(Feedback appreciated!) Tsukimi, Root's Mirror

Custom Cards forum

Posted on Jan. 24, 2024, 8:49 p.m. by Tsukimi

Tsukimi, Root's Mirror

Legendary creature - Moonfolk Druid

Whenever you create a creature token for the first time each turn, investigate.

, Sacrifice four clue tokens: Populate.

2/4


I've had a bant token deck for a long time that's had at least... 6 different commanders? It's more a stack of 99 cards, but it's unique and I haven't seen another deck like it. Never found a commander that felt like a good fit. When Brenard, Ginger Sculptor came out I gave him a shot, but it's a very different deck and not as fun. I was excited for the Bant Clue commander deck but both of the commanders look kind of boring. So this is my attempt to merge the bant copy/populate deck I love with a clue/investigate theme. It might be too strong atm, I want to edit it after I get feedback and then I'll playtest. (And the custom card) The name and card in general are a first draft, I'd love feedback and suggestions, thanks for reading!

legendofa says... #2

You could probably cut the mana cost by , or even . A 2/4 for across three colors needs an ability that's both strong and versatile, and while this is a good ability for what it does, it's fairly limited in scope, taking four turns by itself to see its first full payout, and populating every three turns after that. I'm suggesting the cost reduction because I assume you want it out quickly for its ability, rather than waiting for a bulkier creature with higher stats.

Another option is to reduce the populate ability cost to two clues. This will allow it to synergize with the first ability much faster.

This is a pretty unique card (of course, since you can't find the card you really want), so it will probably need some live testing to gauge and lock in the cost, stats, and abilities. But my first impression is that it can be safely powered up a little.

January 24, 2024 11:24 p.m.

Tsukimi says... #3

legendofa thank you such much! I'm definitely trying to start with a somewhat lower powered card because I just want something fun/original and I feel custom cards can become OP. I had started at three clues to populate but I was worried that might be too easy- I'll probably go back to three and then I'm thinking I'll either keep the mana cost the same and give them some kind of ward or just lower the cost as you suggested. Appreciate the feedback!

Originally I was going to do something with "whenever you draw your second card each turn" so I'm mulling something like that too..

January 25, 2024 7:40 a.m.

Tsukimi says... #4

I also originally had the idea "If you would create any tokens instead create that many plus a clue token" but that seemed maybe too strong? Or is that better than what I have now without being too OP?

January 25, 2024 9 a.m.

legendofa says... #5

Combine those.

"Whenever you create a token for the first time each turn, investigate.

, Sacrifice three clue tokens: Populate."

January 25, 2024 10:48 a.m.

Tsukimi says... #6

That's hilarious legendofa, I was just about to post my new edit which is just that! Great minds and whatnot


January 25, 2024 10:57 a.m. Edited.

legendofa says... #7

Looks good! Give it a few test runs if you can, see if it needs any tweaking, and use it well.

January 25, 2024 11:06 a.m.

Tsukimi says... #8

First playtest was a lot of fun! Tricky to gage because one friend was playing a group hug Kynaios and Tiro of Meletis deck with oath of the druids out turn 2 and then two dockside extortionists came out and it got crazier from there. I also managed to get rhystic study out turn 3 and keep it out and it was a 6 player game (usually we are 4) so things got out of hand fast and Tsukimi won pretty handily. Notably smothering tithe gained me at least a clue a turn so I think they need a "first time each turn" clause on the clue production. It was like my ideal setup and should not have been possible if not for being able to make copies of dockside (not even with Tsukimi) with rhystic study out. It was in many ways a perfect game. Especially because another friend was playing a board wipe deck and I managed to draw Minn, Wily Illusionist and Bennie Bracks, Zoologist So by the time he wiped I had 10 10/10 illusions.

Other than needing to add the first time per turn clause I think it's fairly balanced as of now and a beacon for removal so we'll see how less crazy games play out.

January 28, 2024 11:42 a.m.

