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Gattison That statement fills me with dread. Not because of the Punisher, but Secret Lair mechanically unique cards not found elsewhere in Magic.

October 17, 2021 5:35 p.m.

Said on New mana rock!...

#2

Omniscience_is_life That's fine, I'm not here to tell you how to make your custom cards, I merely provide my feedback. Not every card needs to be powerful. However it's rarely the filler cards that interest or makes people excited - unless they are really flavorful or bring about interesting concepts. IMO this is more filler than flavor.

Also Sensei's Divining Top was originally uncommon, and Counterspell was common. Rarity doesn't really have much of a say when it comes to power - only when it comes to how much a card can do. And WotC have used it to create chase rares to sell packs.

I always look at custom cards through the lens that they seeks to excite and/or interest people. That is commonly achieved through gameplay impact/power. That's why my feedback will mostly attempt to pull suggestions towards a (casual competitive) powerful state that potentially could see print.

I could suggest a 5 mana green 2/7 that can't attack or block unless it has been dealt damage this turn. And "whenever a creature enters the battlefield, you may have it deal damage equal to its power to this creature." That doesn't exist in Magic history yet, but I doubt it will cause many players' excitement nor get much attention. Therefore I wont.

October 17, 2021 4:33 p.m.

Said on New mana rock!...

#3

Given the premise of day becoming night is that a player casts no spells during their turn, this is close to a ritual type mana rock that works early in the game, where there's likely some player not able to cast a spell during their turn 1 or turn 2. However it becomes near impossible to turn night later in the game unless you trigger the day-night cycle by doing nothing.

If it had a semi-costly transform between day and night that happens at the beginning of the next turn (to avoid mid-turn transformation shenanigans), it would be more applicable in decks that actually do care about day and night cycles. For other decks it just resets the requirement for a player to cast two spells during their own turn to disable your mana rock. Otherwise, I think the downside is WAY too vast compared to the possible upside of it being a 1 mana Fractured Powerstone until someone casts two spells during their turn.

Thinking something like:

, : If it is day, it becomes night at the beginning of the next turn's upkeep.

Similar to The Celestus which is a Manalith with a more flexible variant of that ability and a day-night cycle triggered upside.


Another way entirely could be to raise the cost of the artifact to , maybe have the colored mana requirement and change the mana ability to Fractured Powerstone during the day and Manalith during the night.

Lunar Ring

Artifact

Spend only colored mana to cast this spell.

If it’s neither day nor night, it becomes day as Lunar Ring enters the battlefield.

Lunar Ring enters the battlefield tapped.

: Add if it's day or add one mana of any color if it's night.


This still makes it a pretty good mana rock but cannot be accelerated out by a turn 1 Sol Ring nor is accessible to colorless decks.

Or do you want to play heavy on the high risk high reward kinda deal and keep the risk that you can't use the rock for mana in any given case?

October 17, 2021 2:09 p.m.

Fair enough, you made it the way you intended, pros and cons. Can't really say much else.

It would be interesting to see in print and playtest but I do fear the downside when facing e.g. Elesh Norn, Grand Cenobite (or any easy to activate damage tool) that just instantly exiles your entire board, either by itself or by assist of a board wipe/board damage that doesn't remove Elesh Norn herself. Then again I didn't have that many recursion tools in my last vampire deck list but I did have a few where it would be bad to have your vampires exiled.

October 17, 2021 1:35 p.m.

Just as with some of white's recent recursion tools, this has the issue where you lock yourself out of your resources if people tamper with your recursion tools or the tool itself locks them away while in "use" - as is the case of Idol of Endurance.

I would really like this card better if the exiling was a may. I would like it even more if it was only exiled while "in use" by the bat token, but that's probably going to be too much ability text to put onto a token.

However if someone kills the bat, your vampire is stuck in exile. Thematically, that's an oof.

As for the creature itself, it seems fine. It's on curve stats - 4/4 for 4 and no keyword abilities. It's rather plain and your interest is mostly the recursion, which makes it less appealing to be proactive about playing. It's a safety measure rather than an acceleration of your win condition. It does work on itself though (although risky due to aforementioned lock-out threat) so you can keep bringing it back for 4 mana, given the bat token doesn't die.

The concept is thematic and potentially powerful. Although I don't find it that exciting, but then again it's likely going in the 99 of an Edgar Markov deck. I doubt it's worthwhile to replace Edgar with Xylia and if that was the intention here, I'm not sure it is possible without making Xylia closer to broken than Edgar already is.

