Cards for custom cube
Custom Cards forum
Posted on March 25, 2016, 8:20 p.m. by Monsmtg
Just a bit of feedback please.
Scholar's hall:
land
t: add U to your mana pool for each spell on the stack.
X3UU: counter target spell with CMC X
Cluster helix WR
sorcery
deal 2 damage to target creature of player and you gain 2 life
replicate: WR
Luck of the flood 2UU
Ench
Reveal the first card you draw each turn. Whenever you reveal a land card put a luck counter on luck of the flood, otherwise remove a luck counter.
At the beginning of your upkeep if luck of the flood has 4 or more luck counters on it you win the game.
Sadistic pact UB
sorcery
take an extra turn after this one. Target opponent controls that turn.
Gaea's chant GGG
Ench
0: regenerate target creature. Each opponent gains 4 life. Activate this ability no more than twice each turn.
@accelerando11, actually no, it's just supposed to be a highly narrow card. It's very good in deck with on-upkeep effects, but I will admit, it's on ambitious pick.
March 25, 2016 10:02 p.m.
I love the concept for Scholar's Hall, though the second ability seems kind of useless for the insane mana acceleration opportunity afforded by the first one.
March 25, 2016 10:48 p.m.
I like the idea of Scolar's Hall, but it's broken because you aren't trading cards. The easy way is to make it a tap and sac ability, which seems out of flavor to me. A better way might be to take inspiration from Remand, and every time you counter a spell with it, that spell's controller draws a card, so card advantage is neither lost nor gained. I would probably also return Scholar's Hall to it's owner's hand at the same time, which will prevent an infinite mana loop from locking down the game forever.
Luck of the Flood is a cool idea. It kinda feels more like a green card than a blue one, but it's a solid card idea. Personally, I would make the end-state something more creative than "you win," but that's just me. "Remove 3 luck counters: Put a 9/9 leviathan on the battlefield."
Sadistic Pact. Wait What? I don't see how upkeep effects change this into a remotely viable card; they'll just not pay them to sac everything you've got. Personally, I would say "Target opponent controls your next turn and you control their next turn" that way it becomes a useful, information-gathering stall where neither of you make plays or drop lands. Alternatively, you could also say "you may ignore upkeep costs during your next turn."
Gaea's Chant is another interesting card. I have no clue if it's balanced and would have to see it in action, but GGG is too rough a mana cost for most decks to play. I would say that if the card is viable to begin with, 1GG or 2GG are workable mana costs for it.
accelerando11 says... #2
Is this supposed to be for multiplayer? Because otherwise Sadistic Pact is completely useless. Your opponent would just either screw you over or completely pass your extra turn. I could see it working if there were more than two players in a game, just give the extra turn to one of your allies
March 25, 2016 9:17 p.m.