I know that the Print this Wizards thread has been getting more and more derailed with custom cube talk, so here is a place for everyone to post and discuss their cards directly related with their custom venture.
-Feel free to post your .mse file here and have others comb through it. Some helpful information includes - design parameters, whether or not you're using real cards, archetypes you're pushing, etc.
-Constructive critiques are always appreciated. From what I've seen, the more you give, the more you recieve.
-I'll do my best to keep the OP updated with the most current iterations of peoples cubes as they post them.
Most of all, have fun and help create a great community that bridges the gap between card creation and cubing.
I'm quite interested in this. Mostly as a creative outlet, I don't think i'll build a custom cube and play with it. What I am interested in though is the theory in building a custom cube, how to make the most interesting and diverse experience. Questions I ask myself are:
What types of archetypes should I use?
What should the color distribution be for the archetypes? Even for all archetypes or varied (for example each shard gets it "Archetype")?
How well should the archetypes interact and overlap (+1/+1 counters and power matters for example)?
Are linear archetypes such as storm or tribal something which could be used to some extent?
(I use the term archetype in quite a broad way here, it can thought of as a theme as well.)
I agree. I think one of the best things you can do for this kind of thing is setup a strong set skeleton, denoting the obvious (cmc breakdowns, # of creatures/noncreatures) then building archetype codes into your skeleton tags. Of course, determing archetypes is the most difficult imo. Thankfully Modern Masters has shown us exactly how to build archetypical flexibility into a set.
I'm quite interested in this. Mostly as a creative outlet, I don't think i'll build a custom cube and play with it. What I am interested in though is the theory in building a custom cube, how to make the most interesting and diverse experience. Questions I ask myself are:
What types of archetypes should I use?
What should the color distribution be for the archetypes? Even for all archetypes or varied (for example each shard gets it "Archetype")?
How well should the archetypes interact and overlap (+1/+1 counters and power matters for example)?
Are linear archetypes such as storm or tribal something which could be used to some extent?
(I use the term archetype in quite a broad way here, it can thought of as a theme as well.)
Also, once you get closer to completion, a little bio of your cube would be cool to show in the OP as well. What are you trying to accomplish? Are you trying to mirror a current cube's environment, or push something totally new? Whats the power level you are shooting for? etc.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
There's a link to my work in progress
in my sig. I'm currently in the process of making a HUGE update to it.
While I definitely think a basic skeleton is necessary, I've preferred to let my natural creative inclinations sort of shape the archetypes rather than vice versa. I sorta want to make a cube I'm not entirely happy with so that I feel inclined to make changes with at the very least the frequency I do my real cube. My goal is to shoot for beyond 360 and then whittle down, and eventually have a rotating pool of cards to choose from, so that the cube will never be finished the same way my real cube won't.
This forum has tried to design a custom cube numerous times, and I feel that it has failed each time because too many parameters are set right off the bat. If you just start making cards you'll have enough for a cube before you know it. I guarantee if you cherry picked cards from the "print this" thread, you could just about complete a working, decent cube.
There's a link to my work in progress
in my sig. I'm currently in the process of making a HUGE update to it.
While I definitely think a basic skeleton is necessary, I've preferred to let my natural creative inclinations sort of shape the archetypes rather than vice versa. I sorta want to make a cube I'm not entirely happy with so that I feel inclined to make changes with at the very least the frequency I do my real cube. My goal is to shoot for beyond 360 and then whittle down, and eventually have a rotating pool of cards to choose from, so that the cube will never be finished the same way my real cube won't.
This forum has tried to design a custom cube numerous times, and I feel that it has failed each time because too many parameters are set right off the bat. If you just start making cards you'll have enough for a cube before you know it. I guarantee if you cherry picked cards from the "print this" thread, you could just about complete a working, decent cube.
I have always enjoyed the custom cube projects, but they always seem to fizzle. I like to help, but the questions are always so broad. "Give me a cool card!" is obviously problematic, but even "Give me all the cool white one drops you can think of" is a bit overwhelming creatively.
