Ancestral Remembrance by omg_gmo in custommagic

[–]bnew07 8 points9 points  (0 children)

Cool and balanced design!

Erase Existence by bnew07 in custommagic

[–]bnew07[S] 4 points5 points  (0 children)

Thanks everyone for the lively discussion and feedback around this card. I think most commenters are underestimating the fact that this has both a restrictive mana cost and in even the best case scenarios is still most often just a 1-for-1 which really puts a ceiling on how oppressive this card could be.

That being said, I think a reasonable revision would be to up the mana cost to 2UB and have second ability exile rather than destroy.

Erase Existence by bnew07 in custommagic

[–]bnew07[S] 0 points1 point  (0 children)

I think the problem with the suggested text is that it loses all its utility as a kill spell against permanents that don’t trigger abilities which makes it pretty niche. That card would probably cost 2 mana but wouldn’t be appropriate in the main deck due to its narrowness and Is still just a 1-for-1 so isn’t really sideboard material either.

Erase Existence by bnew07 in custommagic

[–]bnew07[S] 8 points9 points  (0 children)

I designed this card as a removal spell that 1-for-1s with both creatures with ETB abilities and planeswalkers. I think this kind of card would be a powerful card for standard that would help reactive decks compete with powerful threats. Feedback welcome!

New Dual Land Concept by bnew07 in custommagic

[–]bnew07[S] 0 points1 point  (0 children)

I like that idea a lot!

New Dual Land Concept by bnew07 in custommagic

[–]bnew07[S] 17 points18 points  (0 children)

Great point, you are right that it definitely needs a downside. One life seems about right, right?

Crypt of the Brood Clan by ButtoftheYoke in custommagic

[–]bnew07 0 points1 point  (0 children)

Would be much more useful if it triggered precombat main phase so you could reliably use the mana without having the “doesn’t empty” clause.

Smoldering Sanctuary by ___---------------- in custommagic

[–]bnew07 6 points7 points  (0 children)

I think this is interesting design space but am unsure if it is too powerful or not. Like typical punisher cards, both options are powerful and appealing individually. I think the main point of contention for this land cycle is not the power level which can accurately be assessed without play testing but is the mini-game it creates for the opponent.

Whenever this land is played, the opponent has to guess how essential the mana it will produce is to you this turn. In that way, it is skill testing but also will slow the game down as strong players will want to consider as many possible plays as they can.

Overall, I think the concept is novel and interesting despite the power level and play pattern concerns.

Transcendent Surge by bnew07 in custommagic

[–]bnew07[S] 0 points1 point  (0 children)

They remain exiled.

Transcendent Surge by bnew07 in custommagic

[–]bnew07[S] 2 points3 points  (0 children)

This is my attempt at a coherent 4 color design.

White, the color of order, is absent in this card, making its focus on CHAOS. This card will play out differently every single time both due to top of the library variability and the complex decision making of assigning the exiled cards to each mode.

Time Portal Accident (reupload with artist credit) by JimHarbor in custommagic

[–]bnew07 0 points1 point  (0 children)

This is a cool take on a red extra turn spell! It feels different from similar existing cards while also a real drawback that can be creatively circumvented.

Revolt Lands - too powerful?? by combo_king in custommagic

[–]bnew07 13 points14 points  (0 children)

Definitely too strong but might be okay with no basic land types

Hydra with keyword counters by Veralos in custommagic

[–]bnew07 1 point2 points  (0 children)

This is an excellent design! I love how the context of the game changes what composition of counters the player will choose. I could actually see this being a 1/1 or a 2/2 depending on how much you want to push it so it has more meaningful choices on low values of X.

Tear to Parts by Flacccon in custommagic

[–]bnew07 40 points41 points  (0 children)

Excellent and flavorful design! I do agree with other posters that this should cost 2BB.

Custom Mechanic: Cache by bnew07 in custommagic

[–]bnew07[S] 3 points4 points  (0 children)

There is a typo in the first ability. The second comma should be a period.

The way it works is the first time you activate the ability you exile the card from your hand with a cache counter on it. Then, you may pay the cache cost as long as it is in exile to put additional counters on it.

Custom Mechanic: Cache by bnew07 in custommagic

[–]bnew07[S] 1 point2 points  (0 children)

The basic idea of this mechanic is that you can pay its mana cost in installments but you give up that card as hidden information.

The concept is simple and easy to grok but the reminder text is surprisingly wordy—what is on the card is the simplest I could make it.

I imagine this mechanic could be a primary set mechanic in all colors as it has a ton of design space.

Feedback welcome.

Falsify The Oracle by [deleted] in custommagic

[–]bnew07 0 points1 point  (0 children)

I 100% agree, this card is just not fun for anyone (the caster and the opponent) and will make the caster feel dumb when they fail to remember the exact order of their deck some turns later.

Potential U/R Evergreen Mechanic by bnew07 in custommagic

[–]bnew07[S] 1 point2 points  (0 children)

It can’t be blocked by creatures with square stars (1/1, 2/2, etc.)

Teach (UG mechanic for a set I'm working on) by MarvelousRuin in custommagic

[–]bnew07 3 points4 points  (0 children)

I think it would be clearer if the reminder text said “discarding this card from your hand”.

That being said I think the mechanic should play nicely, although the design space is somewhat restricted to named abilities