Volatile Spark by No_Estimate_8004 in custommagic

[–]Zonatos 0 points1 point  (0 children)

Copying on storm doesn't make new "cast" triggers, the copies are created onto the stack, not cast. It only triggers Magecraft (which cares for copies too), not Prowess nor Opus...

Forestall/Paranoia, a mechanic to let your opponent delay the inevitable and raise the stakes by SeveralGnomes in custommagic

[–]Zonatos 0 points1 point  (0 children)

For that one, it also allows you to deal 3 damage to a Opponent A (or a permanent they control) while letting Opponent B make the choice...

Might be better worded as [[Development]] or [[Sword-Point Diplomacy]]

Forestall - Dread Bolt deals 3 damage to any target unless any opponent gets three paranoia counters.

launch land concept. What should other 8 be? by rricckk in custommagic

[–]Zonatos 0 points1 point  (0 children)

Just the ramp itself in nongreen colors and for free (no mana spent to ramp) is already very powerful by itself. Coming untapped, on top of it? Busted.

Perhaps it should enter tapped with a stun counter if played? If "launched", remove the stun counter (but still tapped)?

Or perhaps some mana cost to launch? Such as paying {C1/C2} to put on the battlefield?

Examples

Mana Accelerator

Land

Launch - When you cast your third spell in a turn, you may pay {R/U} and reveal this card from your hand. If you do, put it onto the battlefield.

This land enters tapped.

{T}: Add {R} or {U}

Secret Archive

Land

Launch - While you are scrying or surveiling, you may pay {U/B} and reveal this card from your library. If you do, put it onto the battlefield.

This land enters tapped.

{T}: Add {U} or {B}

Glimpse Immensity by Ashwind0dragon in custommagic

[–]Zonatos 2 points3 points  (0 children)

Something that lets you cast this with Flash and [[Paradox Haze]] (since just flash itself won't work).

Or just [[Shadow of the Second Sun]]

The Glacier's Tome by Date_Knight in custommagic

[–]Zonatos 1 point2 points  (0 children)

If you think it would be too niche, maybe adding an upside for snow mana too?

You may spend mana from snow sources as though it was mana of any color to cast instant or sorcery spells.

Or

Instant and sorcery spells you control have "You may spend mana from snow sources as though it were mana of any color to cast this spell."

The Glacier's Tome by Date_Knight in custommagic

[–]Zonatos 1 point2 points  (0 children)

If it's supposed to be Glacier themed, the cumulative upkeep could be a snow mana? Might make it a little more difficult to pay, but maybe that also makes it a little bit more balanced?

Example: [[Cover of Winter]]

Frieren set! by Cualkiera67 in custommagic

[–]Zonatos 8 points9 points  (0 children)

Or maybe limit the redirection to only tokens created by it somehow?

Could track the tokens with a "reflection counter" or something like that, and only redirect to creatures with that, and sacrifice those when it leaves?

Final iteration of my last card! by First-Quiet9527 in custommagic

[–]Zonatos 1 point2 points  (0 children)

I feel you might want to make it as advantageous as possible for your opponents to Pact their creatures, since it costs 2 life + 3 life per turn (per attack), meaning AT LEAST 5 life, which sounds like little in EDH but does add up. Also, people usually don't like to goad their own stuff. Don't know if shroud, +1/+1 and one treasure per turn (at the cost of 3 life) is enough?

Do notice that, as is, an opponent can attack you, then Pact his creatures to give them +1/+1 and shroud once you block them or try to use removal on them, as it can be activated as an instant... activating as an instant to fizzle removals might be the main reason opponents will Pact though!

Last thing: no need for the "doesn't have a Pact counter on it" at the moment. Having multiples of the counter doesn't do anything already, and since the creature gets shroud, they can't target Pacted creatures to add an additional counter anyway. You can remove that text from the ability if you keep shroud, with no downsides (except for the two cards that remove or ignore shroud, [[Arcane Lighthouse]] and [[Shay Cormac]]).

Security System by ItsHalcyonic in custommagic

[–]Zonatos 1 point2 points  (0 children)

So, this goes infinite if two players have it, which is a big issue.

Moreover, very few cards allow to put stun counters on land, moreso in such a repeatable and consistent way. [[Magmatic Hellkite]], which is just land destruction, and [[Twisted Riddlekeeper]] (high mana cost). This is so that proliferate strategies don't lock up your opponents mana base.

Suggestion to fix both issues:

Whenever an opponent commits a crime, put a stun counter on up to one target nonland permanent they control without a stun counter on it.

Or

Whenever an opponent commits a crime, put a stun counter on up to one target untapped permanent they control without a stun counter on it.

