Your designs seem to becoming more tame which I like! Maybe I'll drop by soon with my physical custom cube. Our mutual friend has been pretty stoked on playing it.
So I finished my 360 custom cube, though I'm sure there is some polishing up to do. I'm going to post a few custom card packs and not only would I like you to post your pick 1 pack 1 but also post all feedback you can! Thanks!
The second 2 packs wouldn't load. But going in blind I'd likely take Underneath It All.
The green enchantment is missing the word "permanent" in the second line.
Shadowborn Demon is a weird non-custom card to include. I'd like to know why you chose it.
oracle's premonition is *****in'. My cube is shaping up to have lots of fateseal and scry. I might rip that card from you.
All around, I like the environment I'm looking at. There is no clear p1p1 and it would be interesting to see what becomes the highest powered card in a custom environment. The designs are pushed, but not broken, like what a modern cube would look like 4 years from now. It looks like it might draft like a less archetype-centric modern masters judging from this pack. I'd love to see a draft report and some decklists after the first draft.
Your designs seem to becoming more tame which I like! Maybe I'll drop by soon with my physical custom cube. Our mutual friend has been pretty stoked on playing it.
word, i'm glad the power difference is noticeable. my goal with this iteration of design has been to shift focus from making cards that compete with cube staples towards making cards that are printable by today's standards.
i'm planning on having my cube finished by next week, and having the guys over to cube it. maybe we can piggy-back off that.
The second 2 packs wouldn't load. But going in blind I'd likely take Underneath It All.
The green enchantment is missing the word "permanent" in the second line.
Shadowborn Demon is a weird non-custom card to include. I'd like to know why you chose it.
oracle's premonition is *****in'. My cube is shaping up to have lots of fateseal and scry. I might rip that card from you.
All around, I like the environment I'm looking at. There is no clear p1p1 and it would be interesting to see what becomes the highest powered card in a custom environment. The designs are pushed, but not broken, like what a modern cube would look like 4 years from now. It looks like it might draft like a less archetype-centric modern masters judging from this pack. I'd love to see a draft report and some decklists after the first draft.
Underneath It All
B
Sorcery
Target creature deals damage equal to itself.
Great pick, it's a little more pushed than most of the removal but I wanted to make it clear that black is the best at removal.
Thank you for pointing out the typo!
Shadowborn Demon is very archetype defining, it doesn't do well in control decks that don't have a lot of creatures but is really good in decks that play black recurring dudes. I wanted to reward players who play those decks in the cube so he fits right in. Also love cards that have flavor based removal.
Ya no problem. I saw it from someone's cube for "pay 1" instead of 2 and I had to make it better.
Thank you! That was the power level I was aiming for, I do hope that there are some archetypes present though! To name a few: Enchantments, Wildfire, Aggro (even blue!), Blink
word, i'm glad the power difference is noticeable. my goal with this iteration of design has been to shift focus from making cards that compete with cube staples towards making cards that are printable by today's standards.
i'm planning on having my cube finished by next week, and having the guys over to cube it. maybe we can piggy-back off that.
Ok, sorry guys. Haven't had a lot of time these past couple days to sit down and do this, but I'm free now, so here it goes
[B]Shadowsauce[/B]:
[B]Discard Protector[/B]: Hmm, interesting concept and great reanimator outlet. I think the effect could just be "~ gains protection from the color of your choice until end of turn." Yah it doesn't create the lock you're looking for once fateful hour activates, but if you're going against a deck with no kill spells, that player auto loses with this on the field.
[B]Infiltrator of the Veil[/B]: Very cool card. Simple, interesting, flavorful. Well done.
[B]Ferrick, Unflinching Leader[/B]: Wow what a cool johny card. There's a lot of creatures that become considerably better with Persist, so the WW cost is well worth it.
[B]Morph Road Block[/B]: I think this is a little weak actually. Yah the morph cost is "free", but you're still paying 3 to cast it morphed. I think you could easily get rid of defender, and maybe even make it a CIP effect as well as a morph effect if you still find it too weak. As for the name, maybe Meadowhearth Protector?
[B]Imperious Captain[/B]: This card is a miss for me. I don't understand the flavor (why it has madness), and the ability is overtly strong. I think the ability should only let you search your library, and the ability shouldn't put them into play attacking. I understand that the creature put into play will do damage, but it seems like an unnecessary and complicating addition to an already great ability.
[B]Eleria[/B: Hmm. Maybe "creature" instead of "permanent"? Another Johny card though for sure.
[B]Kindness[/B]: This seems way to strong for a control deck. Why wouldnt you just drop this and wait till you dropped a bunch of extremely strong threats, then bounce/kill/sacrifice it and win? Also, why the random Plainswalk?? I'd remove it cause it seems really unnecessary and makes the card less focused overall.
[B]Orthodoxy Indoctrinator[/B]: Huh. Kind of weird card. If the player doesn't have a creature, this literally lets you pump in any combination of white mana/life 5 times a turn to pump it. Is that too good? Ehh who knows lol. This is one of those creatures that will have to be played with to see I think.
[B]Extort Pacifier[/B]: Such a cool card. One of my favorites from this section. I added a riff on this to my white section
[B]Runes of Abeyance[/B]: Wow, neat card! Great balance
[B]Heroes' Anthem[/B]: Seems a little strong, but I like that the creature has to survive combat to reap the rewards of the anthem.
[B]Cataclysmic Maelstrom[/B]: Awesome idea, but I have no idea how strong this would be. Against mono colored decks, this is a damn near Armageddon. Against 5 color decks, depending on the fixing, this could range anywhere from not really hurting them to a damn near Armageddon. Very hard to judge.
[B]The Reckoning Foretold[/B]: What decks would this go into? Artifact mana heavy decks with PW's I suppose. Sure. I like that its tough to build around at least.
[B]Purifying Fire[/B]: I took a version of this card from you when you posted your cube Mine redirects the damage instead of gaining life though.
[B]Fleshwrithe[/B]: Cool reworking of the card I posted. Reminds me of a black Experiment One now
[B]Affliction Harbinger[/B]: I like simplicity in designs. The simpler the better to me. That's why I would take out the "If this ability..." trigger and add the activate this only once each turn. Other than that, cool card.
[B]Dauthi Pet[/B]: Think the correct wording is "When Dauthi Pet enters the battlefield, if it was cast for its Madness cost, put a +1/+1 counter on it and it gains haste." For what its worth, I think the haste is unnecessary A 2/2 shadow creature for B is already quite ahead of the curve.
[B]Dauthi Futilist[/B]: Well this seems strong. Great with the dredge effects you have present. May end up being too strong, and if so, I'd make the ability only trigger one ability from a creature in a graveyard.
[B]Revanant Soulreaper[/B]: Cool card. Enables some interesting strategies. What would this need to cost if it could grab ANY card?
[B]Gravecaster Mage[/B]: Totally forgot about this card from the Print Wizards thread. This card is soooo perfect.
[B]Dreadful Devourer[/B]: Here we go I like the execution of this design alot more than the previous morpher.
[B]Sludge Dragon[/B]: Protection from nonblack is unnecessary. Its already a 4/3 flyer for three that gives your opponent the ability to kill it with a black source. Other than that cool design
[B]Lord of the Defiled[/B]: Still think it would be cleaner using tokens, but at least its less wordy than it was before
[B]Fiendish Ravager[/B]: Holy crap. I've read this thing like 3 times and I'm still not positive what it does. You can remove the entire last line of the effect, intimidate, and make it a 2/2. That way you get a 4/4 flying lifelinker for 4, which is still game changing at that mana cost.
[B]Sire of the Void[/B]: Seems a little too oppressive. Also, I think trample fits better than intimidate. Its a more interactive ability and is more common on huge flying demons.
[B]Mongrel Eviscerator[/B]: I like that the morph is a relevant trick.
[B]Nefarious Contract[/B]: Something tells me you know this is OP. Its a repeating Vampiric Tutor which a minuscule chance of milling the card you want.
[B]Sinister Intentions[/B]: This has a lot of nuanced uses. Nice job.
[B]Orzhov Debt[/B]: This should definitely say nonland. The condition is too easy to meet otherwise.