I, like you, would really like to see someone create a 360+ custom cube, and then start working on it on here. We as a group are much better at tweaking effects and fixing archetype problems than we are at sculpting a cube out of nothing.
here is my custom card file. i use these in a partial custom cube (1/3 created cards, 2/3 actual). some of them have been tested and balanced, but many haven't yet been or are just plain unfiltered ideas.
i had originally intended to make a full custom 360 cube. my design of the cube hinged on the notion that diverse effects and tribal support would make the best cube experience, so i focused on those rather than just archetypes. so here's what i had mapped out:
48 cards of each color
40 colorless cards
80 gold cards (7 per guild, 10 wedge cards)
each color would include: 3 reprints, 2 planeswalkers, 4 hybrid (1 for each guild), 1 phyrexian mana, 2 morph, 2 madness, 1 miracle, 1 trap, 1 free-cost spell, 1 command, 2 changeling, 2 tribal focused (1 lord, 1 "tap an untapped" effect, tribal creature-types included throughout with two focused per color, ex: green was elves and beasts), 1 six-drop elemental incarnation, 2 lands (1 color producing, 1 color utility)
each wedge was also going to have a wedge-specific mechanic, for example, jund (BRG) cards would include cards with the mechanic "Rage (Damage this card deals can't be prevented.)." Green would get 2 rage cards, red would get 2, black would get 2, the BR gold section would get 1, and the RG gold section would get 1... a total of 8 cards per wedge mechanic
other established mechanics would try and be distributed across colors but less rigorously: storm, rebound, retrace, champion, ninjutsu, evoke, persist, undying, suspend, cascade, clash, cycling, flashback, threshold, convoke, split second, proliferate, infect, artifact creatures, landwalk, protection
once i had this map, i made a checklist out of it for each color section, and THEN i described archetypes i wanted to support for each color. here is the unfinished file i created (very raw so don't judge on balance).
I remember looking at your list Shadowsauce, you have sweet cards but I think you probably have one of the more "powered" lists.
So I have a couple MSE questions:
1. Does anyone have the file for phyrexian mana symbols and whatever else it has, MSE's link is broken.
2. How to I mass edit all trademark texts? Please tell me I can. <3
A handful of cards from my custom cube, please tell me if ANY of my cards' arts are already on real Magic cards btw:
1. Does anyone have the file for phyrexian mana symbols and whatever else it has, MSE's link is broken.
2. How to I mass edit all trademark texts? Please tell me I can. <3
also very much interested in a response to these questions.
You can find the MSE template host here. I just downloaded all the templates that looked interesting. To do the phyrexian mana symbol, you put H/(whatever mana symbol you want).
I've uploaded my cube I'm working with as well. I just sketched out what I want each color combo to be doing:
I'm hoping this will breed some creativity on my end and allow some cross archetype designed cards
EDIT: Also Shadowsauce, theres a few cards I've seen (Garruks Lure, and Terrahoof Baloths) that have real magic art on them, and then some have duplicate art inside your own set (Mantle of elemental force and Primordial of Primus vel)
If I don't comment on the cards, I think they are fine Burninating Hellkite: Why does specify "non-dragon"? Seems like you could drop it pretty easily and lose almost no functionality. Biomutation Studies: Cute, but the entwine cost is too easily fulfilled and causes it to be VERY strong. I also don't get why that is its cost, flavor wise. Angelic Law: I had to read this a few times to understand what it did. I think there's a way to simplify this and keep the feeling intact.
A double cycle of Changelings to flesh out the drafting:
Changeling Pyromancer2R
Creature - Shapeshifter
Changeling t: Changeling Pyromancer deals 1 damage to target creature. That creature can't block until end of turn.
1/1
Sundering Changeling2G
Creature - Shapeshifter
Changeling
When Sundering Changeling enters the battlefield, destroy target artifact or enchantment.
