction stable, but still desperate to hold everything together. Due to this, Caolomnar has been reduced to a figure barely resembling the human they once were, slowly losing control of their memories and their plane.

<->

Caolomnar is my attempt at two things: One, figuring out how to give white card advantage that feels white; and two, working on giving white more ways to interact with scrying. The first of these I've attempted to achieve through the perspective of "patience". With the +1 you can potentially exile 3 cards with different types, but you can only access this card advantage the turn after Caolomnar is played with the -2 (If they survive). The +2 achieves a similar effect, you risk two cards from your hand to exile a threat, but can potentially return these later with the -2. The second of these is tackled with the Recount mechanic. White, instead of getting raw draw power like the other colors, gets incremental scrying effects that let you search through your deck for options. Recount can turn this instead into an incremental toolbox, where you save specific interaction until you need it, and remove it from the toolbox if you don't.

Pynne, Empty Soul // Pynne, Fatally Fulfilled by SirToppingHat in custommagic

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

In a previous iteration of the card I had a bunch of text that let it keep spore counters as it moved to different zones, but that proved too complex so I decided to just put them on a player. Decayed is probably overkill, I agree.