[B]Rowan[/B]: This is a great PW. Congrats on the design.
[B]Scrappy Boggart[/B]: A red anthem, sort of. Cool design!
[B]Goblin Librarian[/B]: Not even sure this is playable. Random is so... random sometimes.
[B]Morph Shimmer[/B]: Whoa, very cool. I think maybe 3 mana is a little to low to be making repeatable copies of creatures though, even if its temporary.
[B]Pillager Barbarian[/B]: Yup!
[B]Furnace Viron[/B]: Alot going on here, but it all works relatively nice together.
[B]Relentless Keldon[/B]: You've removed all the interesting aspects of a second combat phase with the ability. This could simply say "Whenever ~ attacks, it deals 3 damage to target player." and be the same for most intents and purposes. Yes equipment and enchant creatures change that, but is that whole ability necessary to get that little added value out of it when things do come together? I think not personally.
[B]Maniac of Avabruck[/B]: Artifact hate is always a necessary. Seems fine to me.
[B]Metal Dragon Blaster[/B]: I personally like the card without the first ability. The metalcraft ability adds a nice tension to the card that the first ability ruins.
[B]Fervent Warmonger[/B]: Thats a very strong ability. Especially paired with morph, I like it!
[B]Soul Combustion[/B]: This seems really weak at first glance. Am i missing something?
[B]Tome of Temper[/B]: Awesome enabler and archetype defining card.
[B]Wartime Frenzy[/B]: I remember this card I like your twist on it too with Flashback. I ended up not using the "Refine" ability anyways for my set.
[B]Artificial Dreams[/B]: Wow, very interesting card. You missing some text on the metalcraft ability though. It needs to state that you only get 4 mana if you control 3 or more artifacts.
[B]Taste of Freedom[/B]: Brilliant design, really.
[B]Chandra[/B]: PWs are always hard to evaluate because there so many things you just don't see till you play them. I will say that the ultimate is F'in cool though.
[B]Rage Stone[/B]: Final Fortune plus Relentless Assault. This may prove to be way too strong.
[B]Pride Outcast[/B]: Its a good one drop with a relevant top deck mode.
[B]Llanowar Ascendants[/B]: I wouldn't play this. The mana ability is too unreliable for my taste.
[B]Liefellen[/B]: Turn three this ramps you 1, then turn four 2? The token making ability is a little unnecessary to me.
[B]Krosan Empath[/B]: I like this guy. A great aggressive Fauna Shaman esque creature.
[B]Garruk's Lure[/B]: This is Garruk's Packleader art, if you care. I think the morph cost should be GG. Weird drawback that may not even be a drawback sometimes. Playtest this guy alot lol.
[B]Tectonic Ritualist[/B]: So Terravore meets a worse Harrow.. I'm not convinced this guy would make a lot of final 40s.
[B]Mudthresher[/B]Wow, great idea mixing Evoke with Undying. Very cool.
[B]Terrahoof Baloths[/B]: This art is on a real magic card too. Stampede is a great keyword also, but is it necessary to use it when only one card in your set utilizes it?
[B]Morph and Nail[/B]: Cool concept, but I think its too cheap. It reads as "Broken" to me right now.
[B]Primordial of Velis Vel[/B]: That ability reads very weird. Why not just: "At the beginning of your upkeep, reveal the top three cards of your library. If a creature card is revealed this way, creatures enter the battlefield under your control this turn as a 6/6 creature with all creature types."
[B]Adaption Instinct[/B]: Great flavor.
[B]Call of the Dryad[/B]: Glad you liked this design
[B]Primordial Compulsion[/B]: Strong pump spell/removal. Might be too good, not sure.
[B]Take Root[/B]: Common design that I'm using as well. Really simple and very strong.
[B]Freyalise[/B]: You've really got a knack for PW design man! Another good one.
[B]Rebound Harrow[/B]: Sure, seems good.
[B]xFollowthereaperx[/B]: I would definitely take (spelled wrong on the card) Remember the Forgotten. I have an affinity for Call to Mind and this card improves on that in every way. It also seems like a nice start to a spells matters deck, which I'm all for! I'd also like to point out that you have ALOT of really clean designs, simplified down to the necessities, which really causes each card to feel very focused. Really great stuff, and when I get time I'll comb through your whole cube, but as you know thats a daunting task
xFollowthereaperx: I would definitely take (spelled wrong on the card) Remember the Forgotten. I have an affinity for Call to Mind and this card improves on that in every way.
Oh crap, I didn't notice it said instant AND sorcery. I might actually take that. So much CA it hurts.
Cube Info: I have a 415 unpowered cube, we have a set of 90 custom cards we sometimes shuffle in as an "expansion pack". The expansion pack has 11 of each color, 10 multicolor, and the rest is lands/artifacts.
Mastiff Scout's art is loved by my group, it's the only silly artwork in all the custom cards.
EDIT: Supposed to be a -1 on Ehren's middle ability, not 0.
Looks pretty good. Ehren's +1 seems kind of overpowered, seeing as it makes all your opponent's small creatures useless. Maybe +2 and reduce by ? Dauntless escort is already a good card, and yours is better in every way. Maybe 2/2 first strike vigilance? Soul's reunion should be a sorcery. You have to pay an arm and a leg for instant sweepers.
@alt: thanks for such thorough evaluations! here's a little extra commentary.
Discard Protector: i feel like discarding and granting a choice of protection is even stronger than protection from the discarded card. then you don't actually need a specific card to lock an opponent out, you could discard anything. Morph Road Block: the strength in this is that it could save the creature it bounces, either from a kill spell or lethal damage. also, it can essentially shut down a three creature attack if you have another blocker. Imperious Captain: flavor here is that he's supposed to be a general that does anything, even dubious things like recruiting the dead, to succeed in battle. might be too strong, but play testing this guy hasn't lead to many issues yet. Kindness: so far in testing, situations where control drops this card hasn't meant they could sit back. the aggro player usually lets them draw and gain the life, then continues attacking. usually they get to draw an extra card too since control likes to play spells to cope with aggro. Cataclysmic Maelstrom: this is a version of Global Ruin with cascade. it's probably too strong, but my cube needs some sort of armageddon effect and i'm not willing to run the original. The Reckoning Foretold: in addition to artifact mana and planeswalkers, this one works well with regeneration, indestructible, undying, persist, and blinked creatures.
Dauthi Futilist: this guys effect is definitely hard to judge. it might be too swingy, but i want to see how it tests. Fiendish Ravager: it should for sure be simplified. hopefully i can do it to a reasonable extent and keep similar effects. Sire of the Void: i created this guy before Sire of Insanity. it does appear to be much stronger than that card. Nefarious Contract: it does force you to skip your draw step, but yeah, probably too strong. originally it let your opponent search your library to put the card in the graveyard (instead of just milling the top), but that would be too time consuming for play. Orzhov Debt: this now targets nonland, and chooses 2 instead of 3.
Relentless Keldon: this guy is worded in such a way that the extra attack he provides is nullified if he dies in the first combat. but it is fun with equipment and other combat bonuses. Soul Combustion: its a weak creature killer that gives you a token, but of course it can overload. you might also overload for your own creatures, if for example, you're getting wrathed. Taste of Freedom: like most of the solid designs i'm using, they were probably borrowed from other posters hehe.
Llanowar Ascendants: it is limited a bit, but it works very well with 187 creatures like Thragtusk and especially Kitchen Finks. Tectonic Ritualist: its more of a Terravore meets Manamorphose. i'm trying to push graveyard land strategies for a card like this, so hopefully it works. Morph and Nail: compared to Elvish Piper, i'll have to see if the surprise of morph pushes this too much. Primordial of Velis Vel: i had him trigger like that originally, but the general response was that a 6 drop needs to pass the vindicate test. now this guy can do funny things immediately, like set up a ridiculous Hero of Bladehold attack.
and here's the blue section. only gold and colorless to go!
Blitz platoon seems bad. See scythe tiger.
Thunderous stomp and seismic stomp look very similar. You need new art.
How does perpetual pyrotechnics work?
Titanic discharge is way too good. Should only do damage to creatures.