2/1
Chameleon Overlord2G
Creature - Shapeshifter
Changeling
Creature cards in your graveyard, hand, library and on the battlefield have changeling.
3/3
Do these all seem strong enough? I'm aiming to make this stronger than Modern Masters, but have a similar archetypical feel.
Also, if anyone needs a batch of cards looked over, let me know. I'll try to give feedback on them as I have time. And by batch I mean, cards that aren't sitting well with you or you're having writers block with. I prob won't have time to critique an entire set unless its a completed rough draft and I can see how it supposed to functionally fit together
Awesome cards xfollowthereaperx. I gave only my critiques below. Note that all power levels are based on a standard powered cube.
Farmhand Servant - Don't think I would ever play this card.
Misleading Merchant - I see no reason why this should be a creature unless it is a CitP ability.
Lifegorer - Think it could be a 2/2 with no problems
Conventing Jerk - Ability seems wholly unnecessary and mostly useless.
Illuminating Touch - Sideboard material at best? Depends on how many self discard effects there are (like Masticores).
Mushroom Scavenger - I really don't like the idea of the card, and don't think it would be played?
Charcurese Mordmaster - Sideboard material only?
Rehearse - Is this overpowered? Should it cost two mana? Cantrips that do good things usually cost two.
Molten Foundry - Change this to one damage, or make it come into play tapped or deal damage to you or something. This is way too good.
Defenders of the Sky - Underpowered. Make it when it enters or leaves play.
Circle of Forsaking - Seems way too harsh for the price. You play it for a bunch, and then just kill it on your turn and win, right? I would say it has to be XXGB
@Altaurus321, judging these as if being a changeling doesn't change the overall rank of a card much:
Changeling Trapper - Seems a bit weak. Could be a 1/1 or even a 1/2 and not feel off. Ascended Changeling - adding a mana for lifelink makes it worse than the pegasi. Mistveil Changeling - Assuming this makes it JUST an island, this thing is pretty crazy at locking out opponents. Changeling Pyromancer - is weak without haste, and is still pretty weak without being able to hit players.
@Altaurus321, judging these as if being a changeling doesn't change the overall rank of a card much:
Changeling Trapper - Seems a bit weak. Could be a 1/1 or even a 1/2 and not feel off. Ascended Changeling - adding a mana for lifelink makes it worse than the pegasi. Mistveil Changeling - Assuming this makes it JUST an island, this thing is pretty crazy at locking out opponents. Changeling Pyromancer - is weak without haste, and is still pretty weak without being able to hit players.
Hey Phantizle, thanks for the response
@ Changeling Trapper: Ok, I've been trying to be a bit more conservative with the powerlevel of things recently, but upping it to a 1/2 seems fine
@ Ascended Changeling: Hmm, I don't want to make it WW because I want these to be the glue for some of the heavier tribal decks, so splashing is important in this regard. I suppose I could either make it a 2/3, or a 3/1. The latter being obviously very strong.
@ Mistveil Changeling: Ya.. haha I saw that later and have since added "Activate this ability only once each turn." to the ability.
@ Changeling Pyromancer: I can add the player damage in there as well. EDIT: Changed to a 2/1 that deals damage equal to its power to target creature instead, with an added activation cost of R.
Maybe I was overvaluing the Changeling ability a bit when I created these
@xfollowthereaperx // i like this batch. and your friends cube seems really fun to play.
iac, great elk: could probably cost 1W considering Beloved Chaplain, trading white protection for +1/+0.
burninating hellkite: everything you would want from a dragon, homestar. the non-dragon part does seem off, if you want to keep that i would have it deal 5 damage so its relevant but keeps the flavor.
rehearse: i really liked this when i saw it in your cube cards, just wish i had enough support in my cube for it.
angelic law: i think this would probably be fine without the sacrifice ability. maybe needs a bit more inherent red reflected in its abilities, though.
