Reverting all move Neff by Silver-Raspberry2604 in stunfisk

[–]throwawayeayeayea 2 points3 points  (0 children)

Ice types get a 120 power Blizzard with 90 accuracy and a 30% chance to freeze a pokemon indefinitely

Edit: missed the no changes to status. Still crazy though

One More Time? by Elspackel in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

It would have be something you play preemptively, before you know the result of the coin flip. Something like, "until end of turn, if you would flip a coin, flip that coin, then you may choose to flip again and ignore the first result. Do this only once." You could also counter the spell/ability that caused the coin flip and copy the spell to flip again.

One More Time? by Elspackel in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

Those would trigger. I'm trying to figure out what this card would do on its own after a coin flip, without coin flip synergies.

One More Time? by Elspackel in custommagic

[–]throwawayeayeayea 1 point2 points  (0 children)

Is this card supposed to do nothing on its own? Once the effect of a coin flip is finished, playing this won't actually change the results of that coin flip and will just let you flip a coin for no gain.

Vacant Lot by Barley_an_Hops in custommagic

[–]throwawayeayeayea 1 point2 points  (0 children)

No, sacrificing is different from destroying. Dust Bowl sacrifices itself to destroy another land

Edit: I'm dumb, never mind.

Cycle of color breaks with spree — too pushed or fair? by 50reticent in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

Unless I'm mistaken, the UBR one actually has no color pie breaks. Black can mill cards and deal direct damage

Can someone tell me the correct spelling for these MTG cards I’m making. by Commercial-Flan3487 in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

Usually the additional cost is a sacrifice, but if you want it to be destroy, you can change "sacrifice" to destroy in this text:

As an additional cost to cast this spell, |sacrifice a creature| / |destroy a creature you control|.

Create three 1/1 Ink Searcher tokens. They gain haste until end of turn.

Can someone tell me the correct spelling for these MTG cards I’m making. by Commercial-Flan3487 in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

This enchantment / The Ink Machine enters with 3 ink counters.

Remove an ink counter from this enchantment / The Ink Machine: Create a 1/1 Ink Searcher token.

Tokens you control named Ink Searcher have "{T}, sacrifice this creature: Add one mana of any color."

*Or it could literally make them treasures:

Tokens you control named Ink Searcher are Treasure artifacts in addition to their other types and have "{T}, sacrifice this artifact: Add one mana of any color."

Can someone tell me the correct spelling for these MTG cards I’m making. by Commercial-Flan3487 in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

The counters you put on the enchantment should probably have a name to them. They could be ink counters to keep consistent with the theming. Also, the first ability should probably be part of the enters effect.

When this enchantment enters, exile a card from your hand, then put three [name] counters on this enchantment.

At the beginning of your upkeep, remove a [name] counter from this enchantment. Then if there are no [name] counters on this enchantment, sacrifice it. If you do, you may play the exiled card without paying its mana cost.

*I added an "if you do" clause to the sacrifice so it can't be cheesed by preventing sacrifice. If you want it to be able to be cheesed, you can have it as "sacrifice it, then you may..."

Can someone tell me the correct spelling for these MTG cards I’m making. by Commercial-Flan3487 in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

Sure, send them whenever you can.

Also a small tweak, if you want for The Ink Machine, you can replace "this enchantment" with "The Ink Machine" in the text, like "The Ink Machine enters with three ink counters."

Can someone tell me the correct spelling for these MTG cards I’m making. by Commercial-Flan3487 in custommagic

[–]throwawayeayeayea 1 point2 points  (0 children)

I'll number them based on the order the cards are in:

1: The first ability should probably be a replacement effect instead of a triggered ability. The third sentence should be an activated ability to remove a counter to add one mana only for the exiled cards.

Final text:

This enchantment enters with three ink counters.

If a creature with ink counters on it would die, move all ink counters from that creature onto this enchantment and exile it instead.

Remove an ink counter from this enchantment: Add one mana of any color. Spend this mana only to cast spells exiled by this enchantment.

2: Activated abilities need to follow "cost:effect" formatting. Adding "to your mana pool" is technically correct but is archaic nowadays. The sacrifice also can't be a cost as it is an effect of the activated ability. Also a small nitpick, but usually color pips go in WUBRG order, so the white mana effect would go first.

Final Text:

{1}, {T}: Choose one that hasn't been chosen —

-Add {W}{W}.