Blitz platoon seems bad. See scythe tiger.
Thunderous stomp and seismic stomp look very similar. You need new art.
How does perpetual pyrotechnics work?
Titanic discharge is way too good. Should only do damage to creatures.
Blitz Platoon: Wow, no joke lol. I added haste. Thunderous Stomp: Haven't played any M14 so I didnt notice this.. oops Perpetual Pyrotechnics: You can exile a spell on the stack to return it to the battlefield. Titanic Discharge: I'd rather lower it to 5 damage if it really does end up being to strong.
I'm actually working on a custom cube project myself. Would it be alright if I draw some inspiration from your awesome ideas? I'm trying to make it a more Standard level balance point (no lightning bolt, path to exile would cost 1w, etc.).. I'll be posting my progress in this thread.
I'm actually working on a custom cube project myself. Would it be alright if I draw some inspiration from your awesome ideas? I'm trying to make it a more Standard level balance point (no lightning bolt, path to exile would cost 1w, etc.).. I'll be posting my progress in this thread.
Absolutely man. Look forward to seeing what you got
the art on the red cards are boss. this is also my favorite section of your designs, too. lots of very cool effects going on.
Discerning Lieutenant - very cool and balanced 2-power 1-drop. Furnace Wildling - i like this. i would draft it just to have fun building around it. Changeling Pyromanceer - i feel like 2 damage ping is quite a bit more than 1 damage, paying a red to activate might not justify it. i think 1 damage might be good with the no block clause. Flamekin Pillagers: the evoke here is something wizards wouldn't print i think, and definitely not an an efficient creature. maybe evoke for 2R? Woldfire Dragon: wildfire on a stick is pretty legit. only R to include a 4/4 flying haste is pushing it though. i would price it at 4RR with a 1R kicker. i know it makes the dragon overcosted non-kicked, but an overcosted dragon is still great utility on a wildfire spell. Thunderous Stomp: great flavor, and i like the matched art on this much better than the m14 card. rather than "cast only if..." it might be cool if it were somehow reworded to work with "Splice onto creature." Fire Bloom: yikes, that might be an even stronger stack trigger trick than smokestack. this card would create some very short games. Perpetual Pyrotechnics: last line should say "Return ~ from your graveyard to the battlefield attached to target creature you control." Searing Visions: this temporary red ancestral recall effect has been posted a lot lately, and i must say, this is my favorite iteration of the card. suspend is awesome here! Downhill Charge: cool flavor, free spell. could probably be stronger, but this is a home run.
White: Blade of the Sands: Cool CIP ability. Depending on the ease of blinking creatures, this may be too strong though.
Devoted Crusader: Strong three drop that protects against wraths. I like it. Hedge Knight is right that the power level could be tamed down a bit though.
Ehren: I also agree with Hedge here. A +2 Prevent 1 ability would still be pretty baller, especially since you can drop an Angel first. I think that unless you're really behind, the -1 will just be used over and over again to win the game though.
Gathering Flock: Don't know who posted this, but I liked it then and I like it now.
Griffon Knight: If this ends up too strong, look to making the ability 1W.
Mastiff Scout: Love the art lol. I think this ability was tried out in Red's pie already, and it wasn't very good.
Shepard of Souls: Seems pretty good
Soul's Reunion: This should DEFINITELY be a sorcery.
Valiant Lancer: I like this guy alot, good design.
Void Cleric: A blink spellbomb. Sure.
Warcaller: This guy is very good. I'm guessing way to strong actually. A double anthem off a 1 drop is bonkers.
Blue: AEthersworn Apprentice: Very strong. I think this needs to only trigger off your spells or an opponents.
Arcane Feedback: I'd like to see a more creative downside to the free flashback. Its too swingy for my taste as is.
Atlantean Courtmage: Interesting mix of abilities that results in a very playable creature. Nice job.
Cryomancer: Now this creature I can get behind. A pseudo Capsize, but for one mana cheaper, attached to a creature
Failed Experiment: I like the keyword, but I'm not sure the creature is actually all that good. Its a little late to the party, defense wise, and it can blank one removal spell from an opponent, but in a way that they can play around. I think this guy can cost 1U pretty easily.
Loyalty Warp: I think this was exactly the push Volition Reins needed to be playable.
Mananimbus: Awesome card. A little swingy, but thats fine with a 7 mana blue creature
Mistrune Crow: Mistraven's crying can barely be heard over my cheering.
Rapid Research: Seems very playable.
Silverscale Dragon: I've always loved these types of effects. The added retargeting ability has really pushed this guy to the realm of playability in my eyes. Nice job.
the art on the red cards are boss. this is also my favorite section of your designs, too. lots of very cool effects going on.
Discerning Lieutenant - very cool and balanced 2-power 1-drop. Furnace Wildling - i like this. i would draft it just to have fun building around it. Changeling Pyromanceer - i feel like 2 damage ping is quite a bit more than 1 damage, paying a red to activate might not justify it. i think 1 damage might be good with the no block clause.
Agreed, I think the changeling ability gives it enough utility that the ability can be more of a secondary reason to draft the card. I changed the cost to 2R.
Flamekin Pillagers: the evoke here is something wizards wouldn't print i think, and definitely not an an efficient creature. maybe evoke for 2R?
Changed.
Woldfire Dragon: wildfire on a stick is pretty legit. only R to include a 4/4 flying haste is pushing it though. i would price it at 4RR with a 1R kicker. i know it makes the dragon overcosted non-kicked, but an overcosted dragon is still great utility on a wildfire spell.
Yah I did feel like it was pushing it a bit. Maybe up the kicker to 2R instead?
Thunderous Stomp: great flavor, and i like the matched art on this much better than the m14 card. rather than "cast only if..." it might be cool if it were somehow reworded to work with "Splice onto creature."
This is a great idea! It now deals 2 damage, and can splice to creatures for 2R.
Fire Bloom: yikes, that might be an even stronger stack trigger trick than smokestack. this card would create some very short games.
Hmm, updated to 1RR but I'll keep an eye on it once we start playtesting and see if the card didn't get neutered too much.
Perpetual Pyrotechnics: last line should say "Return ~ from your graveyard to the battlefield attached to target creature you control."
Fixed.
Searing Visions: this temporary red ancestral recall effect has been posted a lot lately, and i must say, this is my favorite iteration of the card. suspend is awesome here! Downhill Charge: cool flavor, free spell. could probably be stronger, but this is a home run.
Thanks for the critiques Here is the replacement for Thunderous Stomp by the way, thanks again for the inspiration
What's the easiest way to bulk upload and link images of the cards I've made in MSE for people here to view and critique?
I just open paint and use the "Paste from" button and then do two rows of 5 cards each, save, then move on until all the cards I want critiqued are done like that. Then I upload to Photobucket and link here. Takes about 20 mins per section once you get the hang of it.
I'm curious of a good way to do this too, I gave my dropbox.com link out but it wasn't the best, some couldn't view it.
Yah for some reason when I was scrolling through your cards on drop box it would get to a point where it couldnt preview the pictures anymore. Like it timed out or something. Refreshing fixed this but its still annoying
I'm still working on figuring out an efficient way to do the Paste From thing with Paint, but in the meantime, here's my white section as images in a Flickr album:
I'm no Peasant expert, but I remember that in regular limited the ability to be offensive with it was what made it so great. Is that not true in Peasant?
EDIT: PW's are always so hard. Can I get some critiques on this lady in regards to what you've already seen of the custom cube?
White: Blade of the Sands: Cool CIP ability. Depending on the ease of blinking creatures, this may be too strong though.
Devoted Crusader: Strong three drop that protects against wraths. I like it. Hedge Knight is right that the power level could be tamed down a bit though.
Ehren: I also agree with Hedge here. A +2 Prevent 1 ability would still be pretty baller, especially since you can drop an Angel first. I think that unless you're really behind, the -1 will just be used over and over again to win the game though.
Gathering Flock: Don't know who posted this, but I liked it then and I like it now.
Griffon Knight: If this ends up too strong, look to making the ability 1W.