@Altaurus321 // big fan of changelings! i think they'll make a custom cube rich in tribal effects. i wish there was more art for them out there. let me know if you find good ones. most of them seem fine and strong enough to be drafted.
mistveil changeling: i feel like allowing this to happen repeatedly might be too annoying for an opponent. i could see it locking someone out of non-instants, which is fine, but maybe shouldn't happen this easily. maybe this just means upping the activation to 2, and then maybe it could have islandwalk.
leaping lancer: this looks really fun as is. perfect design.
shapeless agent: another awesomely designed card. probably going to steal this one.
i have a pair of cards i've been wondering about for my partial custom:
Eleria, Radiant Keep 1WWW
Creature - Angel Soldier
Flying
Other white creatures you control get +1/+1.
Whenever a permanent you control with converted mana cost 3 or less is put into a graveyard from the battlefield, you may put a -1/-1 counter on Eleria, Radiant Keeper. If you do, return that permanent from your graveyard to the battlefield.
3/3 Lord of the Defiled1BB
Creature - Zombie Wizard
Deathtouch
Other black creatures you control get +1/+1.
At the beginning of your upkeep, put target creature card from a graveyard with converted mana cost less than or equal to the number of Zombies you control onto the battlefield under your control. It enters the battlefield as a 2/2 black Zombie with no abilities.
2/2
Awesome cards xfollowthereaperx. I gave only my critiques below. Note that all power levels are based on a standard powered cube.
Farmhand Servant - Don't think I would ever play this card.
Misleading Merchant - I see no reason why this should be a creature unless it is a CitP ability.
Lifegorer - Think it could be a 2/2 with no problems
Conventing Jerk - Ability seems wholly unnecessary and mostly useless.
Illuminating Touch - Sideboard material at best? Depends on how many self discard effects there are (like Masticores).
Mushroom Scavenger - I really don't like the idea of the card, and don't think it would be played?
Charcurese Mordmaster - Sideboard material only?
Rehearse - Is this overpowered? Should it cost two mana? Cantrips that do good things usually cost two.
Molten Foundry - Change this to one damage, or make it come into play tapped or deal damage to you or something. This is way too good.
Defenders of the Sky - Underpowered. Make it when it enters or leaves play.
Circle of Forsaking - Seems way too harsh for the price. You play it for a bunch, and then just kill it on your turn and win, right? I would say it has to be XXGB
Thanks for the post, I like your input.
Farmhand Servant - produces mana and fuels some land in graveyard strategies. I think it's very playable.
Circle of Forsaking - I made it cost XXGB and makes players sacrifice permanents instead of nonland permanents. Could be VERY good still, we'll see. It also triggers at the end of turn btw.
Defenders of the Sky - This card is similar to Broodmate Dragon who was very good at its time in standard. I don't think it's underpowered.
iac, great elk: could probably cost 1W considering Beloved Chaplain, trading white protection for +1/+0.
burninating hellkite: everything you would want from a dragon, homestar. the non-dragon part does seem off, if you want to keep that i would have it deal 5 damage so its relevant but keeps the flavor.
rehearse: i really liked this when i saw it in your cube cards, just wish i had enough support in my cube for it.
angelic law: i think this would probably be fine without the sacrifice ability. maybe needs a bit more inherent red reflected in its abilities, though.
Thanks
Iac, Great Elk - Good call, who doesn't like paying 1W for their duders.
Angelic Law - I wanted to throw some strange cards in my cube, yeah I don't know what to do about the red part.
@Altaurus321 // big fan of changelings! i think they'll make a custom cube rich in tribal effects. i wish there was more art for them out there. let me know if you find good ones. most of them seem fine and strong enough to be drafted.
mistveil changeling: i feel like allowing this to happen repeatedly might be too annoying for an opponent. i could see it locking someone out of non-instants, which is fine, but maybe shouldn't happen this easily. maybe this just means upping the activation to 2, and then maybe it could have islandwalk.
leaping lancer: this looks really fun as is. perfect design.
shapeless agent: another awesomely designed card. probably going to steal this one.
