Create a mechanic!

Custom Cards forum

Posted on Dec. 4, 2017, 1:15 a.m. by StardustDragon11

Make a mechanic. Please try to keep it somewhat balanced. Provide a couple cards as examples.

Mine is

"Stitched together"

It would only be on permanent cards but not auras or enchantment. Pay this card's mana cost and up to one other creature's mana cost, put both creatures on to the battlefield. They are melded. If a creature melded this way would die exile it instead.

Experimental hostage 1W Creature-Human2/2Whenever this creature dies you may discard a card then draw a card. "Stitch together"

Necromancer's Assistant 1BBCreature-Zombie2/3"Stitch together" costs one less for each melded creature you control. Sacrifice this creature. Search your library for two creature cards and put them into your graveyard.

Dr. Freidrech Ranfksteni1RUBLegendary Creature- Human Wizard2/4

You may "stitch together" creature cards from any graveyard.

Whenever you cast a spell, each player puts the top 2 cards of their library into their graveyard.

Obviously the theme is Frankenstein monster and I think it would fit well in Innistrad or Grixis if we ever see those worlds again. It fits themes and has roots in similar mechanics such as meld, unearth, undying and reanimatiom but it could open up a new way to play almost like dredge.

Boza says... #2

Just mentoning, the sttich together mechanic does not really work. "They are melded" means nothing. What is the advantage of having two creatures as one? Do they still have their own abilities? What is their P/T? Additionally, Experimental Hostage is completely out of color pie for white, same Frakenstein and red and Necromancer's Assistant is already a card.

I am yet to contribute to the idea though:

Runebound - When this creature enters the battlefield, you may return an instant or sorcery card with converted mana cost equal to or less than the creature's converted mana cost. If you do, sacrifice the creature.

Obviously a cool Wizard-tribal themed mechanic that forces you to choose between creature and spell. Example:

Tomewielder 2UR
Creature - Human Wizard

When Tomewielder enters the battlefield, you may draw 2 cards, then discard 2 cards.


December 4, 2017 3:38 a.m.

CaoJin says... #3

Making a set currently based around Napeoleonic Era warfare (regiments, line etc with Fantasy Redcoats vs Fantasy French Foreign Legionairres, mainly because I love the uniforms and combat flavour of black powder single shot ranks)

The Redcoat themed army would be more based around having discipline and having their commanders on the field to keep order, represented flavourfully by the "Regiment" mechanic (as a rule of thumb this side would also have more legendary creatures).

Regiment:[Matchlock Sharpshooter]

Regiment is flavourfully the act of your legendary creatures (officers) relaying orders.

Detachment:[Aven Legionairres] (stock art)

Detachment is the flavourfully the idea of the flexibility and adaptability of the Legionairres guerilla tactics, allowing you to tailor what creatures you need for any situation.

Morale: [Regalian Drums] Morale is a general keyword used by both factions and represents the war of the set as a whole, Morale represents individual objectives for you to reach on your side of the board to gain bonuses.

It checks for certain aspects of the game state to see if you are "winning" and if you are, rewards you accordingly. Morale is a fun mechanic to work with because you can check any state, Cards in graveyard, library, hand, on the field, creature sizes, numbers, types, card types in play etc.

Just wondering what people think of these ideas, any potential ways to balance, tweak or feedback in general would be much appreciated!

December 4, 2017 6:19 a.m.

Boza says... #4

Maybe copy/paste the text of the cards Caojin, links do not work.

December 4, 2017 7:55 a.m.

MWorl91 says... #5

Build (Cost) - When you cast this Spell you may pay its Build cost. If you do reveal the top card of your library. If the revealed card is a Land card you may put it on the Battlefield tapped. Otherwise, add the revealed card to your hand.

Stonework Architect 1WCreature - Kor ArtificerBuild 2W2/2

December 4, 2017 8:43 a.m.

Boza says... #6

CaoJin, While those mechanics actually work, I think there are some problems with them:

  • Regiment - I really do not think it is really a good mechanic. The card is moderete at best without it and insane with it. It does not feel different enough from the liutenant mechanic that already exists. Additionally, thematically it is hard to work it too, not all legendaries are leaders.

  • Detachment - Incredibly hard to track - having an ETB 'choose one' creature is a nightmare to balance right. It reminds of evoke in that creatures have adaptability, but it is a really more convulted - I cast a single bird, but it comes on the battlefield as two tokens?Thematically, it does not make sense either - how do the creatures adapt to the situation before actually being part of it? Try reworking it as an activated ability instead.

  • Morale - I like it, but in small doses. What you mention "because you can check any state" is actually a detriment - you do not want players to stop playing in order to check several things and is qite prone to being forgotten. Additionally, making it check several things is confusing - think about other keyword actions - usually they all share the same activating conditions, but have different outcomes (think Tarkir block's Inspire or Heroic). That is done to reduce complexity.

December 4, 2017 8:52 a.m.

MagicalHacker says... #7

I would like this one:

Mindcensor X (If an opponent would search a library, that player searches the top X cards of that library instead.)

December 4, 2017 11:13 a.m.

zephramtripp says... #8

Restrain (You may have this creature enter the battlefield with a +1/+1 counter on it. It has defender as long as it has a +1/+1 counter on it.)