Brefin says... #9

Heh, hear you on the trouble finding a commander for Bant/Tokens. I'm still on Roon of the Hidden Realm. As was mentioned, not many prior commanders for the theme and not looked at Bernard. But it was always the mix of well, Roon can flicker any of my creatures that I want to populate, and an untimely flicker for a foe can really change things up. Still looking for the right commander, and good luck!

January 29, 2024 9 a.m.

Tsukimi says... #10

Ok so I played four games with Tsukimi last night, and I am happy to report that my attempt to make a very balanced card worked out pretty well!

Making the clue production be only once a turn feels like a good fit. The fact that Tsukimi only make clues which are artifacts and Populate only effects creature tokens means I'll have to work on customizing the deck to make a few more creature tokens. My playgroup and I agreed that Tsukimi should either cost GWU or 1GWU and have something like ward 2. I'd appreciate anyone's thoughts either way, it's weird to make a custom commander because I want to keep it very balanced so it feels fair/fun etc. Thanks in advance y'all! (:

February 3, 2024 4:59 p.m.

Tsukimi says... #11

Brefin I would definitely recommend checking out Brenard, Ginger Sculptor. He's a lot of fun to play and plays a lot differently from Roon who was also my first first commander for this deck! There's a lot of different directions you can take Brenard. Tsukimi is also a blast if you wanted to try a custom commander!

February 3, 2024 5:10 p.m.

Brefin says... #12

Brenard is good, but enough of a different direction that he's basically a different deck. Especially when I read him and then want to make him a Bant Threaten deck... Very reasonable deck I could make there... And I don't think I'd want to play it much around my playgroup. XD

February 8, 2024 7:57 p.m.

Tsukimi says... #13

Built Tsukimi to be on the underpowered side to start so I could make edits from there. Even at 3 mana, waiting a turn and requiring three tokens before you can populate once is too prohibitive. I think rather than lower the clue cost, they should read "Sacrifice three Clue tokens: Populate. Activate this ability only once each turn." This way I don't have to wait an entire round to activate. I think this is fine because I have found three clues to be a very prohibitive cost, and this should help it feel more balanced.

I'd love any suggestions or feedback! Open to new ideas too (:

February 17, 2024 6:39 p.m.

legendofa says... #14

How many clues do you regularly have out when you cast your namesake, and how quickly do you make more clue tokens? If you start with 3-4, and make 1-2 turn, then the ability's going to be active once every turn or every other turn, so the "once per turn" clause might not be necessary. But if you start with 6+, or can get 4-5 new clues each turn, yeah, keep the clause.

Similarly, how often do/can you activate this on an opponent's turn? "Once per turn" can be four times per turn cycle in Commander. "Activate only as a sorcery" is repeatable, but only during your turn. Which would work better, restricting repetition or restricting timing?

February 17, 2024 6:47 p.m.

Tsukimi says... #15

That's the thing is it depends, often I need to get Tsukimi out to make enough clues to populate. When I do cast them later if I have clue production, it is usually 3 or 4. The idea if the one per turn clause is that with token doublers I could potentially just keep populating and populating. Out of those options I feel like once per turn is better than Sorcery speed because it's more reactive. As I'm sure you can tell, I'm definitely trying to be a lil more on the restrictive side cause my only fear with a custom commander is being OP.

February 17, 2024 6:55 p.m.

legendofa says... #16

I think you're getting to a good spot now. As long as it doesn't get to "hexproof, indestructible, can't b e exiled, can't be blocked, toxic 12" levels of OP, keep making those fine tweaks until it feels just right. If you want to hold steady at three clues for the sacrifice cost, then timing is the main factor.

Also, would adjusting the card's mana cost or stats change anything? Removing the also frees it up for attacking on your turn, if that makes a difference.

February 17, 2024 7:20 p.m.

Tsukimi says... #17

Yes so the change would remove the tap so I can populate the turn they come out if I have the clues set up.

And if I keep the 3 clue cost my plan is to take Tsukimi down to 3 mana as well, these two changes feel like a good balance. I'll post tye updated card tomorrow (:

February 17, 2024 7:34 p.m.

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