Glad you like em man, I love them too I like the Islandwalk addition to the Mistveil Changeling too, thanks!
i have a pair of cards i've been wondering about for my partial custom:
Eleria, Radiant Keep 1WWW
Creature - Angel Soldier
Flying
Other white creatures you control get +1/+1.
Whenever a permanent you control with converted mana cost 3 or less is put into a graveyard from the battlefield, you may put a -1/-1 counter on Eleria, Radiant Keeper. If you do, return that permanent from your graveyard to the battlefield.
3/3
I'd rather have it as a mana cost like 1W than randomly putting -1/-1 counters on my angel. Doesn't make much sense flavorwise that way to me. Cool engine though.
Lord of the Defiled1BB
Creature - Zombie Wizard
Deathtouch
Other black creatures you control get +1/+1.
At the beginning of your upkeep, put target creature card from a graveyard with converted mana cost less than or equal to the number of Zombies you control onto the battlefield under your control. It enters the battlefield as a 2/2 black Zombie with no abilities.
2/2
Wordy for the sake of being wordy
At the beginning of your upkeep, you may exile target creature card from a graveyard. If you do, put a 2/2 black Zombie creature token onto the battlefield.
compared to -->
At the beginning of your upkeep, put target creature card from a graveyard with converted mana cost less than or equal to the number of Zombies you control onto the battlefield under your control. It enters the battlefield as a 2/2 black Zombie with no abilities.
Its fuctionally a little different, but its much simpler and too the point.
the zombie wording is more complex than it has to be. my idea behind it was that it didn't take away from blacks reanimator effects since most likely they would be run alongside it. it actually gives an alternate form of reanimator if you're able to blink the creatures it brings back.
i do like the simpler wording though, and maybe this card could serve as an anti-reanimator strategy.
Farmhand Servant - produces mana and fuels some land in graveyard strategies. I think it's very playable.
Circle of Forsaking - I made it cost XXGB and makes players sacrifice permanents instead of nonland permanents. Could be VERY good still, we'll see. It also triggers at the end of turn btw.
Defenders of the Sky - This card is similar to Broodmate Dragon who was very good at its time in standard. I don't think it's underpowered.
Farmhand Servant - I definitely missed that it can produce mana. Might make it worth it if there are good landyard strategies. Otherwise it's too much headache (shuffling) for an elf.
Circle of Forsaking - I see, so it hits you first. I still think the new cost is better, because being able to play a recursive something on T2, and drop it for one on T3 was pretty nuts. Encouraging enchantment hate is always a good idea.
Defenders of the Sky - Broodmate Dragon is pretty underpowered these days. Heck, you can get two 4/4 Angels for seven mana off Entreat the Angels, and that is its worst case scenario. I think making it trigger when it leaves play as well wouldn't be out of line. Maybe make it a 2/2 flyer? Just thoughts.
-Feel free to post your .mse file here and have others comb through it. Some helpful information includes - design parameters, whether or not you're using real cards, archetypes you're pushing, etc.
-Constructive critiques are always appreciated. From what I've seen, the more you give, the more you recieve.
-I'll do my best to keep the OP updated with the most current iterations of peoples cubes as they post them.
Most of all, have fun and help create a great community that bridges the gap between card creation and cubing.
BlueBabyDragon
FoggManatic
quitequiter
Shadowsauce
xfollowthereaperx
OP still under construction. More to come.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Also, I'll be camping this weekend, so the OP will be updated sometime during Sunday/Monday when I get access to my home computer.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
(I use the term archetype in quite a broad way here, it can thought of as a theme as well.)
I agree. I think one of the best things you can do for this kind of thing is setup a strong set skeleton, denoting the obvious (cmc breakdowns, # of creatures/noncreatures) then building archetype codes into your skeleton tags. Of course, determing archetypes is the most difficult imo. Thankfully Modern Masters has shown us exactly how to build archetypical flexibility into a set.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Mines first draft will be done soon.