October 14, 2021 10:45 a.m.

Said on Vanish into the …...

#6

As for the card itself: Obviously granting counter spells to all colors is in itself a dangerous thing to do but this one is also made cheaper by the size of the spell it wants to counter. Normally counter spells are made to be a likely tempo win, being cheaper to counter most smaller things or like Mana Leak it can deal with small stuff early in the game but the longer the game drags out, the more likely your opponent can naturally pay the cost to not have their spell countered - but it is still a mana tempo win, although marginal.

This follows a completely different logic, almost the complete opposite. The larger a spell, the less you have to pay to counter it. This is going to be a salt meter adding card where people who wants to play big spells gets shafted really really hard and it's possible for any color to include this colorless counter spell. Meanwhile those who plays small spells are safe from getting countered because the cost is astronomical to counter a MV 1-3 card.

Additionally the way you have attempted to balance this card is exclusively through mana cost - and I know that's been the go-to in the past. Something that especially for Commander is less a problem for certain colors due to mana ramp, and/or mana doubling, meaning the drawback hits differently between the colors.

If we should see another colorless counter spell (not colorless as in Warping Wail) I think it should be a lot more similar to Mana Leak than Disdainful Stroke in concept and perhaps the drawback should be more thoughtfully designed.

With that being said I hope we wont get flexible colorless counter spells. I do hope more colors gets to interact with the stack in the future to increase overall interaction instead of mostly hoarding that segment of the game for blue's counter spells. We've seen a few attempts in white recently, so we're starting on that journey but also only starting (although please WotC don't make more catch alls like Teferi's Protection - that card does a little too much).

October 13, 2021 10:37 a.m.

I think it's a bit counterproductive that you say to maximize utilization of tribal synergies you list you need either A, B, or C and then decide to put all three on a card. There's rationale and creativity in restraint.

I think Minotaurs as a tribe has a fundamental issue in being too new (too few cards) at the moment. Just stacking one card, especially a Commander, is unlikely the way to go. It would be more beneficial to the tribe to expand on their grand selection rather than a single card.

October 13, 2021 6:59 a.m.

Said on My Attempt at …...

#8

The card seems interesting as it is now.

But TBH the thing Minotaur tribal needs right now, is more playable minotaurs in the 99. The Commander is a lesser concern to me, but easier to create.

As for Last_Laugh's Orzhov suggestion Show

October 13, 2021 5:22 a.m.

To me this reads a lot more like a "I scale my removal to affect all opponents" even though it obviously works like a mostly symmetrical Martyr's Bond whenever an opponent otherwise loses a nonland permanent.

Just a minor thing but maybe it should say "Whenever a nonland permanent an opponent controls is put into the graveyard from the battlefield..." to follow the same wording as Kothophed, Soul Hoarder? It's not strictly needed as permanents only exists on the battlefield - whereas they would otherwise be referred to as permanent cards for all other zones.

October 12, 2021 10:39 a.m.

Said on Laz, Deal Broker...

#10

I think it's potentially dangerous to give white/black access to additional land drops - even when it's symmetrical. That's been exclusively a green color palette mechanic - and then there's Storm Cauldron that has a hefty drawback. Red has "recently" gained access to terraforming with Nahiri's Lithoforming but that's trading X lands in play for X additional land drops - no land ramping.

October 12, 2021 10:32 a.m.

Nice concept. It is very strong though. 5 mana 5/5 flier that gives you increasing larger selected card advantage passively and can be mana filtering + card draw if cast through the Djinn although with a punisher drawback. It also keeps tabs on other Djinn exilings so you can always pick up old "wishes". That's packing a lot of goodies.

What if you could only cast a spell through the Djinn the turn they are exiled? So you get three wishes, keeps up to one and can cast another only during that turn? If you don't cast a spell through the Djinn, you get another selection of three wishes the following turn.

The damage portion needs some rewording. I would suggest "Gryjax deals damage equal to that spell's mana value to you or another creature you control chosen at random."

October 12, 2021 10:26 a.m.

Decks

Shadowborn Apostles / Demons will rise

Commander / EDH Tzefick

SCORE: 1 | 63 VIEWS

Zacama, Primal Calamity

Commander / EDH Tzefick

87 VIEWS

Finished Decks 19
Prototype Decks 17
Drafts 0
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Cards suggested / good suggestions 9 / 3
Last activity 1 week
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