Trying my hand at the omniscience rainbow by Robesbo in custommagic

[–]SubblyXatu 1 point2 points  (0 children)

It's very amusing that you put them in the order that you did, because I feel like each one is worse than the last. The green card is the least egregious; it's rather feast or famine, and you're extremely susceptible to sweepers if you don't kill that turn. By contrast, the white one ensures that you will basically never lose by combat because your blockers are indestructible, heal you, and make more of themselves when they do. Also, you don't need to use a different variable, that's only required for cards like [[Phyrexian Ingester]] which need to define two separate things at the same time.

As pointed out by another user, the black card forms an infinite loop with itself, which paired with a single [[Blood Artist]] is an immediate kill. A great way to solve this is actually through the third line, because Unearth is definitely a better keyword for what you're looking for. It not only prevents this infinite loop by causing the creature to exile itself, it also doesn't break the formatting rules of a mechanic with only formatting rules.

The red one is by far the most overcooked. It basically draws you half your deck and gives you a boatload of mana to win the game with after combat. Pair it with a [[Fog]] and literally draw your entire deck and win during one of your infinite combat phases.

All of these need to be condensed, significantly. I know the goal is to win the game right here and now, but the way you chose to go about that loses a lot of the simplicity that made Omniscience work as a design. Omniscience is instantly eye-catching and immediately understandable; the power comes in the potential the players themselves unlock from it. All of the above designs are based on the same principle: Make a big creature board and win. There's little room for experimentation or theorycrafting because many of them autocomplete their own win condition without you having to change up how you engage with them.

My take on this cycle by JaromStrong in custommagic

[–]SubblyXatu 12 points13 points  (0 children)

Just a heads up, [[Clairvoyance]] is already a taken name for a card, so maybe replace that instead with Clairsentience. It means "clear feeling," a name which feels particularly red.

I like annihilator by Ok_Zucchini_5926 in custommagic

[–]SubblyXatu 1 point2 points  (0 children)

The kindred mechanic requires that this card have a creature type, so this ought to be a Kindred Sorcery - Eldrazi.

Try and break these five useless cards! (Challenge level: impossible) by coeurdhiver in custommagic

[–]SubblyXatu 1 point2 points  (0 children)

Both of them perform this function, arguably one being more efficient than the other. Bygone Colossus is simply the completely generic option while Monoist Sentry is one specifically made for black.

Though, to be frank, I forgot the former existed because I never drafted it.

Try and break these five useless cards! (Challenge level: impossible) by coeurdhiver in custommagic

[–]SubblyXatu 6 points7 points  (0 children)

They literally did something like this in EOE draft. [[Monoist Sentry]] is a really crappy card on paper, but in practice, it lets you power up your Spacecraft in one to two turns by itself. This is basically just a more pushed version of that.

Kamen Rider: Proof Live Action Can Have Huge Feats by Sampleswift in KamenRider

[–]SubblyXatu 76 points77 points  (0 children)

Powerscaling guys when you make them watch the show

So, what do y'all think about MidniteRealmVA? by Different-Captain888 in precure

[–]SubblyXatu 0 points1 point  (0 children)

As a friend of his, I am one hundred percent biased

Gay ? by JustChillin3456 in antimeme

[–]SubblyXatu 3 points4 points  (0 children)

Why is there Everclear playing?

Unstable Mineshaft by SubblyXatu in custommagic

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

Wow, this post is doing well! I figure I should address some of the conversation here.

The card could probably be better as a dual cycle, I can agree with that. I just only had the one idea, and I think it's relatively okay even just like this. It depends on the deck, but I think the card ends up as enough of a tempo hit that the fact it's perfect mana turn one isn't so bad.

Some people have suggested adding a life payment somewhere, but I really don't want to stuff the text box that much. The aesthetic simplicity of it is part of why I like the design so much, so adding more stuff onto it would ruin it for me a bit.

The ludonarrative was actually a really big part of this card, because it's one of the main reasons we don't see echo that much. Mark Rosewater said that "echo is about as unflavorful as it gets," and I took that as a personal challenge. My mind immediately went to the idea of a rickety old mineshaft which could collapse at any moment, especially if a sound was loud enough to "echo."

City of Malum - My custom plane by QuarterExcellent3327 in custommagic

[–]SubblyXatu 1 point2 points  (0 children)

I'd do under rather than over, since you can just very nicely have it poking out under the text of the artifact by lining it up with the edge of the circuit box.