Mastiff Scout: Love the art lol. I think this ability was tried out in Red's pie already, and it wasn't very good.
Shepard of Souls: Seems pretty good
Soul's Reunion: This should DEFINITELY be a sorcery.
Valiant Lancer: I like this guy alot, good design.
Void Cleric: A blink spellbomb. Sure.
Warcaller: This guy is very good. I'm guessing way to strong actually. A double anthem off a 1 drop is bonkers.
Blue: AEthersworn Apprentice: Very strong. I think this needs to only trigger off your spells or an opponents.
Arcane Feedback: I'd like to see a more creative downside to the free flashback. Its too swingy for my taste as is.
Atlantean Courtmage: Interesting mix of abilities that results in a very playable creature. Nice job.
Cryomancer: Now this creature I can get behind. A pseudo Capsize, but for one mana cheaper, attached to a creature
Failed Experiment: I like the keyword, but I'm not sure the creature is actually all that good. Its a little late to the party, defense wise, and it can blank one removal spell from an opponent, but in a way that they can play around. I think this guy can cost 1U pretty easily.
Loyalty Warp: I think this was exactly the push Volition Reins needed to be playable.
Mananimbus: Awesome card. A little swingy, but thats fine with a 7 mana blue creature
Mistrune Crow: Mistraven's crying can barely be heard over my cheering.
Rapid Research: Seems very playable.
Silverscale Dragon: I've always loved these types of effects. The added retargeting ability has really pushed this guy to the realm of playability in my eyes. Nice job.
Thanks a bunch for the feedback.
Ehren is one of the freshly designed cards in here, and it hasn't been playtested yet. It seems the general consesus is that's it too strong and needs a bit of a nerf. I'll do that before the next game.
Same goes for Soul's Reunion. It's changing to Sorcery next time I open MSE.
To my knowledge, Gathering Flock is a card I first came up with, but I did post it on some other threads before with different wording. I think the current wording is most correct.
Here's some feedback on the reds you posted:
Blitz Platoon - Doesn't seem strong enough. Like someone else said, haste might be enough to bring it forward, but I'm not sure if that's enough.
Discerning Lieutenant - Love it, it's fine as is.
Sibling/Adept - Very cool, seems like it would be fun in both aggro and control.
Firepalm Igniter - I'm personally not too fond of the Leveler mechanic in cube for the most part, but I guess the power level of this is fine.
Rage Parasite - Seems like it's not a card you want to play on turn one, so I think it would be fine to make it a 2/2 so it doesn't die to chump blockers on turn 2/3.
Trusted Blademaster - I like it. Seems like most of the time it would just be a 1/1 double striker though, but the final stage gives an interesting late game threat.
Agile Embermage - Pretty good. Might be a tad too strong, might want to cut it down to a 1/1.
Blind Strategist - Even with a lot of soldiers, it's effect seems like a might be too situational. For instance, if you cast a soldier, what if you reveal a card you just can't cast because you spent your mana on a soldier.
Changeling Striker - Spicy! It's quite strong and the changeling gives it some small fringe benefits.
Flamebound Monk - I'd probably make the CMC of the spell to be 2 or less.
Furnace Wilding - I really want this to be a real card so I can run it in Animar EDH. In Cube however it seems too narrow.
Gridlocker - Can't argue with 2/1 hasty dudes for two. Maybe make it RR rather than 1R though.
Hearthfire Elemental - I really like it. You could probably get away with making it a 2/2 however.
Highcrag Sage - I love this card. This is a well made red Confidant. I'd probably make it a 1/2 so it could survive drawing Bolts and one-drops. This feels like the missing card in the OP two drop cycle (Goyf, Bob, Tiago, SFM).
Rift Mage - Took me a second to understand until I saw that you're using Instant as a supertype. Otherwise, see Flamebound Monk's feedback.
Tremblor Squad - Good design, power level feels perfect.
Blood Mage - A Trinket Mage for spells? Using this to tutor a bolt or something seems great.
Changeling Pyromancer - I think this might be a little too good for the mana you're paying for it. It's a slow card, but it's a slow card that can give you serious long term advantage if it's not dealt with.
Elite Vandals - Well, it's Manic Vandal, which is cubeable.
Did anyone else know that MSE has a forum code export function? I didn't until this morning!
I'll repost my white section now along with my small lands and artifacts section, then move on to other sections over the next day or so:
Angel of Peace :4mana::symw:
Creature — Angel (U)
Flying
When Angel of Peace enters the battlefield, each player skips his or her next combat phase.
4/4
Archon’s Verdict :2mana::symw::symw:
Instant (U)
Target player sacrifices two creatures that dealt damage this turn.
Ballista Volley :1mana::symw:
Instant (U)
Ballista Volley deals 3 damage to target attacking or blocking creature.
Flashback—Tap three untapped creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Banish :1mana::symw::symw:
Sorcery (U)
Put target creature or enchantment on the bottom of its owner’s library.
Bant Recruiter :1mana::symw::symw:
Creature — Human Soldier (U)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks or blocks alone, put a 1/1 white Soldier token onto the battlefield.
2/2
Blessed Battle-Hymn :2mana::symw::symw:
Enchantment (U)
At the beginning of each combat, target creature you control gets +1/+1 and gains your choice of vigilance, flying, or lifelink until end of turn.
Call to Service :1mana::symw:
Instant (U)
Choose one — Put a 2/2 white Knight token with vigilance onto the battlefield; or creatures you control get +1/+1 until end of turn.
Entwine 2 (Choose both if you pay the entwine cost.)
Cenn’s Recruitment
Sorcery (C)
Put a 1/1 white Kithkin Soldier token onto the battlefield.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Consecrating Unicorn :1mana::symw:
Creature — Unicorn (C)
Sacrifice Consecrating Unicorn: Put target card in a graveyard on the bottom of its owner’s library, then you gain 2 life.
2/2
Devoted Bodyguard
Creature — Human Soldier (C)
Defender
As long as your life total is greater than or equal to each opponent’s life total, Devoted Bodyguard can attack as though it didn’t have defender.
2/2
Inspiration Angel #1 :2mana::symw:
Creature — Angel (U)
Defender, flying
When Inspiration Angel #1 enters the battlefield, target creature gets +3/+3 and gains flying until end of turn.
3/3
Inspiration Angel #2 :2mana::symw:
Creature — Angel (U)
Defender, flying
:2mana::symw:, :symtap:: Target non-Angel creature gets +3/+3 and gains flying until end of turn.
3/3
Kjeldoran Reserves :1mana::symw:
Creature — Human Soldier (C)
As long as you control another creature, Kjeldoran Reserves gets +1/+1.
2/1
Mantle of Fading Glory :1mana::symw::symw:
Enchantment — Aura (U)
Enchant creature
Creatures you control get +1/+1.
As long as Mantle of Fading Glory is in your graveyard, creature tokens you control get +1/+1.
Orzhov Benediction
Enchantment (U)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Extort (Whenever you cast a spell, you may pay :symwb:. If you do, each opponent loses 1 life and you gain that much life.)
Rescue Squad :3mana::symw:
Creature — Human Soldier (C)
Flash
When Rescue Squad enters the battlefield, you may return target creature you control to its owner’s hand.
Evoke (You may cast this spell for its evoke cost. If you do, it’s sacrificed when it enters the battlefield.)
3/4
Samite Pacifist :1mana::symw:
Creature — Human Cleric (C)
:symtap:: Prevent the next 1 damage that would be dealt to target creature or player this turn.
0/3
Solemn Giant :3mana::symw::symw:
Creature — Giant (U)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever Solemn Giant or another creature dies, you gain 1 life.
4/4
Cytoplast GolemX
Artifact — Golem (U)
Graft X (This creature enters the battlefield with X +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
Myr Populator
Artifact Creature — Myr (U)
When Myr Populator enters the battlefield, put two 1/1 colorless Myr artifact creatures token onto the battlefield.
When Myr Populator dies, populate. (Put a token onto the battlefield that’s a copy of a creature token you control)
1/1
Scintillating Crystal
Artifact (U)
:symtap:: Add 1 to your mana pool.
Sacrifice Scintillating Crystal: Add one mana of any color to your mana pool.
