Can you make it a may trigger?
well, i wasn't actually worried about the volume of the discussion, but more about the quality of it and how separated it is from the regular cube discussion, which i think we'll just have to wait and see onI don't know how you guys feel about this subforum, but I'd just like to note that, statistically speaking, discussion of custom cards has gone way up in volume since we implemented the new subforum. I know it's not perfect, but I think if gives you guys more room to grow.
some musings about green control that wotc would probably never print
Green Charm
Instant
Choose One — Green Charm deals 2 damage to each creature with flying; or target creature you control fights another target creature; or destroy target artifact or enchantment.
Reinforce 2—
Kragma Riftsweeper
Creature — Minotaur Cleric
Flash, Undying
When Kragma Riftsweeper enters the battlefield, choose target face-up exiled card or card in a graveyard. Its owner puts it on the bottom of his or her library.
2/1
Regrowth Madness Thing
Sorcery
Return target creature or land card from your graveyard to your hand. Scry 1.
Cycling , Madness
Flashback
Selesnya Command
Instant
Choose two — Put a 4/4 green Beast creature token onto the battlefield; or destroy target artifact; or return up to two target land cards from your graveyard to your hand; or put target spell on top of its owner’s library.
Redmand
Instant
Return target spell to its owner’s hand. Scry 2.
Flashback 4R
Few things: This is a 5 mode charm! Holy balls! Justified or not, that's just a weird complicated spell. Squall/Prey Upon/Shatter/Demistify/Double BattlegrowthGreen Charm
Instant
Choose One — Green Charm deals 2 damage to each creature with flying; or target creature you control fights another target creature; or destroy target artifact or enchantment.
Reinforce 2—
This is WAAAAAAAY too complicated for what is essentially just Tel-Jilad Justice.hypothetical green counterspell
Instant
Counter target instant or artifact spell unless its controller pays . If that spell is countered this way, put it into on the bottom of its owner’s library instead of into that player’s graveyard.
Scry 1.
This guy I like, mechanically. It's a little all over the place flavor wise (Why is it a minotaur anyways? Also cleric? There's like 10 mono green clerics)Kragma Riftsweeper
Creature — Minotaur Cleric
Flash, Undying
When Kragma Riftsweeper enters the battlefield, choose target face-up exiled card or card in a graveyard. Its owner puts it on the bottom of his or her library.
2/1
You won't find a bigger proponent of the fairness of regrowth than I, but this card still makes me nervous. GG1 for instant speed "draw 2 cards"? Probably too good.Regrowth Madness Thing
Sorcery
Return target creature or land card from your graveyard to your hand. Scry 1.
Cycling , Madness
Flashback
Yeah I agree with jason here, memory lapse is not a green white thing, nor is a 4/4 memory lapse. That also doubles as viridian shaman. The commands were cool, and I know we love them, but they're super hard to design properly. (You'll notice the white one is just "Wrath 4! ways")Selesnya Command
Instant
Choose two — Put a 4/4 green Beast creature token onto the battlefield; or destroy target artifact; or return up to two target land cards from your graveyard to your hand; or put target spell on top of its owner’s library.
Redmand
Instant
Return target spell to its owner’s hand. Scry 2.
Flashback 4R
well, i wasn't actually worried about the volume of the discussion, but more about the quality of it and how separated it is from the regular cube discussion, which i think we'll just have to wait and see on
I like it, but honestly it can't have flashback I know it's way worse, but the pushing wrath back for two turns off one card is super broken.
It does feel a bit red though, the kinda "Just one more moment" feeling we get with final fortune and relentless assault
I think it'd be fine at R1 scry 2 no flashback. Remand is super duper strong.
I like modal cards, but.. I think there are too many modes on some of these cards.
How do your player's heads not explode? I honestly have trouble explaining the suspend and dredge mechanics to some of my newer players as it is.
Flashback: you lose at the end of your next turn?
