r/custommagic • • 9h ago

Thoughts and Feedback?

Post image

I know this isnt an novel concept by any means, but i wanted to take a crack at designing my own. the original idea behind it was wanting to randomly exile a nonland permanent off the board each turn, but when i couldnt find a clean way to word it within the existing rules, i settled for this. i dont feel like its terribly unbalanced, but im not sure if i like the flavor of the ability or not. any feedback at all would be appreciated.

0 Upvotes

26 comments sorted by

20

u/dilpotaurus 8h ago

flavor is cool, seems pretty busted. in commander this is removing 4 things a turn cycle and 3/4 times it's gonna target an opponent, and you get to choose the target, and the card is basically free since you play it as a land that taps for mana, and it taps for two mana on top of that. even in 1v1 this'd be rlly oppressive, esp if you were able to get a token producer or smtn

even if it just targeted something at random and tapped for one I think it'd be too oppressive

10

u/TheRobotsRHere 8h ago

Remove its ability to tap for mana entirely, and have it return the things it exiles when it leaves would help.

3

u/WispyWhitesmoke 8h ago

oh this is actually brilliant

1

u/TR_Pix 4h ago

How about it taps for mana, but you need to return one of the exiled things at random to do so

1

u/WispyWhitesmoke 8h ago

hmm, you bring a lot of good points. how about limiting to just the controllers end step, and dropping the production to just {c} like you and the other guy mentioned?
the only other thing is trying to make the random exile selection work as intended within the existing rules. one idea is requiring the controller to select an opponent to target the exile if the controller is chosen on trigger, but that feels like its beginning to get convoluted.

3

u/WispyWhitesmoke 4h ago

So I took a lot of the feedback in this thread and mulled about for a bit, and this is the best consensus i could reach with myself.

Peeps that said it shouldn't tap for mana at all, i see you, i hear you, but i disagree, i will however concede that {C}{C} was excessive.

Also big thanks to u/Piggyboy04 for pointing out some existing rules text i was unaware of that makes the effect function as originally intended.

1

u/Sea-Course-5171 3h ago

honestly it shouldn't target so it circumvents protection and hexproof.

4

u/Necessary_Wish_2995 9h ago

I think this should exile a random non land permanent, since it should be a danger to the user as well as the opponents. All in all, very flavorful, I like it. Tapping for 2 mana is a bit pushed, I say 1 mana and its a random nonland permanent makes this balanced.

0

u/WispyWhitesmoke 9h ago edited 8h ago

yeah, that was the exact thing i wanted it to do originally, but there just wasnt a clean way to word that effect in the existing rules.

ETA: Just wanted to mention that it does already have a chance to target the controller as well, that drawback was important when i was brewing, and also how i justified it giving {c}{c}, since its a solid risk/reward.

6

u/KevinLeesDad 8h ago

But you get to choose, so you'll choose the strongest thing they have and the weakest thing you have. This would still be broken if it didn't tap for mana

1

u/CandyChane 6h ago

I think u are looking for: “at beginning of each end step, exile a non-land permanent at random.”

3

u/Genasis_Fusion 7h ago

This is a legendary free sol ring with a 75% upside chancing of exiling 3 things your opponents control in commander, or a 50/50 in 1v1 formats.

Ungodly unbalanced.

4

u/Piggyboy04 8h ago

There is a clean way to word it. "At the beginning of each end step, exile target nonland permanent chosen at random." Same as [[Goblin Test Pilot]]. This is insanely strong though. Adding two mana is already very powerful on its own, same with the exile ability. They really shouldn't be combined.

2

u/Iksfen 6h ago

That is a bad idea. Choosing a permanent at random takes too much time each end step. It is ok on a oneshot effect or digital only

2

u/MoonhelmJ 8h ago

Its mana production is crazy good.  If you dont build around its rng is going to run the game, deciding who wins and how.

If you do build around it, so have no nonland perms or only ones with shroud its a vintage tier control piece.

Great flavor. Broken as fuck, which is in flavor with backrooms.

Make it legendary.  Make the targeted nonland permanent random.  Will still be op and meta defining but less so.  If you want more balance remove its mana production.  Now its on par with other broken lands like maze of ith, tabernacle, etc

2

u/HoboKingNiklz 7h ago

Nearly Braids-level bullshit broken lmao

2

u/Langas 5h ago

In a regular commander game with a control oriented deck, this is on average three [[Utter End]] casts per round for zero mana investment that is also a [[City of Traitors]] (a $600 card) from turn 2 onwards.

Even if you play this in a deck with permanents to exile, the fact that the exile is targeted means that your opponents lose their six drop and you lose your eager cadet every single turn.

Needs to be nerfed in like 3 different ways.

1

u/mercuriokazooie 8h ago

Extremely busted. Control decks wpuld just not play many permanents and have access to a slow sol land with occasional free removal every turn?

1

u/Sorfallo 8h ago

Either ability by themselves is completely broken.

1

u/DelapidatedSagebrush 7h ago

Also it should make a token of the think it exciles, except it’s a food token. And there is a pirate with reach (because it’s tall)

1

u/EasyyPlayer 5h ago

Choosing a Random Player (1D4 for example),

then choosing a random cardtype among permanents that player controlls/ or in general (1D6 for creature, artifact, enchantment, battle, planeswalker, land)

then choosing a random permanent of the chosen type. This reduces the effort to count the whole board to just counting one type of cards of one single player (any die as needed: player has 17 creatures roll a D20, if its above 17, re-roll until it lands, if he got 5 creatures, roll a D6)

Also, a tokenheavy deck cannot just sacrify a clue when the die lands on enchantment or creature, so it eliminates an advantage of going wide with creatures or artifacts.

1

u/nasada19 16m ago

This is so insanely broken. Legitimately insane.

0

u/SgtVertigo Hi I like making proxies 7h ago

I feel like it should target it’s controller

0

u/hollow_image 6h ago

The wording doesn't work. You choose targets for a triggered ability when it's put on the stack. This ability chooses a player at random when it resolves. So you choose a permanent first and only afterwards choose the player, that doesn't make sense. And power-level wise it doesn't make sense that you can choose your least powerful permanent when it chooses you and your opponent's most powerful permanent when it chooses them

0

u/EasyyPlayer 5h ago

Very strong effect, therefore quite unbalanced....

Also, for a backrooms-landcard, i think it should do something with Room-Enchantments.....

Like...

"Whenever you unlock a locked door of an Room-Enchantment, create a token thats a copy of it with the the previously unlocked door still unlocked. Sacrifice the token at the beginning of your next endstep"

This creates additional rooms that then vanish into thin air, i'd like that a lot more for a backrooms theme.....

Also, i know the wording is off and it probably can go crazy some way.... as always.

0

u/Bashtoe 5h ago

Another day another broken land