Added
Also, once you get closer to completion, a little bio of your cube would be cool to show in the OP as well. What are you trying to accomplish? Are you trying to mirror a current cube's environment, or push something totally new? Whats the power level you are shooting for? etc.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
This is a bit outdated but here is mine.
in my sig. I'm currently in the process of making a HUGE update to it.
While I definitely think a basic skeleton is necessary, I've preferred to let my natural creative inclinations sort of shape the archetypes rather than vice versa. I sorta want to make a cube I'm not entirely happy with so that I feel inclined to make changes with at the very least the frequency I do my real cube. My goal is to shoot for beyond 360 and then whittle down, and eventually have a rotating pool of cards to choose from, so that the cube will never be finished the same way my real cube won't.
This forum has tried to design a custom cube numerous times, and I feel that it has failed each time because too many parameters are set right off the bat. If you just start making cards you'll have enough for a cube before you know it. I guarantee if you cherry picked cards from the "print this" thread, you could just about complete a working, decent cube.
Cube list thread
Cubetutor
I have always enjoyed the custom cube projects, but they always seem to fizzle. I like to help, but the questions are always so broad. "Give me a cool card!" is obviously problematic, but even "Give me all the cool white one drops you can think of" is a bit overwhelming creatively.
I, like you, would really like to see someone create a 360+ custom cube, and then start working on it on here. We as a group are much better at tweaking effects and fixing archetype problems than we are at sculpting a cube out of nothing.
i had originally intended to make a full custom 360 cube. my design of the cube hinged on the notion that diverse effects and tribal support would make the best cube experience, so i focused on those rather than just archetypes. so here's what i had mapped out:
48 cards of each color
40 colorless cards
80 gold cards (7 per guild, 10 wedge cards)
each color would include: 3 reprints, 2 planeswalkers, 4 hybrid (1 for each guild), 1 phyrexian mana, 2 morph, 2 madness, 1 miracle, 1 trap, 1 free-cost spell, 1 command, 2 changeling, 2 tribal focused (1 lord, 1 "tap an untapped" effect, tribal creature-types included throughout with two focused per color, ex: green was elves and beasts), 1 six-drop elemental incarnation, 2 lands (1 color producing, 1 color utility)
each wedge was also going to have a wedge-specific mechanic, for example, jund (BRG) cards would include cards with the mechanic "Rage (Damage this card deals can't be prevented.)." Green would get 2 rage cards, red would get 2, black would get 2, the BR gold section would get 1, and the RG gold section would get 1... a total of 8 cards per wedge mechanic
other established mechanics would try and be distributed across colors but less rigorously: storm, rebound, retrace, champion, ninjutsu, evoke, persist, undying, suspend, cascade, clash, cycling, flashback, threshold, convoke, split second, proliferate, infect, artifact creatures, landwalk, protection
once i had this map, i made a checklist out of it for each color section, and THEN i described archetypes i wanted to support for each color. here is the unfinished file i created (very raw so don't judge on balance).
So I have a couple MSE questions:
1. Does anyone have the file for phyrexian mana symbols and whatever else it has, MSE's link is broken.
2. How to I mass edit all trademark texts? Please tell me I can. <3
A handful of cards from my custom cube, please tell me if ANY of my cards' arts are already on real Magic cards btw:
also very much interested in a response to these questions.