Abandoned Hive
Land (U)
When Abandoned Hive enters the battlefield, you lose 2 life.
:symtap:: Add :symu:, :symb:, or to your mana pool.
Arctic Volcano
Land (U)
When Arctic Volcano enters the battlefield, you lose 2 life.
:symtap:: Add :symw:, :symu:, or to your mana pool.
Explorer’s Outpost
Land (C)
:symtap:: Add 1 to your mana pool.
Basic landcycling 2 (:2mana:, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.)
Falkenrath Manor
Land (U)
Falkenrath Manor enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symb:: Falkenrath Manor becomes a 2/2 black Vampire creature with lifelink until end of turn. It’s still a land.
Fungal Grove
Land (U)
When Fungal Grove enters the battlefield, you lose 2 life.
:symtap:: Add :symw:, :symb:, or to your mana pool.
Sanctum of Avacyn
Land (U)
Sanctum of Avacyn enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symw:: Sanctum of Avacyn becomes a 1/1 white Cleric creature with indestructible until end of turn. It’s still a land.
Temple of the Vast
Land (U)
When Temple of the Vast enters the battlefield, you lose 2 life.
:symtap:: Add :symw:, :symb:, or to your mana pool.
Unstable Laboratory
Land (U)
When Unstable Laboratory enters the battlefield, you lose 2 life.
:symtap:: Add :symu:, :symr:, or to your mana pool.
Here is the entire list as of Revision "Gamma":
https://www.dropbox.com/sh/hbxke3g6v0pe60h/ieu1WX3Bso
The second 2 packs wouldn't load. But going in blind I'd likely take Underneath It All.
The green enchantment is missing the word "permanent" in the second line.
Shadowborn Demon is a weird non-custom card to include. I'd like to know why you chose it.
oracle's premonition is *****in'. My cube is shaping up to have lots of fateseal and scry. I might rip that card from you.
All around, I like the environment I'm looking at. There is no clear p1p1 and it would be interesting to see what becomes the highest powered card in a custom environment. The designs are pushed, but not broken, like what a modern cube would look like 4 years from now. It looks like it might draft like a less archetype-centric modern masters judging from this pack. I'd love to see a draft report and some decklists after the first draft.
Cube list thread
Cubetutor
word, i'm glad the power difference is noticeable. my goal with this iteration of design has been to shift focus from making cards that compete with cube staples towards making cards that are printable by today's standards.
i'm planning on having my cube finished by next week, and having the guys over to cube it. maybe we can piggy-back off that.
finished up my white section!
1 Mother of Runes
1 Student of Warfare
1 Deftblade Elite
1 Isamaru, Hound of Konda
1 Steppe Lynx
1 Figure of Destiny
1 Errant Falconer*
1 "Discard Protector"*
//2CC//
1 Knight of Meadowgrain
1 Stoneforge Mystic
1 Thalia, Guardian of Thraben
1 Soltari Priest
1 Precinct Captain
1 Infiltrator of the Veil*
1 Ferrick, Unflinching Leader*
1 "Morph Road Block"*
1 Soltari Champion
1 Blade Splicer
1 Frontline Medic
1 Aven Riftwatcher
1 Imperious Captain*
1 Kindness*
1 Eleria, Radiant Keeper*
//4CC//
1 Restoration Angel
1 Emeria Angel
1 Hero of Bladehold
1 Swans of Bryn Argol
1 Rhox Purifier*
1 Reveillark
1 Karmic Guide
//6CC+//
1 Exalted Angel
1 Orthodoxy Indoctrinator*
1 Harm's Way
1 Path to Exile
1 "Extort Pacifier"*
//2CC//
1 Vengeful Dreams
1 Balance
1 Runes of Abeyance*
1 Oblivion Ring
1 Griffin Guide
1 Heroes' Anthem*
//4CC//
1 Wrath of God
1 Faith's Fetters
1 Elspeth, Knight Errant
1 Gideon Jura
1 Cataclysmic Maelstrom*
//6CC+//
1 The Reckoning Foretold*
//XCC//
1 Purifying Fire*
1 Birds of Paradise
1 Noble Hierarch
1 Joraga Treespeaker
1 Ulvenwald Tracker
1 Deathrite Shaman
1 Pride Outcast*
1 Llanowar Ascendants*
//2CC//
1 Wall of Roots
1 Sakura-Tribe Elder
1 Lotus Cobra
1 Scryb Ranger
1 Strangleroot Geist
1 Scavenging Ooze
1 Liefellen, Quirion Exarch*
1 Krosan Empath*
1 Kitchen Finks
1 Mul Daya Channelers
1 Omnath, Locus of Mana
1 Eternal Witness
1 Troll Ascetic
1 Yavimaya Elder
1 Garruk's Lure*
//4CC//
1 Master of the Wild Hunt
1 Oracle of Mul Daya
1 Thrun, the Last Troll
1 Tectonic Ritualist*
1 Terrahoof Baloths*
1 Mudthresher*
1 "Morph and Nail"*
1 Wolfir Silverheart
1 Thragtusk
1 Deranged Hermit
//6CC+//
1 Krosan Tusker
1 Avenger of Zendikar
1 Woodfall Primus
1 Primordial of Velis Vel*
1 Crop Rotation
1 Rancor
1 Adaptation Instinct*
//2CC//
1 Life from the Loam
1 Primeval Compulsion*
1 Call of the Dryad*
1 Beast Within
1 Take Root*
1 Freyalise, the Vigorous*
//4CC//
1 Garruk Wildspeaker
1 Birthing Pod
1 "Rebound Harrow"*
Underneath It All
B
Sorcery
Target creature deals damage equal to itself.
Great pick, it's a little more pushed than most of the removal but I wanted to make it clear that black is the best at removal.
Thank you for pointing out the typo!
Shadowborn Demon is very archetype defining, it doesn't do well in control decks that don't have a lot of creatures but is really good in decks that play black recurring dudes. I wanted to reward players who play those decks in the cube so he fits right in. Also love cards that have flavor based removal.
Ya no problem. I saw it from someone's cube for "pay 1" instead of 2 and I had to make it better.
Thank you! That was the power level I was aiming for, I do hope that there are some archetypes present though! To name a few: Enchantments, Wildfire, Aggro (even blue!), Blink
Nice, I hope to play it!
[B]Shadowsauce[/B]:
[B]Infiltrator of the Veil[/B]: Very cool card. Simple, interesting, flavorful. Well done.
[B]Ferrick, Unflinching Leader[/B]: Wow what a cool johny card. There's a lot of creatures that become considerably better with Persist, so the WW cost is well worth it.
[B]Morph Road Block[/B]: I think this is a little weak actually. Yah the morph cost is "free", but you're still paying 3 to cast it morphed. I think you could easily get rid of defender, and maybe even make it a CIP effect as well as a morph effect if you still find it too weak. As for the name, maybe Meadowhearth Protector?
[B]Imperious Captain[/B]: This card is a miss for me. I don't understand the flavor (why it has madness), and the ability is overtly strong. I think the ability should only let you search your library, and the ability shouldn't put them into play attacking. I understand that the creature put into play will do damage, but it seems like an unnecessary and complicating addition to an already great ability.
[B]Eleria[/B: Hmm. Maybe "creature" instead of "permanent"? Another Johny card though for sure.
[B]Kindness[/B]: This seems way to strong for a control deck. Why wouldnt you just drop this and wait till you dropped a bunch of extremely strong threats, then bounce/kill/sacrifice it and win? Also, why the random Plainswalk?? I'd remove it cause it seems really unnecessary and makes the card less focused overall.
[B]Orthodoxy Indoctrinator[/B]: Huh. Kind of weird card. If the player doesn't have a creature, this literally lets you pump in any combination of white mana/life 5 times a turn to pump it. Is that too good? Ehh who knows lol. This is one of those creatures that will have to be played with to see I think.
[B]Extort Pacifier[/B]: Such a cool card. One of my favorites from this section. I added a riff on this to my white section
[B]Runes of Abeyance[/B]: Wow, neat card! Great balance
[B]Heroes' Anthem[/B]: Seems a little strong, but I like that the creature has to survive combat to reap the rewards of the anthem.