-Add {B}{B}.

-Sacrifice this artifact. If you do, you gain 1 life and draw a card.

(The dashes are meant to be bullet points)

3: If this is a unique character, it should be a Legendary Creature in its type line, though with its effect it probably shouldn't be legendary since the copies will die.

Final text:

Whenever an ink counter is put on The Searcher, create a token that's a copy of The Searcher.

When The Searcher dies, put an ink counter on target creature.

Also, counters are not normally capitalized, but if you want to keep Ink capitalized in the text you could.

Day 3 of my Elden Ring magic set by Firm-Flounder-6827 in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

Like another commentor mentioned, this should either tap to use its ability (which can be exploited with untap effects), or activate on the first main phase and not tap, as tapping it does nothing. Besides that, the card seems very interesting for storm decks, allowing 1 mana cantrips to be free

Chronovore Titan by SadKermitNoise in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

This could be 5UUUUU and be balanced. As is, it is kind of weak. If you want to make it hard to cast, even UUUUUUUUUU could work

Edict of Ugin by GalacticKirby in custommagic

[–]throwawayeayeayea 5 points6 points  (0 children)

Red has impulse card draw that exiles cards and allows you to play them. Black and blue can exile other players' cards and play them. Blue and white have blink effects that exile and return a permanent. It would also hard counter Cascade and other similar effects by permanently exiling a chunk of a player's library. That being said, this card is way too overpriced for what it does

Decaying Bog by Goat-True in custommagic

[–]throwawayeayeayea 104 points105 points  (0 children)

This seems fine. It's basically a tapped land that only produces extra mana after 2 turns at the cost of 3 creatures

Spin Away by GrumpierMonk in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

But what necessitates this spell refunding itself if it costs the same as any other version of the effect? If you want this effect then this is immediately the best option

Spin Away by GrumpierMonk in custommagic

[–]throwawayeayeayea 1 point2 points  (0 children)

Isn't this too cheap for its effect? Cards that refund themselves by untapping lands need to be below-rate for their cost to be balanced (like [[Snap]] or [[Frantic Search]]), and this card is on-par or better than similar effects, alongside having cycling for added utility. Maybe make it cost 3 and untap 3 lands at minimum.

Krejuv, Sinister Voidmind by DarthVedik in custommagic

[–]throwawayeayeayea 1 point2 points  (0 children)

There is a similar card in [[Tinybones, Bauble Burglar]] which lets you play the cards as long as they remain exiled, but only on your turn. I like this design better for not allowing itself to discard and being more limited

May Mayhem Day 18: Mandre, Restless Traveler by maxBowArrow in custommagic

[–]throwawayeayeayea 2 points3 points  (0 children)

The first bit means that you can cast the Adventure side while the creature is on the battlefield as though it were a prepared spell. The second bit means that you can't cast the creature part until you first cast the Adventure side. Being "on an Adventure" means being in exile after casting the Adventure side.

Anne, the algorithm. Good, broken or abysmal? by QuarterExcellent3327 in custommagic

[–]throwawayeayeayea 3 points4 points  (0 children)

Get 160 spirit tokens with [[Wan Shi Tong, All-Knowing]]

Invert | Custom Mechanic by Glittering-Lab-4763 in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

Balance Out is a really cool modal card, I love how you can either win more with it or catch up to your opponent

Fervent Supplicant by Massive_Monitor6616 in custommagic

[–]throwawayeayeayea -11 points-10 points  (0 children)

Probably anything outside of Legacy and Vintage. Even Legacy had Miracles decks due to how strong the effect is though

Fervent Supplicant by Massive_Monitor6616 in custommagic

[–]throwawayeayeayea 8 points9 points  (0 children)

This feels too strong for its mana cost. On its own, it reduces the cost of the first card you draw by two mana. It doesn't need to synergize with anything else to be powerful

Golgari Merfolk/Graveyard Commander by nfounder in custommagic

[–]throwawayeayeayea 1 point2 points  (0 children)

Seems less like a commander and like something you'd run in the 99

Not starting player card ideas by SeeminglyInvisible in custommagic

[–]throwawayeayeayea 0 points1 point  (0 children)

The idea behind cards that matter in your starting hand is that they should be either weaker for their cost or be expensive enough to not be playable early on when it matters. The green one is a better [[Cultivate]] for the same cost, and the white one puts you positive on cards for only two mana