I've uploaded my cube I'm working with as well. I just sketched out what I want each color combo to be doing:
UR: Instant and Sorcery interaction
UW: Artifacts
UG: Oozes
UB: Zombies
BG: Graveyard
BW: Clerics
BR: Goblins
GW: Enchantments
GR: Ramp
RW: Soldiers
I'm hoping this will breed some creativity on my end and allow some cross archetype designed cards
EDIT: Also Shadowsauce, theres a few cards I've seen (Garruks Lure, and Terrahoof Baloths) that have real magic art on them, and then some have duplicate art inside your own set (Mantle of elemental force and Primordial of Primus vel)
EDIT 2: Updated OP with cubes.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Also would like to post my friend's custom cube link: http://forums.mtgsalvation.com/showthread.php?t=302094
Burninating Hellkite: Why does specify "non-dragon"? Seems like you could drop it pretty easily and lose almost no functionality.
Biomutation Studies: Cute, but the entwine cost is too easily fulfilled and causes it to be VERY strong. I also don't get why that is its cost, flavor wise.
Angelic Law: I had to read this a few times to understand what it did. I think there's a way to simplify this and keep the feeling intact.
A double cycle of Changelings to flesh out the drafting:
Creature - Shapeshifter
Changeling
W,T: Tap target creature.
0/1
Creature - Shapeshifter
Changeling, flying, lifelink
2/1
Creature - Shapeshifter
Changeling
1: Target land becomes an Island until end of turn.
2/1
Creature - Shapeshifter
Changeling
1: Leaping Lancer gains flying and switches its power and toughness until end of turn.
1/3
Creature - Shapeshifter
Changeling, shadow
2/1
Creature - Shapeshifter
Changeling
3: Each player puts the top three cards of his or her library into their graveyard.
2/1
Creature - Shapeshifter
Changeling, haste
2/1
Creature - Shapeshifter
Changeling
t: Changeling Pyromancer deals 1 damage to target creature. That creature can't block until end of turn.
1/1
Creature - Shapeshifter
Changeling
When Sundering Changeling enters the battlefield, destroy target artifact or enchantment.
2/1
Creature - Shapeshifter
Changeling
Creature cards in your graveyard, hand, library and on the battlefield have changeling.
3/3
Do these all seem strong enough? I'm aiming to make this stronger than Modern Masters, but have a similar archetypical feel.
Also, if anyone needs a batch of cards looked over, let me know. I'll try to give feedback on them as I have time. And by batch I mean, cards that aren't sitting well with you or you're having writers block with. I prob won't have time to critique an entire set unless its a completed rough draft and I can see how it supposed to functionally fit together
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
I suppose i could add a once a turn restriction, but i dont really see a need to. Do you think its too good?
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Farmhand Servant - Don't think I would ever play this card.
Misleading Merchant - I see no reason why this should be a creature unless it is a CitP ability.
Lifegorer - Think it could be a 2/2 with no problems
Conventing Jerk - Ability seems wholly unnecessary and mostly useless.
Illuminating Touch - Sideboard material at best? Depends on how many self discard effects there are (like Masticores).
Mushroom Scavenger - I really don't like the idea of the card, and don't think it would be played?
Charcurese Mordmaster - Sideboard material only?
Rehearse - Is this overpowered? Should it cost two mana? Cantrips that do good things usually cost two.
Molten Foundry - Change this to one damage, or make it come into play tapped or deal damage to you or something. This is way too good.
Defenders of the Sky - Underpowered. Make it when it enters or leaves play.
Circle of Forsaking - Seems way too harsh for the price. You play it for a bunch, and then just kill it on your turn and win, right? I would say it has to be XXGB
Changeling Trapper - Seems a bit weak. Could be a 1/1 or even a 1/2 and not feel off.
Ascended Changeling - adding a mana for lifelink makes it worse than the pegasi.
Mistveil Changeling - Assuming this makes it JUST an island, this thing is pretty crazy at locking out opponents.
Changeling Pyromancer - is weak without haste, and is still pretty weak without being able to hit players.
Hey Phantizle, thanks for the response
@ Changeling Trapper: Ok, I've been trying to be a bit more conservative with the powerlevel of things recently, but upping it to a 1/2 seems fine
@ Ascended Changeling: Hmm, I don't want to make it WW because I want these to be the glue for some of the heavier tribal decks, so splashing is important in this regard. I suppose I could either make it a 2/3, or a 3/1. The latter being obviously very strong.
