Are there any cards you feel disappointed with? Show us how you'd fix them here!
Custom Cards forum
Posted on Oct. 27, 2021, 3:32 a.m. by TypicalTimmy
Title says it all my friends! Have you ever seen a card that you absolutely wanted to be better? Sure we can all talk about 0-mana counter spells, tutors, 10/10 creatures for ... That isn't exactly what this thread is for.
Have you ever sat there in spoiler season, saw a card and went "meh"? Or worse, saw a card that you got really excited for only to realize it's kinda garbage?
Link the card's name in your post so we can compare what it currently is, to what your new design is :) Here's one that I feel so let down about, and how I'd improve upon her <3
Legendary Creature - Satyr Bard (Because Bard is finally a thing!!)
Creatures you control have haste and must attack each turn at random, if able.
Attacking creatures you control get +1/+1.
Whenever you attack with three or more creatures, you may discard a card at random. If you do, draw two cards.
2/2
No longer does she have a very weak tribal build, and instead focuses on boosting attackers. You don't get to choose how creatures attack, but you do get benefits for them doing so.
Really reigns in their whimsical and eccentric nature. Satyr are supposed to be hedonists, so it makes sense for them to cause a ruckus and inspire rioting.
Creature - Zombie Wizard
At the beginning of your upkeep, you may pay . If you do, return a creature card at random from your graveyard to the battlefield. It gets +2/+0 and gains flying, trample, and haste. Exile that card at the beginning of your next upkeep. If it would leave the battlefield, exile it instead of putting it anywhere else.
4/4
If you're returning a card at random, and you're going to essentially require an attack with it, at least make it a viable attacker. If you're also going to charge a down payment of six mana across three colors just to get access to an ability that still needs three more mana to use, it should get the opportunity to block, too.
So naturally, I ended up as many of these through Sealed/Draft than all fetchlands combined.
October 27, 2021 9:49 a.m.
JANKYARD_DOG says... #4
I'd just like an Archaeomancer in Azorius colors that flies. they've made a new one (or 2?) with increased cost but no increased benefit, well one got prowess but still.
October 27, 2021 3:54 p.m.
ClockworkSwordfish says... #5
Oh man, all the time with older cards. Cards from sets like Legends and The Dark have names, flavour text and art that make the latest sets look like Super Deck! by comparison, but often they... aren't quite there in terms of power level or functionality, ha ha. Most of the vanilla legends from Legends are the real mind-bogglers. You're showing off not one but TWO dramatic new mechanics - gold cards and legendary creatures - and you do so via... a vanilla 5/5 for seven? He really has no special abilities to his name?
Having said that, I think my pet card for underperforming is the beautiful, horrible Entropic Specter. It has the coolest art of any specter, among the coolest of any cards ever. But it is by its very nature self-defeating. A creature that is the size of the number of cards in your opponent's hand - which, by the time you can play a five mana creature, might only be one or two - will make itself SHRINK every time it nails him if it's also causing discards. Why print a five-mana rare that wants to do two different things at once? If it's performing in one arena, it's failing in the other, and the two really are mutually exclusive.
The easiest fix? Just make it like Nyxathid. It's a 7/7 that shrinks based on the number of cards your opponent's holding - but like any specter, it flies and makes him discard with every hit. You know, sort of like a reverse Sturmgeist. Or a more sensitive Guul Draz Specter. Simple! Elegant! Not confusing in terms of how to use it!
passimo says... #2
I really like this thread! And I think you're right about Gallia, when I found her I thought it was neat, but then I remembered there are, like, almost no satyrs in the game, and that generally they don't do anything.
As of now I don't really know which card I'd change, maybe Celestus Sanctifier.
Contest: I'm a pauper player, and I love the format. It's fun, and most players play original decks with unseen strategies. On the other hand, it is probably the only official format without any support (pauper masters pls), so, with every set, you can always find new cards that could have been a nice addition to pauper, but don't really get there, and therefore are trash. There are a lot of such examples in MID imo, like the decay mechanic,but I'll focus on One card: Celestus Sanctifier.
When I first saw it I thought it was neat, because I hoped there would be some spells that changed night in day or viceversa (for the sake of the discussion, let's call it "Celestus" ability) (Always talking about pauper), but then I discovered there weren't. For this reason I feel like all night/day spells (and therefore all werewolves) are useless in pauper (seriously, who's gonna trigger sunset? Everybody plays one spell in their turn). So, this is how I would fix it:
Celestus Sanctifier
Creature - Human Cleric
Celestus (Whenever this creature enters the battlefield, if it's night or neither day nor night, it becomes day, otherwise it becomes night)
Whenever day becomes night or night becomes day, look at the top card of your library, and you can put It in your graveyard.
1/1
Doing so, could have control over the day/night cycle, also given its great deal of flicker spells, and it would be possible to build a werewolves deck.
I reduced the scrying from the effect and the strength/thougness in order not to make it too OP. Don't know of I managed to, did I?
October 27, 2021 8:05 a.m.