[B]Cataclysmic Maelstrom[/B]: Awesome idea, but I have no idea how strong this would be. Against mono colored decks, this is a damn near Armageddon. Against 5 color decks, depending on the fixing, this could range anywhere from not really hurting them to a damn near Armageddon. Very hard to judge.
[B]The Reckoning Foretold[/B]: What decks would this go into? Artifact mana heavy decks with PW's I suppose. Sure. I like that its tough to build around at least.
[B]Purifying Fire[/B]: I took a version of this card from you when you posted your cube Mine redirects the damage instead of gaining life though.
[B]Affliction Harbinger[/B]: I like simplicity in designs. The simpler the better to me. That's why I would take out the "If this ability..." trigger and add the activate this only once each turn. Other than that, cool card.
[B]Dauthi Pet[/B]: Think the correct wording is "When Dauthi Pet enters the battlefield, if it was cast for its Madness cost, put a +1/+1 counter on it and it gains haste." For what its worth, I think the haste is unnecessary A 2/2 shadow creature for B is already quite ahead of the curve.
[B]Dauthi Futilist[/B]: Well this seems strong. Great with the dredge effects you have present. May end up being too strong, and if so, I'd make the ability only trigger one ability from a creature in a graveyard.
[B]Revanant Soulreaper[/B]: Cool card. Enables some interesting strategies. What would this need to cost if it could grab ANY card?
[B]Gravecaster Mage[/B]: Totally forgot about this card from the Print Wizards thread. This card is soooo perfect.
[B]Dreadful Devourer[/B]: Here we go I like the execution of this design alot more than the previous morpher.
[B]Sludge Dragon[/B]: Protection from nonblack is unnecessary. Its already a 4/3 flyer for three that gives your opponent the ability to kill it with a black source. Other than that cool design
[B]Lord of the Defiled[/B]: Still think it would be cleaner using tokens, but at least its less wordy than it was before
[B]Fiendish Ravager[/B]: Holy crap. I've read this thing like 3 times and I'm still not positive what it does. You can remove the entire last line of the effect, intimidate, and make it a 2/2. That way you get a 4/4 flying lifelinker for 4, which is still game changing at that mana cost.
[B]Sire of the Void[/B]: Seems a little too oppressive. Also, I think trample fits better than intimidate. Its a more interactive ability and is more common on huge flying demons.
[B]Mongrel Eviscerator[/B]: I like that the morph is a relevant trick.
[B]Nefarious Contract[/B]: Something tells me you know this is OP. Its a repeating Vampiric Tutor which a minuscule chance of milling the card you want.
[B]Sinister Intentions[/B]: This has a lot of nuanced uses. Nice job.
[B]Orzhov Debt[/B]: This should definitely say nonland. The condition is too easy to meet otherwise.
[B]Rowan[/B]: This is a great PW. Congrats on the design.
[B]Goblin Librarian[/B]: Not even sure this is playable. Random is so... random sometimes.
[B]Morph Shimmer[/B]: Whoa, very cool. I think maybe 3 mana is a little to low to be making repeatable copies of creatures though, even if its temporary.
[B]Pillager Barbarian[/B]: Yup!
[B]Furnace Viron[/B]: Alot going on here, but it all works relatively nice together.
[B]Relentless Keldon[/B]: You've removed all the interesting aspects of a second combat phase with the ability. This could simply say "Whenever ~ attacks, it deals 3 damage to target player." and be the same for most intents and purposes. Yes equipment and enchant creatures change that, but is that whole ability necessary to get that little added value out of it when things do come together? I think not personally.
[B]Maniac of Avabruck[/B]: Artifact hate is always a necessary. Seems fine to me.
[B]Metal Dragon Blaster[/B]: I personally like the card without the first ability. The metalcraft ability adds a nice tension to the card that the first ability ruins.
[B]Fervent Warmonger[/B]: Thats a very strong ability. Especially paired with morph, I like it!
[B]Soul Combustion[/B]: This seems really weak at first glance. Am i missing something?
[B]Tome of Temper[/B]: Awesome enabler and archetype defining card.
[B]Wartime Frenzy[/B]: I remember this card I like your twist on it too with Flashback. I ended up not using the "Refine" ability anyways for my set.
[B]Artificial Dreams[/B]: Wow, very interesting card. You missing some text on the metalcraft ability though. It needs to state that you only get 4 mana if you control 3 or more artifacts.
[B]Taste of Freedom[/B]: Brilliant design, really.
[B]Chandra[/B]: PWs are always hard to evaluate because there so many things you just don't see till you play them. I will say that the ultimate is F'in cool though.
[B]Rage Stone[/B]: Final Fortune plus Relentless Assault. This may prove to be way too strong.
[B]Llanowar Ascendants[/B]: I wouldn't play this. The mana ability is too unreliable for my taste.
[B]Liefellen[/B]: Turn three this ramps you 1, then turn four 2? The token making ability is a little unnecessary to me.
[B]Krosan Empath[/B]: I like this guy. A great aggressive Fauna Shaman esque creature.
[B]Garruk's Lure[/B]: This is Garruk's Packleader art, if you care. I think the morph cost should be GG. Weird drawback that may not even be a drawback sometimes. Playtest this guy alot lol.
[B]Tectonic Ritualist[/B]: So Terravore meets a worse Harrow.. I'm not convinced this guy would make a lot of final 40s.
[B]Mudthresher[/B]Wow, great idea mixing Evoke with Undying. Very cool.
[B]Terrahoof Baloths[/B]: This art is on a real magic card too. Stampede is a great keyword also, but is it necessary to use it when only one card in your set utilizes it?
[B]Morph and Nail[/B]: Cool concept, but I think its too cheap. It reads as "Broken" to me right now.
[B]Primordial of Velis Vel[/B]: That ability reads very weird. Why not just: "At the beginning of your upkeep, reveal the top three cards of your library. If a creature card is revealed this way, creatures enter the battlefield under your control this turn as a 6/6 creature with all creature types."
[B]Adaption Instinct[/B]: Great flavor.
[B]Call of the Dryad[/B]: Glad you liked this design
[B]Primordial Compulsion[/B]: Strong pump spell/removal. Might be too good, not sure.
[B]Take Root[/B]: Common design that I'm using as well. Really simple and very strong.
[B]Freyalise[/B]: You've really got a knack for PW design man! Another good one.
[B]Rebound Harrow[/B]: Sure, seems good.
[B]xFollowthereaperx[/B]: I would definitely take (spelled wrong on the card) Remember the Forgotten. I have an affinity for Call to Mind and this card improves on that in every way. It also seems like a nice start to a spells matters deck, which I'm all for! I'd also like to point out that you have ALOT of really clean designs, simplified down to the necessities, which really causes each card to feel very focused. Really great stuff, and when I get time I'll comb through your whole cube, but as you know thats a daunting task
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Oh crap, I didn't notice it said instant AND sorcery. I might actually take that. So much CA it hurts.
Cube list thread
Cubetutor
Cube Info: I have a 415 unpowered cube, we have a set of 90 custom cards we sometimes shuffle in as an "expansion pack". The expansion pack has 11 of each color, 10 multicolor, and the rest is lands/artifacts.
Mastiff Scout's art is loved by my group, it's the only silly artwork in all the custom cards.
EDIT: Supposed to be a -1 on Ehren's middle ability, not 0.
Updated 11/01/13
-->Standard:
:symwg::symwg::symwg: Aggressive Midrange
:symu::symu::symu: Devotion
-->Modern:
:symwg::symrg::symug: Kiki-Jiki Pod
:0mana::symur::0mana: Affinity
Morph Road Block: the strength in this is that it could save the creature it bounces, either from a kill spell or lethal damage. also, it can essentially shut down a three creature attack if you have another blocker.
Imperious Captain: flavor here is that he's supposed to be a general that does anything, even dubious things like recruiting the dead, to succeed in battle. might be too strong, but play testing this guy hasn't lead to many issues yet.
Kindness: so far in testing, situations where control drops this card hasn't meant they could sit back. the aggro player usually lets them draw and gain the life, then continues attacking. usually they get to draw an extra card too since control likes to play spells to cope with aggro.