Hyper-modality was probably the worst thing about the custom card cube. Just reading the visual spoiler for a couple minutes gave me a headache.
I mean, Maro keeps saying that modal cards are for Spikes, who love to have as many options available to them as possible, so they can eke out every advantage to outplay their opponent. But if all of my cards have three or more modes, I'd probably just break down at some point from the overwhelming decision trees.
I suppose all-modal custom cubes are good for a certain subset of people, but.. not everyone is a pure Spike, ya know? I can already tell some of my playgroup leans pretty hard towards Timmy tendencies - RAWR giant Chameleon Colossus incoming! - and giving them cards with so many options wouldn't necessarily make them happier.
People really don't like huge swings like that Does anyone play final fortune in a non-combo context? (Platinum angel I guess?) Even if the card is worth it, if something goes wrong, you're fucked. People usually don't like taking that risk.
The words "you lose" are powerful ones.
Yeah, but it'd give you some sweet stories. Surprise counter your spell so I can win next turn seems like a good use of that sort of lose the game shenanigans, although since it's flashback you'd need a discard outlet to get properly free. Might be awkwardly splashed into non-red decks at that point, which sucks some of the fun out of it though.
some musings about green control that wotc would probably never print
Selesnya Command
Instant
Choose two — Put a 4/4 green Beast creature token onto the battlefield; or destroy target artifact; or return up to two target land cards from your graveyard to your hand; or put target spell on top of its owner’s library.
well, i wasn't actually worried about the volume of the discussion, but more about the quality of it and how separated it is from the regular cube discussion, which i think we'll just have to wait and see on
edit: also
Redmand
Instant
Return target spell to its owner’s hand. Scry 2.
Flashback 4R
green charm:snip
well, the idea for the selesnya command counterspell mode was the primal command noncreature permanent mode + lapse of certainty. redmand is probably too goodRedmand seems super powerful. I like trying to move some counterspells into other colors, but I'm not sure how I feel about Memory Lapse in Selesnya colors.
There's also the inherent aspect of... if Wizards printed any of these we would accept them as changes / modifications to the color pie. As custom card designers, we don't really have that same sense of authority, so I think it's harder to break open the color pie without giving the player a strong visceral reaction that you've done something wrong.
these aren't in my cube (except the kragma riftsweeper), i'm just thinking out loud for future projects. i think you're definitely right about it being too modal.*a bunch of quotes about modality*
green charm:
how about just cutting the reinforce? has a squall effect by itself ever been playable in anyone's cube? it seems like one of the stronger green control effects but it almost certainly needs to be on a charm. i do agree though that naturalize seems a bit awkward.
hypothetical green counterspell:
instant and artifact because those are green's 2 least favorite permanent types. puts on the bottom because i wanted something uniquely green about it, a reason for it to not just be a strictly worse manaleak
kragma riftsweeper:
flavor because minotaur + cleric tribal in my current cube are both in green
selesnya command:
yeah perhaps too green. i do feel like 4/4 flash is white too, i mean just look at advent of the wurm, but yeah definitely too green
redmand:
yeah probably too good with flashback, hmm. remand draws you a card though, and this is mostly worse except being able to counter uncounterable spells
Oh jeez I didn't think the flashback was going to be free! No way man, deffinitly not.
people have it bad enough playing around tricks in your graveyard (thrill of the hunt), but a 0 mana counterspell? That's bonkers!
IMO, you can pretty well calculate weather flashing this card back will win or lose you the game. Maybe you can't always, but if you're not sure, are you really taking that risk?
Like there's a difference between "Well I win if he has anything but fog" and "Well, maybe the combat math checks out. I'll give it a shot"
Of course it's bonkers! That's what enamoured me to it as a design! If red gets easy counterspells, I'd want it to have some catastrophic drawback somewhere, because that's kinda how red needs to function.
hypothetical green counterspell the sequelHonestly I think it could be a hard counter if it's so specific. Most non-blue counters are anyways. (pyroblast, guttural response, etc)