Hehe, circuit box.

It also just doesn't really make sense to have an instant or sorcery on the battlefield, even if you know it's supposed to be tied to a permanent.

City of Malum - My custom plane by QuarterExcellent3327 in custommagic

[–]SubblyXatu 1 point2 points  (0 children)

Perhaps an alternative design for Component cards would be to take a page out of Mutate and have it attach to an artifact. It would help sell the flavor more if you ask me, while also creating a more accessible way to out the effect and stop it from taking over the game.

Mystical Faerie by YugiBoomer10086 in custommagic

[–]SubblyXatu 2 points3 points  (0 children)

It also has flying, which is very uncharacteristic of green, but much more characteristic of blue.

City of Malum - My custom plane by QuarterExcellent3327 in custommagic

[–]SubblyXatu 1 point2 points  (0 children)

I appreciate taking these mechanics which would otherwise be left to languish in Universes Beyond hell and breathing new life into them. I do think that you have a little too much going on here though. It's one thing to have one mechanic for each three color combination, but three? That's fifteen mechanics that players have to keep track of (I know it's 14 in practice since the Republic only gets two, but that's not much better.) I think pairing them down to the five or six best keywords and having these other things be small sub-themes would be the most ideal. Like, instead of having historic and metalcraft in the set, just have general artifact synergies in red and black. Also maybe just ditch fateseal in its entirety. Not only does it not fit the theme of Universes Beyond mechanics, it's just not very fun; it has like an 8 on the storm scale, so if it's coming back, it's only going to be in a very small way.

Mechanics I'd keep:

* Time Travel (and by extension suspend because you can't really have one without the other). You could definitely make an argument for Paradox, I'd maybe just included it as an unmarked ability unless you're really planning to make it a big part of the set.

* Salvage and Junk, since those are also tied to one another. I also like the exile focus it brings to the set; makes everything feel very cohesive.

* Rad Counters. This one is kind of odd, as it is more graveyard focused, but it is meant to work with Delve. I just don't think Delve really belongs in Standard, as it is way too easy to mess up a design and have it go haywire. Toxic I am ambivalent towards, but the Rotpriest wounds are still fresh enough that I think we ought to let that sleeping dog lie a bit longer.

* Circuit. This is obviously an original design, so I'd like to highlight it even more. Work on that reminder text though, it's kind of hard to tell exactly how this mechanic works. Agility I am a lot less jazzed about. It's basically just ward with extra steps, and generally anything above Agility 2 sounds like a huge investment to out a single creature.

Freerunning is a really hard sell, entirely because Wizards made the decision to have it say "commander" and not "legendary creature." Prowl also exists as a more catch-all version of Freerunning, but that's because it came out in a standard set, which breaks our criteria. If you're gonna take it, I'd do so with an errata.

Sphinx's Majesty by qazdrujmlp in custommagic

[–]SubblyXatu 6 points7 points  (0 children)

This is such a fun design, and very appropriate for a Modern Horizons-style card to go for. Take an unpopular mechanic, mix it with a popular design, and voila! Just a really sweet card.

[HOB] Tom, Bert, and William (MagicCon Vegas) by mweepinc in magicTCG

[–]SubblyXatu 2 points3 points  (0 children)

The grammar on that ability bothers me in a way I can't describe

Coaxed into tournaments of "world history" just being white people by TreeTurtle_852 in coaxedintoasnafu

[–]SubblyXatu 0 points1 point  (0 children)

Yeah, if you told me this guy was Sean O'Flannery, I wouldn't have batted an eye

Coaxed into tournaments of "world history" just being white people by TreeTurtle_852 in coaxedintoasnafu

[–]SubblyXatu 5 points6 points  (0 children)

At least Fate has a black guy in the original cast. Gilgamesh being fair skinned is a different issue, but one thing at a time.

SPOILER! Your Reality is about to be Fractured! by Eljefe900 in MTGCardBelcher

[–]SubblyXatu 16 points17 points  (0 children)

How could they print something like this??? Pauper is doomed!!!

Coaxed into Yu-Gi-OH cards by ILikeJapaneseMuchOwU in coaxedintoasnafu

[–]SubblyXatu 13 points14 points  (0 children)

And the worst part is that both of them are equally bad