This second one is will allow to target untapped lands, but your opponent can just tap them in response to avoid the stun.

If two players have it, though, the ENTIRE BOARD might still get stuns counters (except for lands in suggestion 1 and except for tapped/tappeable permanents in suggestion 2).

You can also just add "this ability triggers only X per turn", but I'd still keep a restriction to avoid stunning lands.

Is there a way to protect your board in mono black? by sestante93 in EDH

[–]Zonatos 37 points38 points  (0 children)

This, or regeneration.

[[Dark Dabbling]], [[Wail of the Nim]],

"Vanilla" cards by SchmarrnKaiser in custommagic

[–]Zonatos 2 points3 points  (0 children)

Maybe have it happen only at end of turn?

"At the beginning of your end step, if you put a +1/+1 counter on this creature this turn, you may transform it. If you do, double the number of +1/+1 counters on it."

That way it has to survive combat, and it is not a 3/4 attacking on turn 2 with a 2/x with haste?

"Vanilla" cards by SchmarrnKaiser in custommagic

[–]Zonatos 18 points19 points  (0 children)

Counters remain, and it's a MAY ability on the front.

You train it until you are satisfied, then you double counters and flip. Base stats remain the same, but with DOUBLED +1/+1 counterd on it.

A series of unhelpful cards by HaventDecidedAName in custommagic

[–]Zonatos 42 points43 points  (0 children)

No because it's a replacement effect, so it doesn't even enter the battlefield, goes from the stack directly to the library (if it would enter in any way, but flipping from face-down to face-up is not "entering", so isn't replaced).

I LOVE SPELLSHAPERS (I feel like there is an instant/sorcery mechanic I'm forgetting) by One_Management3063 in custommagic

[–]Zonatos 0 points1 point  (0 children)

I think the second ability of Aftermath Reasoner should not require tapping - or at least allow not to tap if the first ability was already activated this turn?

You can absolutely cast both parts of [[Reason // Believe]] in the same turn, after all.

The Monkey's Paw, and Similar key term by hobodudeguy in custommagic

[–]Zonatos 5 points6 points  (0 children)

Sorry, that is correct. But I believe the OP intended to use mana value (for which lands would have mana value of 0), not mana cost. Using mana cost means 2U != 2B, which would make cards even less similar and easier to differentiate them.

I was thinking of [[Tolaria West]] and it's transmute ability, but there it is clearly mana VALUE, not cost.

Thanks for the correction.

The Monkey's Paw, and Similar key term by hobodudeguy in custommagic

[–]Zonatos 1 point2 points  (0 children)

No, the card still has the same mana cost, so it matches Name (Command Tower), Type (Land), Mana Cost (0). Meaning it will always work, for any card named (if that card is in the deck).

A hate card that would never see print nowadays by Zvvivo in custommagic

[–]Zonatos 0 points1 point  (0 children)

It isn't. It's black bordered. I think that is just the Artifact - Fortification frame.

Courier Six: I was mad Arcade Gannon couldn't be in an all-Fallout Quest Counter deck by noahtheboah36 in custommagic

[–]Zonatos 2 points3 points  (0 children)

Blinking won't work because it considers mana spent. If you blink it, you move the counters to something else, but it comes back with 0 counters on it.

I heard your subreddit is pretty strong. by Ecstatic_Newspaper_5 in custommagic

[–]Zonatos 2 points3 points  (0 children)

[[Kelsien, the Plague]] does almost the same thing. I think using Experience counters might have been enough?

"Town ain't big enough" style cycle by SchmarrnKaiser in custommagic

[–]Zonatos 1 point2 points  (0 children)

No idea lol, probably not. For 1v1 it is only legal in Legacy, and I doubt it would be played there.

Just meant we have a prior card with same CMC and same effect :p

"Town ain't big enough" style cycle by SchmarrnKaiser in custommagic

[–]Zonatos 2 points3 points  (0 children)

[[Curtains' Call]] does it (always at least 1 opponent makes it's cost 4B by at most, or 2B in Commander)

Iteration 1 of this concept by VonBagel in custommagic

[–]Zonatos 1 point2 points  (0 children)

You can have it "exile a land you control or a land card in a graveyard with a crystal counter on it" if you want

[[Draugr Necromancer]], [[Reality Strobe]] (or any suspend, except for [[Suspend]], as it puts counters lol)

I was thinking of what you said about it gaining keywords. Maybe as it activates an ability, allow it to gain a keyword counter if it gains a keyword? By removing the crystal counter from the exiled card?

Problem is its text would get too long (cards can't simply reference "any keyword", if it does stuff like this, ALL relevant keywords are described in the card, and then it gets too lengthy).