It's the opposite of Unleash, except defense focused.

Stalwart Recruit

Creature - Human Soldier

Restrain (You may have this creature enter the battlefield with a +1/+1 counter on it. It has defender as long as it has a +1/+1 counter on it.)


Load-Bearing Giant

Creature - Giant

Restrain (You may have this creature enter the battlefield with a +1/+1 counter on it. It has defender as long as it has a +1/+1 counter on it.)

As long as ~ has a +1/+1 counter on it, it can block up to two additional creatures each combat.


December 4, 2017 4:34 p.m.

MWorl91 says... #9

I never understand why Giants and Treefolk don't have Reach.

December 4, 2017 9:39 p.m.

Argy says... #10


If you have three cards with different card types, all with the Parcel Mechanic, their Parcel mechanic triggers.

You can parcel any three different cards together, even if you are using them in more than one parcel, as long as they have the Parcel mechanic.

eg. Watchmaker 1U



Parcel - when parcelled with two other cards, this Creature gains +1/+1 and Menace

Ticking Hands 3

Artifact - Equipment

Equipped Creature gets +1/+1

Parcel - when parcelled with two other cards that Creature gets +2/+2 and Flying, instead

Workshop 3UU


When you cast a Creature spell Scry 1.

Parcel - when parcelled with two other cards name a Creature type. When you cast a Creature of that type, Scry 2 instead

December 4, 2017 9:46 p.m.

MWorl91 says... #11

What is the equip cost for Tickling Hands?

December 4, 2017 11:43 p.m.

Argy says... #12

Ah, my apologies.

Let's make it

I'm trying to make it so that the cards can still make a difference if played by themselves, but get so much better if you are able to parcel them.

A bit like ... I am sure I will get this label/idea wrong ... Tron?

By the way it's TICKING HANDS not tickling hands. That sounds more like an Unstable card.

I have changed my mind about something, too. You can only parcel the same card once per turn.

Not the same card NAME. The actual card.

December 5, 2017 8:08 a.m.

Argy says... #13

New mechanic time.


If a Creature leaves the battlefield this turn, and it is the same type but less CMC than a card with Mob, the Creature with Mob gains Power and Toughness equal to its P/T until the end of the next turn.

eg. A 1/1 Goblin that costs attacks and is blocked by a 2/2 Bear.

Next turn the Bear attacks and is blocked and killed by a 2/2 Goblin with Mob, which has now become a 3/3.

December 5, 2017 8:13 a.m.

Argy says... #14


If you cast a spell with the keyword Rescue you can put target card into your hand, instead of the graveyard.

eg. Rescue target Creature

Rescue target Artifact

Rescue target Enchantment

Rescue target Land

Rescue target permanent.

December 5, 2017 8:21 a.m.

Argy says... #15

This is not a mechanic, just an idea for a card.

All For One


Equipped Creature has the same keywords as every other Creature on the field.

December 5, 2017 8:29 a.m.

Haunted X- Its limited to artifacts and maybe lands. So long as specific criteria are met, it becomes a creature with base P/T X and is a spirit.

Eerie Fetish


DeathtouchHaunted 1 - Whenever a creature an oponent controls attacks, Eerie Fetish Becomes a creature with base power and toughness of 1/1 and is a spirit in addition to it's other types.

This would pair with Possession, which functions as equip, but has no cost, can target any players creature, and is also dependant of specific variables.

Commandant's Helm

Legendary Artifact - Equipment

Haunted 2- As long as you don't control another Legendary creature, Commandant's Helm is a Creature with base power and toughness of 2/2 and is a spirit.

Equipped creature gets +2/+2 and hexproof.

Possesion - Whenever a legendary creature enters the battlefield, you may equip Commadant's Helm to that creature.

December 9, 2017 4:01 a.m.

Emensmansera says... #17

Insanity CountersBased off of Eldritch Moon/SOI.They are placed on a player, and during that players upkeep they either can draw cards equal to their number of insanity counters, or lose life equal to that number. Example of a card that Gives insanity counters:

The Terrible Truth


Destroy target non-land permanent, you get insanity counters equal to that cards CMC.

Deranged Cultist

Creature-Human Cultist

: Sacrifice Deranged Cultist. Destroy target creature with CMC 2 or less and get an Insanity Counter.


Cards that remove Insanity counters:

Sister Mary

Lengendary creature - Human Investigator

When Sister Mary Enters the Battlefield Remove Insanity counters from target player.

During your end step, remove one insanity counter from yourself.

: Investigate

"She is the Light in the darkness"


Carolyn Fern

When Carolyn Fern enters the battlefield, Investigate

During your upkeep, you may remove one insanity counter on any target player

: Prevent the next instance of insanity counters, or prevent all damage from one source of your choosing.

"Surely she will be able to find some answers here."


April 5, 2018 2:46 p.m.

Snivy__ says... #18

What about a mechanic that functions like Allies but with Wizards-

Mystic Safekeeper

Creature- Human Wizard

Iterate- When Mystic Safekeeper or another Wizard enters the battlefield under your control, you may have Wizards you control gain protection from the color of your choice until end of turn.


July 21, 2018 6:01 p.m.

MagicalHacker says... #19

(Basic-land)bound: link

July 22, 2018 12:52 a.m.

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