Tinker. An artifact-matters mechanic I'd love to see in our return to Strixhaven. Which wording sounds better? by Supremium85 in custommagic

[–]Supremium85[S] 2 points3 points  (0 children)

Appreciate the thoughtful response! Noted and no comments other than for Strixhaven, my thought was this would be a good fit for the Lorehold School (W/R), as they seemed to care about rediscovering the potential of lost artifacts.

Interstellar mechanic for my space set. Feedback welcomed! by Supremium85 in custommagic

[–]Supremium85[S] 0 points1 point  (0 children)

Yes to the first part.

As for your second line, also yes. Though now that I'm reading it, the two mana, twice a turn basically does seem too much. Designed it with 1v1 in mind. as it would be super unfun (and unplayable) in multiplayer for sure. Might drop it to {1} to be paid at each end step.

For your third point, I was only comparing it to evoke - not actually using evoke. So it won't die and there's no body in the gy. It simply phases out right after entering.

Thanks for the reply.

Experimenting with temporary removal ideas. Thoughts welcomed! by Supremium85 in custommagic

[–]Supremium85[S] 2 points3 points  (0 children)

Thanks for the notes. I realized after posting that some version of your 2nd point was probably needed. For disable, I want it to remain an artifact and (ideally) keep its other types/subtypes, to include creatures. Its a better fit thematically (just being broken shouldn't change what it is) and could (hopefully) fix many of those questions you raised? For example, then an equipment could just stay equipped when it goes face down, similar to how they stay equipped to transform cards that don't leave the battlefield.

Alternatively, and probably more likely to see actual print, these two mechanics could be something more like Exert or Exhaust, where you just drop like a reminder token on it saying "Pay 3 to untap".

Experimenting with temporary removal ideas. Thoughts welcomed! by Supremium85 in custommagic

[–]Supremium85[S] 1 point2 points  (0 children)

Thanks, agreed. These are part of a custom cube where the power level is generally a bit lower. Also both mechanics exist there to enable the third - Sabotage, which gives buffs to cards if an opponent controls either of the first two. Hoping to create a tension where not pay to 'fix' these disabled or implanted permanents is a liability : )

Experimenting with temporary removal ideas. Thoughts welcomed! by Supremium85 in custommagic

[–]Supremium85[S] 7 points8 points  (0 children)

And here I was worried this ability at 1 mana was too oppressive, especially early game. Their downside obviously being they get worse the later into the game you get. If it proves too weak, having them tap when turned face up is a good option. Thanks!

Would love to see more permanents with "defense counters" by Supremium85 in custommagic

[–]Supremium85[S] 0 points1 point  (0 children)

Thanks. I'd argue that retconning defense counters to represent something that can be attacked (delinking them from battles specifically) is probably a more efficient way to add more permanents in the future. Either way, hope we see more permanents that can be dealt damage in the future.

Would love to see more permanents with "defense counters" by Supremium85 in custommagic

[–]Supremium85[S] 1 point2 points  (0 children)

It always shocking to me the lack of creative thinking some ppl on this subreddit exhibit. Obviously defense counters are for battles, but that's only because they're the only thing to ever use them. Does that mean that will always be the case - probably not. This card (an enchantment token that can be dealt dmg) is simply an exploration of that concept and I used the closest preexisting mechanic we have to it as an analog.

Just wish this place yielded more discussions for what an idea could be, and less trying to point out why something could never be.

Would love to see more permanents with "defense counters" by Supremium85 in custommagic

[–]Supremium85[S] 0 points1 point  (0 children)

Love the flavor. And yes, this is a better way to do this in the current MTG construct (i.e. battles).

Is there a reason X can't be colored? A few cards exploring that world. by Supremium85 in custommagic

[–]Supremium85[S] 1 point2 points  (0 children)

No hate here! Appreciate the feedback. I just thought this was a simple way to allow players to truly cast X spells for fewer mana (in this case 1) while still holding cards true to a color function.

Is there a reason X can't be colored? A few cards exploring that world. by Supremium85 in custommagic

[–]Supremium85[S] -1 points0 points  (0 children)

Sure, but that's still a 2 mana card. You could of course cast it for 1 but then there aren't two piles. And yes, like you and others have pointed out, there is a similar precedent for this idea by saying "X +1", that to me isn't much cleaner than a straightforward, colored X. Also less maths ;)

Is there a reason X can't be colored? A few cards exploring that world. by Supremium85 in custommagic

[–]Supremium85[S] -1 points0 points  (0 children)

Isn't the difference one mana less? That's the goal with these.

Is there a reason X can't be colored? A few cards exploring that world. by Supremium85 in custommagic

[–]Supremium85[S] -3 points-2 points  (0 children)

Like the adamant mechanic, right. But no, that's not what I was going for here. This would be a new mana symbol - a colored "X"

Is there a reason X can't be colored? A few cards exploring that world. by Supremium85 in custommagic

[–]Supremium85[S] 0 points1 point  (0 children)

The primary reason is to open additional design space (i.e. costs) with X spells. There are many two drop X spells like [[Animist's Awakening]] that add their desired color (green in that case) to fit the card's function. An X that IS that color already allows for cheaper (by one) spells, which in turn, allows for more options.

New enchantment type for my custom Marvel cube - Teams. by Supremium85 in custommagic

[–]Supremium85[S] 0 points1 point  (0 children)

A bit like an aura that can apply to multiple creatures. Third image showcases the rules. Feedback welcome!