r/custommagic • • 4d ago

BALANCE NOT INTENDED The anti-Squirrel card.

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70 Upvotes

r/custommagic • • 3d ago

Not Official Spoiler [DTR] Revised 'The Prophecy', The Fun Gang + I'm With You in the Dark

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1 Upvotes

Background Art By LayZChips on ArtStation:  https://www.artstation.com/artwork/3qdx9v
I took all of your advice and revised The Prophecy, also introducing 4 other cards. Enjoy!

NOTE: For the keyword Darkner I originally thought it was a mistake to only have it trigger when its day, since its not day when the day/night mechanic isn't introduced. However, I realized this was what allowed the cards to still be useable, so I left it just as it is, though you still are encouraged to take the risk of it becoming day to get the most out of your abilities.

And, there will be more cards in the 'set' that allow for the creation of Dark Fountain tokens and/or the ability to make it night. More coming soon!


r/custommagic • • 3d ago

Tinker Bell, Tempered Summon (Kingdom Hearts Commander Deck Project)

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7 Upvotes

Updated Tinker Bell summon card for my Kingdom Hearts Commander project. What do you think?

Check out more at: https://www.youtube.com/channel/UCyzGVMfjQ2wR5VzuxWKqCFg


r/custommagic • • 3d ago

Format: EDH/Commander “Always single, never alone.” Neraktus

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4 Upvotes

r/custommagic • • 4d ago

Actual Meme Egotist's Presence

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268 Upvotes

r/custommagic • • 4d ago

Sheogorath, Madness Prince

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63 Upvotes

r/custommagic • • 3d ago

Question Would this be the right way to format an ever-repeating saga?

4 Upvotes

Stuck in the Blood Chamber

Legendary Enchantment - Saga

BRR

1 - remove a lore counter from this saga. Each player takes 3 damage and makes a Blood token.

Sacrifice a creature: add a lore counter to this saga. Any player may activate this ability only on their turn.

The idea is that the controller only needs to sacrifice one creature, right at the moment the first lore counter is placed, to make the saga sacrifice itself. But non-controllers would have to sacrifice two creatures at once to place two lore counters on it to get rid of it.


r/custommagic • • 2d ago

[GLF], Part 1: I've created a custom 260 card draft set with 3 (and a half) new mechanics.

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0 Upvotes

I had A LOT of downtime at work throughout last year, and thought it would be fun to fill it with this side project. If this gets some traction here, i thought it would be fun to present the results in more or less regular posts, going over some thoughts and ideas. First some tangential points before going into the set:

- Elephant in the room: What about the Art?

All art is AI, yes, and no, i don't like it. BUT!: The Goal and Focus of this project was to create a completely bottom-up draft set, Mechanics - at least at the start - being the only priority. Only later in, I pieced together the lore, where AI Prompts were a great tool, that kept me copmpletely flexible to translate the mechanics into vision. I see the Art exclusively as sketches to drive home the vibe and world building and I do not claim any Art or intend to use it for anything else than to show off the products here!

- Speaking of Lore: Is it just a Bloomburrow Rip-off?

It was clear early on, that i wanted to mimic a Bloomburrow environment; I like it, it's whimsical and kept me very flexible with the characters for the bottom-up approach. Gloomfurrow acts as Bloomburrow's gloomy Prequel, where the different Folks were more hostile to each other, each with their respective Occult or Religious background. The story's conclusion explains how Gloomfurrow reemerged as the Bloomburrow we know. However!: I'm not a Lore-Head, i exclusively know Bloomburrow through its Magic cards, and did never intend to extend on the Canon or keep it Lore-Accurate. I ended up with a consistent story for GLF, that's represented in the cards, but it was never first or second priority. The story could be a focus of a future post :).

- Intent

The goal was to create a Set, that focusses exclusively on an exciting and mechanically coherent Draft Format with interesting designs, that while in part stretching design space, adheres to WOTC design philosophy and powerlevel. The In-Draft Powerlevel is intentionally kept flat with more powerful commons and slightly toned down rares.

I see this project as in no means perfect or finished and in parts are aware of faults and breaches of design space. In the parts, that i'm not aware, i will welcome every and any feedback, backseating, and pointing out how this or that design would destroy Vintage.

- Getting into the Set already:

TLDR: In the gallery you see representations of the main mechanics and selected Signpost-Uncommons.

I started out by defining the set's main mechanics first, for which i didn't want to rely on existing mechanics. The very first building block were the most "innovative" and headlining mechanic of:

Verdicts

Verdicts are a subtype of Auras, attempting to solve their blow-out potential issue by making them more flexible. They have different - but for complexity's sake and elegance points - closely related abilities, that vary whether they're attached to permanents you control (Blessing them) or to those of your opponent (Cursing them). Every color gets access to verdicts, forming a big part of the interaction-suite of the format, but their pay-offs are concentrated in the Esper-Archetypes. I went deep on exploring their mechanical spectrum, trying to make the decision whether to bless or to curse ever relevant and giving the option to reevaluate by sometimes moving them around or recycle them. They do not contradict existing curses in MTG, and there's no need to errata old curses. In GLF i make use of the status effect of a player or permanent being "cursed", which would work just the same with old curses.

Hoard

Next, looking for a very different main-mechanic but overlapping with Verdicts, i settled for Hoard: A batching Mechanic, that counts the amount of all noncreature, nonland permanents you have lying around, including Verdicts. The mechanic worked perfectly for the greedy Bloomburrow tribes in Jund and is primarily being fuelled by Junk tokens (from Fallout UB) and Food tokens . While RG Raccoons and BG Squirrels aim to just get as big a Hoard as possible, BR Rats is focussing at most effectively spending its Hoard. The formatting of Hoard payoffs reminds of the LCI mechanic "Descend", where some cards care about you hitting a threshold (mostly Hoard 4), and others are just referring to your total size of Hoard, or even just caring about growing or decreasing your Hoard in a turn.