@ Mistveil Changeling: Ya.. haha I saw that later and have since added "Activate this ability only once each turn." to the ability.
@ Changeling Pyromancer: I can add the player damage in there as well. EDIT: Changed to a 2/1 that deals damage equal to its power to target creature instead, with an added activation cost of R.
Maybe I was overvaluing the Changeling ability a bit when I created these
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
iac, great elk: could probably cost 1W considering Beloved Chaplain, trading white protection for +1/+0.
burninating hellkite: everything you would want from a dragon, homestar. the non-dragon part does seem off, if you want to keep that i would have it deal 5 damage so its relevant but keeps the flavor.
rehearse: i really liked this when i saw it in your cube cards, just wish i had enough support in my cube for it.
angelic law: i think this would probably be fine without the sacrifice ability. maybe needs a bit more inherent red reflected in its abilities, though.
@Altaurus321 // big fan of changelings! i think they'll make a custom cube rich in tribal effects. i wish there was more art for them out there. let me know if you find good ones. most of them seem fine and strong enough to be drafted.
mistveil changeling: i feel like allowing this to happen repeatedly might be too annoying for an opponent. i could see it locking someone out of non-instants, which is fine, but maybe shouldn't happen this easily. maybe this just means upping the activation to 2, and then maybe it could have islandwalk.
leaping lancer: this looks really fun as is. perfect design.
shapeless agent: another awesomely designed card. probably going to steal this one.
i have a pair of cards i've been wondering about for my partial custom:
Eleria, Radiant Keep 1WWW
Creature - Angel Soldier
Flying
Other white creatures you control get +1/+1.
Whenever a permanent you control with converted mana cost 3 or less is put into a graveyard from the battlefield, you may put a -1/-1 counter on Eleria, Radiant Keeper. If you do, return that permanent from your graveyard to the battlefield.
3/3
Lord of the Defiled 1BB
Creature - Zombie Wizard
Deathtouch
Other black creatures you control get +1/+1.
At the beginning of your upkeep, put target creature card from a graveyard with converted mana cost less than or equal to the number of Zombies you control onto the battlefield under your control. It enters the battlefield as a 2/2 black Zombie with no abilities.
2/2
Thanks for the post, I like your input.
Farmhand Servant - produces mana and fuels some land in graveyard strategies. I think it's very playable.
Circle of Forsaking - I made it cost XXGB and makes players sacrifice permanents instead of nonland permanents. Could be VERY good still, we'll see. It also triggers at the end of turn btw.
Defenders of the Sky - This card is similar to Broodmate Dragon who was very good at its time in standard. I don't think it's underpowered.
Thanks
Iac, Great Elk - Good call, who doesn't like paying 1W for their duders.
Angelic Law - I wanted to throw some strange cards in my cube, yeah I don't know what to do about the red part.
I'd rather have it as a mana cost like 1W than randomly putting -1/-1 counters on my angel. Doesn't make much sense flavorwise that way to me. Cool engine though.
Wordy for the sake of being wordy
Its fuctionally a little different, but its much simpler and too the point.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
i do like the simpler wording though, and maybe this card could serve as an anti-reanimator strategy.
Farmhand Servant - I definitely missed that it can produce mana. Might make it worth it if there are good landyard strategies. Otherwise it's too much headache (shuffling) for an elf.
Circle of Forsaking - I see, so it hits you first. I still think the new cost is better, because being able to play a recursive something on T2, and drop it for one on T3 was pretty nuts. Encouraging enchantment hate is always a good idea.
Defenders of the Sky - Broodmate Dragon is pretty underpowered these days. Heck, you can get two 4/4 Angels for seven mana off Entreat the Angels, and that is its worst case scenario. I think making it trigger when it leaves play as well wouldn't be out of line. Maybe make it a 2/2 flyer? Just thoughts.