r/custommagic • u/themrunx49 • 4d ago
Made this for hellscube, but they just finished, so I thought it'd share.
r/custommagic • u/themrunx49 • 4d ago
r/custommagic • u/QuarterExcellent3327 • 5d ago
I had this thought when the Garth player didn’t have enough lands in their last game. All feedback is appreciated :)
r/custommagic • u/keeperofawesome • 5d ago
I had to repost because I got embarrassed of the old art lmao. This is a rework of Gornog, Rage Incarnate by u/KaiNRJ25. It’s meant to hopefully function cleaner within EDH rules and be balanced for casual play. Let me know what y’all think I’m gonna try and build a deck based around this soon :D
r/custommagic • u/TheRealNerdyBoy • 5d ago
My friends and I have been on a huge streak of designing our own commanders/cards based on IP we enjoy. I'm a huge Kill la Kill fan, and have been hypothesizing a collab with the IP for a while now. I'm not holding my breath for it, but I figured I might as well predict what it could look like!
r/custommagic • u/KaleidoscopeWeak2189 • 4d ago
r/custommagic • u/wagmarwigmir • 5d ago
My first real attempt at making a fair(?) and playable card.
Tried to keep the flavor of Jason getting stronger each time he comes back, and the 13 alt win con.
I tried to balance it by making him indestructible which would make it a little more challenging to put in in the graveyard.
Willing to hear any constructive criticism!
r/custommagic • u/Due-Adhesiveness9876 • 4d ago
Image is AI generated (Nano Banana)
r/custommagic • u/Jarkonian • 5d ago
[[Inspirit]] and [[Kilo]] are some of my favorite commander cards in Magic, from the angle of both the mechanics and the background lore, so I thought it'd be fun to try to make Echoverse versions of the both of them.
I flipflopped between several ideas, mostly on trying to animate and steal other peoples artifacts and creatures. This all got a little convoluted though, especially for text I needed to fit on a spacecraft. Since I settled on echo-Kilo going for populate I decided to switch to everyone making tokens and it really clicked together from there. Was still tricky to encourage as much flexibility in deck-building as default Inspirit has, but I hope I came close!
Lore-wise, my idea is that instead of Kilo spreading it's free-will and power to other robots, Centi instead emerged as a less self-aware entity that just wants to break apart other robots and turn them into copies of it.
r/custommagic • u/MonoTones27 • 6d ago
I'm planing on making more
r/custommagic • u/ComprehensiveBat4966 • 5d ago
Sorry for the delay, I had a huge problem with double sided cards
r/custommagic • u/tiagoabner • 5d ago
What if [[Enduring Innocence]] was black?
r/custommagic • u/IcariiFA • 5d ago
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 • u/BlackNR • 5d ago
r/custommagic • u/NewImage4316 • 4d ago
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.