General Custom Cards: The Lab

Chris Taylor

Contributor
*shrug* Prime Time has never been that broken for me.
And if he ever has been it's because I was recurring a 6/6 body with that stronghold, which is conveniently missing from the above scenario :p
 

Aoret

Developer
My experience has always been sort of the opposite. Grabbing busted lands is the only thing that stops him from being just a stupid big green dude who does nothing. I do think Volrath's is the most compelling example of the attached 6/6 being a more relevant piece of the picture.

But imagine that we're talking about Wolf Run instead. Are we cool with me paying 1G to not only demonic tutor it but also put it into play as an additional land that turn?
 
Enchantment 2WG
Put a +1/+1 counter on each land you control.
When a land you control is tapped for mana, add an additional mana of the same color to your mana pool for each +1/+1 counter on that land.
Awaken 3 - 6WG
 

Chris Taylor

Contributor
Enchantment 2WG
Put a +1/+1 counter on each land you control.
When a land you control is tapped for mana, add an additional mana of the same color to your mana pool for each +1/+1 counter on that land.
Awaken 3 - 6WG

That's the weirdest proliferate synergy I've ever seen
 
Enchantment - G
Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on it.
Sacrifice ~: Each land you control with a +1/+1 counter on it becomes a 0/0 Elemental creature with haste in addition to its other types.
 

Chris Taylor

Contributor
Enchantment - G
Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on it.
Sacrifice ~: Each land you control with a +1/+1 counter on it becomes a 0/0 Elemental creature with haste in addition to its other types.

This seems like Jaws Theme Life (IE bad)
As worded I assume it's permanent, but when it's doing its job your opponent is dead anyways, so that hardly matters.
I don't think being a horrible topdeck is made up for by the little +1/+1 counter synergy

Enchantment 2WG
Put a +1/+1 counter on each land you control.
When a land you control is tapped for mana, add an additional mana of the same color to your mana pool for each +1/+1 counter on that land.

Awaken 3 - 6WG
Seriously though. My brain keeps coming back to this thing. Of all the things I ever thought volt charge would be, Wake was never one of them. I don't know if that's good or bad, or even if I want it, but my brain can't let this thing go
 
Seriously though. My brain keeps coming back to this thing. Of all the things I ever thought volt charge would be, Wake was never one of them. I don't know if that's good or bad, or even if I want it, but my brain can't let this thing go
How about just ramp?

Enchantment 1G
When ~ enters the battlefield, put a +1/+1 counter on target land you control.
When a land you control is tapped for mana, add an additional mana of the same color to your mana pool for each +1/+1 counter on that land.
 
Rebound Ramp Spell - 1G
Sorcery
Choose one:
• Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
• Put a land card from your hand 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.)

Mystical Studies - 1U
Sorcery
Choose one:
• Search your library for an instant or sorcery card and reveal that card. Shuffle your library, then put the card on top of it.
• Draw a card.
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.)

Modal Rebound could be sweet to mess with

Mini Abundance - G
Instant
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in any order.
 

Onderzeeboot

Ecstatic Orb
Oooooh! I'm possibly going to steal Rebound Ramp Spell, that looks awesome!

Mystical Studies would be cooler as an instant for {2}{U} I think? Anyway, that's gas, drawing two relevant spells in a row!

I want Mini Abundance to put the cards in the graveyard for Sultai purposes :) It's probably also more on colro as 'creature' instead of 'nonland' despite Abundance's precedent.
 

Chris Taylor

Contributor
Oooooh! I'm possibly going to steal Rebound Ramp Spell, that looks awesome!

Mystical Studies would be cooler as an instant for {2}{U} I think? Anyway, that's gas, drawing two relevant spells in a row!

I want Mini Abundance to put the cards in the graveyard for Sultai purposes :) It's probably also more on colro as 'creature' instead of 'nonland' despite Abundance's precedent.

Well, you're down a card for drawing gas for the next two turns. That usually doesn't work out well?
I think mini-abundance should probably look at a static ammount of cards if you're going to dump em in the yard. How hard is it to actually envision a creatureless deck casting this on T2 and just killing someone? (Maybe less in cube, but still!)
 
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Weird card - W
Instant
Choose one:
• Exile target creature you control.
• Return target exiled creature card you own to the battlefield. It gains haste.
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.)
 

Onderzeeboot

Ecstatic Orb
Soul Trader's creature types are throwing me off. Also, sacrificing any creature isn't white at all, so I think I'ld like this much better as an Eldrazi Drone.
 

Aoret

Developer
Soul Trader's creature types are throwing me off. Also, sacrificing any creature isn't white at all, so I think I'ld like this much better as an Eldrazi Drone.
Good points. But if the flavor issues were tended to I actually kinda think this is a sweet design, at least in theory.
 

Onderzeeboot

Ecstatic Orb
So you cast this, sac one of the spirits to blink it, and repeat for infinite 1/1s?

Yeah, there should be an 'another target creature' in there. Though two together still for an infinite loop, but that's not a problem in cube, is it?
 

Chris Taylor

Contributor
Mutated Turtle Dog - 1B
creature - ostrich necromancer
~ gets -1/-1 for each swamp you control.
5/4

I'm not sure I like a card you can realistically only splash. Also hypothetically in constructed this thing is just a 5/4 for 2, make no mistake, so I'm thinking a pass on this one.
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Weird card - W
Instant
Choose one:
• Exile target creature you control.
• Return target exiled creature card you own to the battlefield. It gains haste.
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.)

Hey I see you there last green equipment in my cycle :p

Student seems...decent? I like that fetches make it a 2/1 that draws when it dies, but by my recollection, fetches are the only tutors your average aggro deck is playing (Since they don't impact the board), and most decks that have tutors have no need for a 3/2.
It works, but not really in the way you expect it. Maybe there's a more elegant way to give it counters? Or if you really want to play up the tutor angle, have something that draws a card once you're done searching.

Soul Trader's infinite-ness aside, it should probably return the creature at EoT, since even if the ability says other, it still goes infinite with any other token maker (Hell doomed traveler works). There's a bit of a flavor thing going on here, since creatures sacrificing themselves to save other creatures feels white, but nobody's looking at this and thinking "Oh man, this will keep my opponent's doom blades from resolving!", they see Venser, the Sojourner but good.
If I wanted to play up the saving your creatures thing, I'd have it give em indestructible instead of flickering them, and limit it to once per turn because of what I've learned playing against mother of runes. If you want to play up the flicker angle, add a mana cost in addition to the sac a creature clause on the flicker ability, or play Galepowder Mage

Green equipment is fine. I've found the combat damage triggers are less insane without any evasion on these (since protection from green is evasion of a sort), but this is the kind of trigger you'll want to make work, while a few of mine can have whiffy moments where they're just Vulshok Morningstar, since the black one (Raise Dead) and the white one (Cloudshift) aren't always effects you can leverage.

This little buddy is why I don't have the card you've proposed here in my cube instead:
36l8SuU.jpg

and yes it's petty that I want an actual cycle of equipment in my cube for once, but I don't care enough to change that :p
 
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