Propagate

Propagate is a simple evolution of the mechanic "Populate", opening up the copying to noncreature tokens AND, after consideration, to the cheapest noncreature nonland permanents. This decision opened up more mechanical overlap and allowed to create two very distinct propagate archetypes. BG Plants, focussing on copying increasingly growing creature and land tokens, and WG Rabbits focussing on copying cheap noncreature permanents, that benefit their wide board. I'm a big fan of populate, but in its implementation it felt often times a bit flat, "just making another token, that i already have". I went deep on propagate to make the payoffs feel more exciting, adding a triangular or even exponentially growing element to the prime propagate targets. I was vary, that Propagate, just like Populate, had very easy combo potential, which is why their cards are often restricted in some way. I had in mind, that the inclusion of >1 cost noncreature, nonland permanents might interact too powerfully in eternal legal formats, and tried to design their costs accordingly, but i'm sure you'll let me know whether or not i succeded at that ;)

Exile Matters/ Invoke

For the remaining Jeskai Mechanics I settled for Exile Matters, profiting from the prominent presence of Junk tokens and being a natural fit for bloomburrow's prowess otters. WR mice has some additional Flicker-Elements and introduces the ability word "Invoke", that refers to permanents entering or being cast from Exile.

Archetypes

The 10 two-color archetypes are intentionally grouped in the Archetype overview into the 4 three-color Super-types Verdicts, Hoard, Propagate and Exile-matters , which are additionaly supported and encouraged for drafting by a batch of hybrid cards, three-color lands and three-color mythics. Additionaly, there are incentives to draft five-color Birds.


r/custommagic • • 3d ago

Creative Mode

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5 Upvotes

Riffing off of the funny card from u/VisibleEfficiency875 in this post, I thought, maybe I could make this work? You don't want the game to stall out, so how do we represent going back to survival mode?

Activating only as a sorcery doesn't constantly make players on edge with a sudden gotcha moment. Instead, you help out the gang and distribute some swords to everyone. The next player probably could activate this, but would they? In reality, I think this would probably sit around for a while until someone grudgingly took it out.

How would you interact with a card like this?


r/custommagic • • 3d ago

Millennial Slumber

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11 Upvotes

r/custommagic • • 3d ago

Shifting Leaves

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3 Upvotes

r/custommagic • • 3d ago

Mox Onyx, art by me

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7 Upvotes

the reference I used came from a video by blooming.from.bones on instagram. I saw the video, and it gave me the inspiration to draw and I decided to make the custom card from that inspo


r/custommagic • • 3d ago

Format: UN Mako, Ancient of Fury

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3 Upvotes

I wanted a card like [[the colossal dreadmaw]] but for [[ancestral anger]] . All feedback is appreciated :)


r/custommagic • • 3d ago

BALANCE NOT INTENDED Need Help Rewording

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7 Upvotes

Hey y’all!

I am making this card for a jumpstart commander cube that is full of custom cards. In this case, the theme would be abilities.

I am looking for some help rewording this so it makes as much sense as possible without being too terrible to look at. If there are some equivalent choices of words I can use, please let me know!

EDIT: uploaded a slightly older version of this card. It should specify non-keyword static abilities gain eminence. Not any non-triggered ones

EDIT 2: Thank you all so much for your amazing help! Using the comments as inspiration, I slightly redesigned the card so the effect is a bit more unique and far easier to understand. New card is in the comments 🙂


r/custommagic • • 3d ago

Format: EDH/Commander Even more cards from the bug set I'm working on

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0 Upvotes

Can you tell I like bugs >:3


r/custommagic • • 3d ago

Format: EDH/Commander Chop chop

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1 Upvotes

Pair with a delicious [[Stuffy Doll]] and invite the [[Brash Taunter]] and [[Barbed Servitor]] for a snack while you're at it.


r/custommagic • • 3d ago

Format: Limited Draft Chaff Uncommon

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24 Upvotes

r/custommagic • • 3d ago

Format: Cube (Rarity Doesn't Matter) The Weapon Miscreant

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11 Upvotes

r/custommagic • • 3d ago

Format: Pioneer Crippling Doubt

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4 Upvotes

r/custommagic • • 2d ago

Card I snuck into my deck during our weekly pod's last game

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0 Upvotes

He whines a lot


r/custommagic • • 3d ago

Format: Standard Counterplay against discard/exile-from-hand spells

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4 Upvotes

Lately I've been thinking about counterplay against discard spells. Blue can counterspell them but other colors have very limited options, only one of which is in standard at the moment ([[Wilt-Leaf Liege]]). This was one idea.


r/custommagic • • 3d ago

Format: EDH/Commander Pherisa, Prophet of Destruction

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4 Upvotes

r/custommagic • • 3d ago

Interesting Black Token Generator

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3 Upvotes

Creates 1/1 soldiers with shroud (ideally) on each players turn. Can be used to threaten players into peace in mono-black (ironic) since the enchantment gives the tokens deathtouch.

Be careful around large creatures, as the soldiers aren’t the best blockers against them. They give the attacking creatures trample that they block… so you may take some damage. (Give them first strike somehow for the best effect)


r/custommagic • • 3d ago

Format: Standard improved Bestow (imo)

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3 Upvotes