Cataclysmic Maelstrom: this is a version of Global Ruin with cascade. it's probably too strong, but my cube needs some sort of armageddon effect and i'm not willing to run the original.
The Reckoning Foretold: in addition to artifact mana and planeswalkers, this one works well with regeneration, indestructible, undying, persist, and blinked creatures.
Fiendish Ravager: it should for sure be simplified. hopefully i can do it to a reasonable extent and keep similar effects.
Sire of the Void: i created this guy before Sire of Insanity. it does appear to be much stronger than that card.
Nefarious Contract: it does force you to skip your draw step, but yeah, probably too strong. originally it let your opponent search your library to put the card in the graveyard (instead of just milling the top), but that would be too time consuming for play.
Orzhov Debt: this now targets nonland, and chooses 2 instead of 3.
Soul Combustion: its a weak creature killer that gives you a token, but of course it can overload. you might also overload for your own creatures, if for example, you're getting wrathed.
Taste of Freedom: like most of the solid designs i'm using, they were probably borrowed from other posters hehe.
Tectonic Ritualist: its more of a Terravore meets Manamorphose. i'm trying to push graveyard land strategies for a card like this, so hopefully it works.
Morph and Nail: compared to Elvish Piper, i'll have to see if the surprise of morph pushes this too much.
Primordial of Velis Vel: i had him trigger like that originally, but the general response was that a 6 drop needs to pass the vindicate test. now this guy can do funny things immediately, like set up a ridiculous Hero of Bladehold attack.
and here's the blue section. only gold and colorless to go!
1 Yavimaya Seer*
1 Anthesis, Chancery Lawmage*
//2CC//
1 Looter il-Kor
1 Rootwater Thief
1 Snapcaster Mage
1 Phantasmal Image
1 Veilbind Ambiguator*
1 "That's so Raven"*
1 "Noggle Norin"*
1 Vendillion Clique
1 Vexing Sphinx
1 Trinket Mage
1 Phantasmal Remains*
1 Merrow Seeker*
1 "Shifty Bouncer"*
//4CC//
1 Venser, Shaper Savant
1 Sower of Temptation
1 Phyrexian Metamorph
1 Glen Elendra Archmage
1 "Clique Man"*
1 Vesuvan Shapeshifter
1 Mulldrifter
1 Meloku the Clouded Mirror
//6CC+//
1 Aetherling
1 Ancestral Vision
1 Chain of Vapor
1 Mystical Tutor
1 Brainstorm
1 Rhystic Reproach*
//2CC//
1 Remand
1 Miscalculation
1 Daze
1 Illusionary Bindings*
1 "Impulse Enabler"*
1 "Duplicant Shenanigans"*
1 Tinker
1 Capsize
1 Frantic Search
1 Disruptive Jilt*
1 Teferi, Invasion Isolationist*
//4CC//
1 Cryptic Command
1 Deep Analysis
1 Fact or Fiction
1 "Super Sight"
1 Treachery
//6CC+//
1 Upheaval
1 Time Spiral
//XCC//
1 Condescend
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Thunderous stomp and seismic stomp look very similar. You need new art.
How does perpetual pyrotechnics work?
Titanic discharge is way too good. Should only do damage to creatures.
Updated 11/01/13
-->Standard:
:symwg::symwg::symwg: Aggressive Midrange
:symu::symu::symu: Devotion
-->Modern:
:symwg::symrg::symug: Kiki-Jiki Pod
:0mana::symur::0mana: Affinity
Blitz Platoon: Wow, no joke lol. I added haste.
Thunderous Stomp: Haven't played any M14 so I didnt notice this.. oops
Perpetual Pyrotechnics: You can exile a spell on the stack to return it to the battlefield.
Titanic Discharge: I'd rather lower it to 5 damage if it really does end up being to strong.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
In my cube, Flash doesn't exist. Cards have the supertype "Instant" instead if you can play them at that speed.
Absolutely man. Look forward to seeing what you got
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Discerning Lieutenant - very cool and balanced 2-power 1-drop.
Furnace Wildling - i like this. i would draft it just to have fun building around it.
Changeling Pyromanceer - i feel like 2 damage ping is quite a bit more than 1 damage, paying a red to activate might not justify it. i think 1 damage might be good with the no block clause.
Flamekin Pillagers: the evoke here is something wizards wouldn't print i think, and definitely not an an efficient creature. maybe evoke for 2R?
Woldfire Dragon: wildfire on a stick is pretty legit. only R to include a 4/4 flying haste is pushing it though. i would price it at 4RR with a 1R kicker. i know it makes the dragon overcosted non-kicked, but an overcosted dragon is still great utility on a wildfire spell.
Thunderous Stomp: great flavor, and i like the matched art on this much better than the m14 card. rather than "cast only if..." it might be cool if it were somehow reworded to work with "Splice onto creature."
Fire Bloom: yikes, that might be an even stronger stack trigger trick than smokestack. this card would create some very short games.
Perpetual Pyrotechnics: last line should say "Return ~ from your graveyard to the battlefield attached to target creature you control."
Searing Visions: this temporary red ancestral recall effect has been posted a lot lately, and i must say, this is my favorite iteration of the card. suspend is awesome here!
Downhill Charge: cool flavor, free spell. could probably be stronger, but this is a home run.
I'm curious of a good way to do this too, I gave my dropbox.com link out but it wasn't the best, some couldn't view it.
Blade of the Sands: Cool CIP ability. Depending on the ease of blinking creatures, this may be too strong though.
Devoted Crusader: Strong three drop that protects against wraths. I like it. Hedge Knight is right that the power level could be tamed down a bit though.
Ehren: I also agree with Hedge here. A +2 Prevent 1 ability would still be pretty baller, especially since you can drop an Angel first. I think that unless you're really behind, the -1 will just be used over and over again to win the game though.
Gathering Flock: Don't know who posted this, but I liked it then and I like it now.
Griffon Knight: If this ends up too strong, look to making the ability 1W.
Mastiff Scout: Love the art lol. I think this ability was tried out in Red's pie already, and it wasn't very good.
Shepard of Souls: Seems pretty good
Soul's Reunion: This should DEFINITELY be a sorcery.
Valiant Lancer: I like this guy alot, good design.
Void Cleric: A blink spellbomb. Sure.
Warcaller: This guy is very good. I'm guessing way to strong actually. A double anthem off a 1 drop is bonkers.
Blue:
AEthersworn Apprentice: Very strong. I think this needs to only trigger off your spells or an opponents.
Arcane Feedback: I'd like to see a more creative downside to the free flashback. Its too swingy for my taste as is.
Atlantean Courtmage: Interesting mix of abilities that results in a very playable creature. Nice job.
Cryomancer: Now this creature I can get behind. A pseudo Capsize, but for one mana cheaper, attached to a creature
Failed Experiment: I like the keyword, but I'm not sure the creature is actually all that good. Its a little late to the party, defense wise, and it can blank one removal spell from an opponent, but in a way that they can play around. I think this guy can cost 1U pretty easily.
Gemini's Trick: A worse Heat Shimmer.
Loyalty Warp: I think this was exactly the push Volition Reins needed to be playable.
Mananimbus: Awesome card. A little swingy, but thats fine with a 7 mana blue creature
Mistrune Crow: Mistraven's crying can barely be heard over my cheering.
Rapid Research: Seems very playable.
Silverscale Dragon: I've always loved these types of effects. The added retargeting ability has really pushed this guy to the realm of playability in my eyes. Nice job.
Yah for some reason when I was scrolling through your cards on drop box it would get to a point where it couldnt preview the pictures anymore. Like it timed out or something. Refreshing fixed this but its still annoying
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
http://www.flickr.com/photos/53477967@N00/sets/72157634938153945/
Comments would be greatly appreciated!
EDIT: PW's are always so hard. Can I get some critiques on this lady in regards to what you've already seen of the custom cube?
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Thanks a bunch for the feedback.
Ehren is one of the freshly designed cards in here, and it hasn't been playtested yet. It seems the general consesus is that's it too strong and needs a bit of a nerf. I'll do that before the next game.
