General Custom Cards: The Lab

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You can't use sleep as a combat trick though. Or as a combat trick counterspell, or whatever.

Plus blue has trouble leveraging sleep, it needs a second colour to provide the creatures for it's double alpha strike, which is awkward when it has UU in its cost (unless you're phantasmal bear-ing it up, which has its own pitfalls). Putting it in the colours that can utilise it best, reducing the restrictiveness of the mana cost, and giving it better casting window is dangerous.
 

Onderzeeboot

Ecstatic Orb
Only blocking creatures are out for the next round though, whereas Sleep keeps everything tapped. I don't know if I would want to play this at {3}{G/W}{G/W}, though possibly. It is certainly in better colors for the effect.
 
Ah, fair point on only tapping down blockers. It does mean you hold it if you don't need it, whereas you have to choose to use it or not.

I mean, go for it if it works with what you need, but it makes me nervous.
 

Onderzeeboot

Ecstatic Orb
Ah, fair point on only tapping down blockers. It does mean you hold it if you don't need it, whereas you have to choose to use it or not.

I mean, go for it if it works with what you need, but it makes me nervous.

Fair enough. Overrun is an existing card that works just as well on offense I guess, and I cut that from my cube recently, so there's that.
 
i did a few things

Astral Paladin {1}{W}
Creature — Spirit Knight
Whenever you cycle a card, you may exile target creature you control, then return that card to the battlefield under your control.
2/1

Demilitarize {U}{U}
Instant
Counter target creature or equipment spell.
Cycling {2} ({2}, Discard this card: Draw a card.)

Start from the Beginning {3}{U}{U}
Sorcery
Return all nonland permanents to their owners’ hands.
Cycling—Put ten cards from your graveyard on the bottom of your library. (Put ten cards from your graveyard on the bottom of your library, Discard this card: Draw a card.)

some removal card {1}{B}
Instant
Destroy target equipped creature.
Cycling—Sacrifice a permanent. (Sacrifice a permanent, Discard this card: Draw a card.)

Loaming Wurm {1}{G}
Creature — Wurm
When Loaming Wurm enters the battlefield, sacrifice it unless you return a land card from your graveyard to your hand.
Cycling {2} ({2}, Discard this card: Draw a card.)
3/2

Skeletal Golem {3}
Artifact — Skeleton Golem
Sacrifice three artifacts: Return Skeletal Golem from your graveyard to your hand.
Cycling {2} ({2}, Discard this card: Draw a card.)
3/3
 
Fair enough. Overrun is an existing card that works just as well on offense I guess, and I cut that from my cube recently, so there's that.

I guess the thing that bugs me is not so much that it can be a giant blowout, but that it can be an instant speed giant blowout mid combat. I'm more fine with sleep and overrun because your opponent knows what they're getting themselves into dealing with the big attack (even if that's losing right now), whereas if they're doing normal blocking things but then suddenly whoops you lose because you blocked too many things, that's a bit gross.
 

Onderzeeboot

Ecstatic Orb
i did a few things

Astral Paladin {1}{W}
Creature — Spirit Knight
Whenever you cycle a card, you may exile target creature you control, then return that card to the battlefield under your control.
2/1
I don't know whether it is worse than Astral Slide (because it's a creature) or better (because it's cheaper and it can protect itself). I would seriously consider putting "exile another creature" in there.

Demilitarize {U}{U}
Instant
Counter target creature or equipment spell.
Cycling {2} ({2}, Discard this card: Draw a card.)

I read the rules text first and thought it a very odd combination, then I read the name. Love the flavor of this one. :)

Also, your Skeletal Golem is missing its legs ;)
 
astral also blinks until eot, and triggers off any player cycling, and can target the opponent's stuff. hmm, i didnt catch that interaction of it targeting itself, i'll have to fiddle with it.

haha, lucky flavor homerun w/ demilitarize, i have a heavy equipment and living weapon theme going on in the cube/set i'm designing here so it fits. it was 100% a bottom up design
 
You can't use sleep as a combat trick though. Or as a combat trick counterspell, or whatever.

Plus blue has trouble leveraging sleep, it needs a second colour to provide the creatures for it's double alpha strike, which is awkward when it has UU in its cost (unless you're phantasmal bear-ing it up, which has its own pitfalls). Putting it in the colours that can utilise it best, reducing the restrictiveness of the mana cost, and giving it better casting window is dangerous.

Still that card doesn't seem amazing.
Anyone have any more ideas for my pseudo gods?
 

Onderzeeboot

Ecstatic Orb
Skeletal Golem {3}
Artifact — Skeleton Golem
Sacrifice three artifacts: Return Skeletal Golem from your graveyard to your hand.
Cycling {2} ({2}, Discard this card: Draw a card.)
3/3
Is this unfair?

Skeletal Golem {3}
Artifact — Skeleton Golem
Sacrifice two artifacts: Return Skeletal Golem from your graveyard to the battlefield.
Cycling {2} ({2}, Discard this card: Draw a card.)
3/3

Sacrificing three seems a bit harsh, and returning it to the battlefield is more interesting I think?

Anyone have any more ideas for my pseudo gods?
Sure!

The Dreamless Sleep {3}{U}
Legendary Enchantment (M)
Payers can't untap more than one creature during their untap step.
As long as your devotion to blue is less than five, The Dreamless Sleep isn't a creature.
As long as The Dreamless Sleep is a creature, it has flying and vigilance.
2/4

Hunger of Koroleth {2}{R}
Legendary Enchantment (M)
{X}, discard a card: Hunger of Koroleth deals X damage to target creature, where X is the discarded card's converted casting cost.
As long as your devotion to red is less than five, Hunger of Koroleth isn't a creature.
As long as Koroleth is a creature, it has power and toughness equal to the number of sorcery cards in your graveyard.
X/X
 

Onderzeeboot

Ecstatic Orb
Oh, I see. Well, I think you can safely lower the cost to sacrificing two artifacts, or maybe even one? How does "{2}, sacrifice an artifact: Draw a card." sound? Maybe up the cycling cost to {3} in that case?
 
I mean, dredge is fundamentally a problem mechanics because the bigger the 'cost', this bigger the resource generation in the kind of deck that wants to dredge. Its not quite all upside, but once it gets big enough, getting the dredge is more useful than the effect of the card!

Massive dredge numbers (10 or so) might be interesting in limited because of 40 card decks (worldknit notwithstanding), but as I recall stinkweed and grave-troll were real cards in draft at 5 and 6.

E: holy crap they changed gatherer
 
Remake of an old favourite

Abominable Act {3}{B}
Instant
Choose one - Destroy target non-black creature; or return target black creature from your graveyard to play.

Change cost to 3 and to a sorcery if you wana cube with it.
 
Nope, not at all chris, maybe if it entwined or something but then it would be that awful one no one wants to play which is essentially the same thing as mine for six mana.
 
Transmogrify {U}
Instant
Counter target instant or sorcery spell. Its controller may search his or her library for an instant or sorcery card with converted mana cost equal to 1 plus the countered spell's converted mana cost, and cast that card without paying its mana cost.


this is probably broken or something but i dont see how
 
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