Same goes for Soul's Reunion. It's changing to Sorcery next time I open MSE.
To my knowledge, Gathering Flock is a card I first came up with, but I did post it on some other threads before with different wording. I think the current wording is most correct.
Here's some feedback on the reds you posted:
Blitz Platoon - Doesn't seem strong enough. Like someone else said, haste might be enough to bring it forward, but I'm not sure if that's enough.
Discerning Lieutenant - Love it, it's fine as is.
Sibling/Adept - Very cool, seems like it would be fun in both aggro and control.
Firepalm Igniter - I'm personally not too fond of the Leveler mechanic in cube for the most part, but I guess the power level of this is fine.
Rage Parasite - Seems like it's not a card you want to play on turn one, so I think it would be fine to make it a 2/2 so it doesn't die to chump blockers on turn 2/3.
Trusted Blademaster - I like it. Seems like most of the time it would just be a 1/1 double striker though, but the final stage gives an interesting late game threat.
Agile Embermage - Pretty good. Might be a tad too strong, might want to cut it down to a 1/1.
Blind Strategist - Even with a lot of soldiers, it's effect seems like a might be too situational. For instance, if you cast a soldier, what if you reveal a card you just can't cast because you spent your mana on a soldier.
Changeling Striker - Spicy! It's quite strong and the changeling gives it some small fringe benefits.
Flamebound Monk - I'd probably make the CMC of the spell to be 2 or less.
Furnace Wilding - I really want this to be a real card so I can run it in Animar EDH. In Cube however it seems too narrow.
Gridlocker - Can't argue with 2/1 hasty dudes for two. Maybe make it RR rather than 1R though.
Hearthfire Elemental - I really like it. You could probably get away with making it a 2/2 however.
Highcrag Sage - I love this card. This is a well made red Confidant. I'd probably make it a 1/2 so it could survive drawing Bolts and one-drops. This feels like the missing card in the OP two drop cycle (Goyf, Bob, Tiago, SFM).
Rift Mage - Took me a second to understand until I saw that you're using Instant as a supertype. Otherwise, see Flamebound Monk's feedback.
Tremblor Squad - Good design, power level feels perfect.
Blood Mage - A Trinket Mage for spells? Using this to tutor a bolt or something seems great.
Changeling Pyromancer - I think this might be a little too good for the mana you're paying for it. It's a slow card, but it's a slow card that can give you serious long term advantage if it's not dealt with.
Elite Vandals - Well, it's Manic Vandal, which is cubeable.
Updated 11/01/13
-->Standard:
:symwg::symwg::symwg: Aggressive Midrange
:symu::symu::symu: Devotion
-->Modern:
:symwg::symrg::symug: Kiki-Jiki Pod
:0mana::symur::0mana: Affinity
I'll repost my white section now along with my small lands and artifacts section, then move on to other sections over the next day or so:
Angel of Peace :4mana::symw:
Creature — Angel (U)
Flying
When Angel of Peace enters the battlefield, each player skips his or her next combat phase.
4/4
Archon’s Verdict :2mana::symw::symw:
Instant (U)
Target player sacrifices two creatures that dealt damage this turn.
Ballista Volley :1mana::symw:
Instant (U)
Ballista Volley deals 3 damage to target attacking or blocking creature.
Flashback—Tap three untapped creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Banish :1mana::symw::symw:
Sorcery (U)
Put target creature or enchantment on the bottom of its owner’s library.
Bant Recruiter :1mana::symw::symw:
Creature — Human Soldier (U)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks or blocks alone, put a 1/1 white Soldier token onto the battlefield.
2/2
Blessed Battle-Hymn :2mana::symw::symw:
Enchantment (U)
At the beginning of each combat, target creature you control gets +1/+1 and gains your choice of vigilance, flying, or lifelink until end of turn.
Call to Service :1mana::symw:
Instant (U)
Choose one — Put a 2/2 white Knight token with vigilance onto the battlefield; or creatures you control get +1/+1 until end of turn.
Entwine 2 (Choose both if you pay the entwine cost.)
Cenn’s Recruitment
Sorcery (C)
Put a 1/1 white Kithkin Soldier token onto the battlefield.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Consecrating Unicorn :1mana::symw:
Creature — Unicorn (C)
Sacrifice Consecrating Unicorn: Put target card in a graveyard on the bottom of its owner’s library, then you gain 2 life.
2/2
Devoted Bodyguard
Creature — Human Soldier (C)
Defender
As long as your life total is greater than or equal to each opponent’s life total, Devoted Bodyguard can attack as though it didn’t have defender.
2/2
Inspiration Angel #1 :2mana::symw:
Creature — Angel (U)
Defender, flying
When Inspiration Angel #1 enters the battlefield, target creature gets +3/+3 and gains flying until end of turn.
3/3
Inspiration Angel #2 :2mana::symw:
Creature — Angel (U)
Defender, flying
:2mana::symw:, :symtap:: Target non-Angel creature gets +3/+3 and gains flying until end of turn.
3/3
Kjeldoran Reserves :1mana::symw:
Creature — Human Soldier (C)
As long as you control another creature, Kjeldoran Reserves gets +1/+1.
2/1
Mantle of Fading Glory :1mana::symw::symw:
Enchantment — Aura (U)
Enchant creature
Creatures you control get +1/+1.
As long as Mantle of Fading Glory is in your graveyard, creature tokens you control get +1/+1.
Orzhov Benediction
Enchantment (U)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Extort (Whenever you cast a spell, you may pay :symwb:. If you do, each opponent loses 1 life and you gain that much life.)
Rescue Squad :3mana::symw:
Creature — Human Soldier (C)
Flash
When Rescue Squad enters the battlefield, you may return target creature you control to its owner’s hand.
Evoke (You may cast this spell for its evoke cost. If you do, it’s sacrificed when it enters the battlefield.)
3/4
Samite Pacifist :1mana::symw:
Creature — Human Cleric (C)
:symtap:: Prevent the next 1 damage that would be dealt to target creature or player this turn.
0/3
Solemn Giant :3mana::symw::symw:
Creature — Giant (U)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever Solemn Giant or another creature dies, you gain 1 life.
4/4
Cytoplast Golem X
Artifact — Golem (U)
Graft X (This creature enters the battlefield with X +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
Myr Populator
Artifact Creature — Myr (U)
When Myr Populator enters the battlefield, put two 1/1 colorless Myr artifact creatures token onto the battlefield.
When Myr Populator dies, populate. (Put a token onto the battlefield that’s a copy of a creature token you control)
1/1
Scintillating Crystal
Artifact (U)
:symtap:: Add 1 to your mana pool.
Sacrifice Scintillating Crystal: Add one mana of any color to your mana pool.
Abandoned Hive
Land (U)
When Abandoned Hive enters the battlefield, you lose 2 life.
:symtap:: Add :symu:, :symb:, or to your mana pool.
Arctic Volcano
Land (U)
When Arctic Volcano enters the battlefield, you lose 2 life.
:symtap:: Add :symw:, :symu:, or to your mana pool.
Explorer’s Outpost
Land (C)
:symtap:: Add 1 to your mana pool.
Basic landcycling 2 (:2mana:, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.)
Falkenrath Manor
Land (U)
Falkenrath Manor enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symb:: Falkenrath Manor becomes a 2/2 black Vampire creature with lifelink until end of turn. It’s still a land.
Fungal Grove
Land (U)
When Fungal Grove enters the battlefield, you lose 2 life.
:symtap:: Add :symw:, :symb:, or to your mana pool.
Sanctum of Avacyn
Land (U)
Sanctum of Avacyn enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symw:: Sanctum of Avacyn becomes a 1/1 white Cleric creature with indestructible until end of turn. It’s still a land.
Temple of the Vast
Land (U)
When Temple of the Vast enters the battlefield, you lose 2 life.
:symtap:: Add :symw:, :symb:, or to your mana pool.
Unstable Laboratory
Land (U)
When Unstable Laboratory enters the battlefield, you lose 2 life.
:symtap:: Add :symu:, :symr:, or to your mana pool.