Deforestation card should be something like: whenever a land enters the battlefield from anywhere but a players hand, destroy it. That player creates a treasure token.
Probably exile though, since the decks this is meant to punish the most are the ones that can play lands from the graveyard. So destroying it wouldn’t actually be much of an obstacle.
Or just give her "opponents cannot attack you" just to make the card less confusing. "Each end step" and including "graveyard" is too absurdly powerful. Having a 4+ power angel with lifelink is not a "clunky" detriment in angel tribal. I know everybody's dream opponent in commander is the one with an Atraxa possessing both Undying and Persist; but we should probably draw the line somewhere.
@@Atanar89 My attempt at a Phil card: Tireless Reef Land Creature - Elemental Island (Tireless Reef is blue) ({T}: Add U) You may not play Tireless Reef from your hand as the first land you play during your turn. {T}: Copy target triggered ability of a permanent you control that was triggered by another land or elemental entering the battlefield under your control. [0/3]
Crim's sword is excellent even without tweaks. With the tweaks (Choose two, cast whenever, and you can split the counters) it's *Chef Kiss*. Well done Crim. Well done. You designed a fair and balanced magic card.
Interesting how no one brought up the loop. You and opponent both have this in hand, and just ramp through each others deck, drawing cards and making treasure. Therefore still sort of boosting green ramp.
The deforestation axe only creating treasure would fix it I think. The card advantage is too much when the point of the card was to fix the ramp in other colors
With Magus of Magnus, you could include the token case and only increase the text by 3 words like so: "Each other creature loses all abilities. Each other nontoken creature has base power and toughness X/X, where X is that creature's mana value."
I was thinking "yeah make it a 3/3, though you would probably want to make it mana value 4 to compensate... wait a minute that puts us back where we started" 😆
Marked for Compleation - enchantment - curse Enchant Player Enchanted player doesn't lose the game for having 10 or more poison counters. As long as enchanted player has 10 or more poison counters, you, spells you cast, and permanents you control have protection from enchanted player.
As a dedicated Giada player, the guys don't understand the difficulty of having plenty of life gain but also plenty of Angel support. You have to go one way or the other.
The ink nephilim is zada but for all creatures, not just your own creatures. That limits the spells that are good for it. If you use it to pump, you pump all creatures. So the card draw remains but the combat dominance of Zada isn't quite there.
It makes it even better actually. You cast Expedite on Ink and instead of drawing a card for each of your creatures, you draw for all creatures. You make everything can't block with Renegade Tactics and draw for all creatures. Slip Through Space etc. You're in 4 colors instead of 1 so the options are so much better on top of the ability itself being stronger. Card is cracked.
@@tomerabramovici32 I didn't think of the can't block cards. That preserves the combat dominance of Zada with the added advantages you pointed out. Touché! Good sir! Touché!
Richard has such a great sense of humor and is able to convey it so well in each episode he appears in. I've missed him so much. Glad to see everyone having so much fun designing their own cards.
Missed chance to make Marked for Compleation a curse and call it Curse of Compleation :p Some really cool designs btw, Marked for Compleation and both of Richards cards are especially homeruns for me!
I believe Phyrexian Penny Tray will always add at least one counter to itself during it’s controller’s end step because the Penny Tray itself is an untapped permanent with a mana ability
Love these! I think Seth's nephilim commander could introduce a mechanic called Protegé (Protegé a 4 color nephilim) and proteges rules text would contain you may have two commanders if your second commander meets the condition, and gets around the partner with search ability and is clean. Additionally my favorite card is marked for completion, and I think I have a fix for the rules nightmare. It could be worded, if enchanted player has 10 or more poison counters, that player cannot win the game, their creatures are goaded, and marked for completion's controller has protection from enchanted player. That way you get around them not working for you, they have to use their resources on someone else. Not quite on a team, but close.
Don't worry Phil sent me his submission: It's called "RISEN REEFER" GGW. 0/1 Creature - Elemental Plant. "Whenever Risen Reefer or another Elemental or Plant enters the battlefield under your control look at the top two cards of your library. For each card, if it's a land card you may put it on the battlefield tapped. For each card, if you don't put the card onto the battlefield, put it into your hand." 🌴
For Bodhi, maybe you could just say Non-Changeling Nephilim. Then you get rid of the Changelings and don’t need to say nonlegendary. Also maybe the keyword could be Command with X. Then in the set they reprint the old cards we want to make into commanders
To fix ax make it the following: Whenever an opponent searches their library for a land you may search your library for a basic land and put it into your hand. Equipped creature has 2+tap: destroy target non-basic land, it's controller may search their library for a basic land and put it into the battlefield tapped. Equip 3.
Tuition Fees should say: "Flash - If an opponent would search their library, instead they reveal the top card of their library and lose 1 life. They may repeat this process any number of times. They put the last card revealed this way into their hand." Think Ad Nauseum meets Opposition Agent with a touch of "You did this to yourself!".
Penny tray would be cool if when you use it you add 2 and when an opponent uses it they get 1. Gives you an incentive to play it over another 2 mana colorless rock.
Okay, Deforestation Axe is amazing on every level. It's balanced (aside from the card draw lol that's a bit pushed) it's fun, it's super flavourful- it's such a great design overall. Absolutely love it.
@@jadegrace1312 You are correct- I misread the card. I thought it put the land into play under THEIR control, so you could have strategies that revolve around using effects that trigger when people cheat cards into play or effects that revolve around an opponent having more lands than you in play, so you could ramp up a player while also benefiting you more if you have your deck built that way, and you can choose who to attack so you could either ramp the player that's really far behind or the player that's already ramped most of the lands they need and trigger your stuff more without them getting (much) benefit. But it doesn't do that, so yeah it's pretty broken lol but there's an interesting design space there for tweaks and improvements. Definitely my bad for not reading it properly though and making it more balanced in my head though.
@@Level_1_Frog I wish the card had something to with land destruction instead. Maybe like a reverse sword of the animist, where when it attacks you can destroy a non-basic land controlled by a player who controls the most lands
@@jadegrace1312 okay yeah yeah yeah that works- so let's 'fix' the card real quick; it can cost the same, the first effect can be the same except you just get a treasure, then I'm gonna change the second ability slightly going off your idea, and have the second ability destroy a non-basic land they control, then they can put a basic into play from the deck or hand (just to balance it out) and then you can draw a card if they do (just for some nice value on top, and if they don't get any value neither do you). I think that's a pretty fair and fun card altogether.
Ok crim, imagine this: Whenever an opponent searches their library they exile each card they find. Then, each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously. The player who chose the highest number loses that much life and they may play the exiled card for as long as it remains exiled and they may spend mana as though it was mana of any color to cast it.
Asha seems fine as is. She requires WUBRG, doesn't have haste, doesn't have hard protection like regeneration or indestructible, doesn't generate card advantage. She needs so much help to go off, definitely feels like the Timmy "looks stronger than it really is" kind of commander Tomer was aiming for.
you know those medieval easter-egg depictions of hornists, bent double, head between their legs, tooting with their farts? add a dash of human centipede and that's how you get the codfather intro, tooting his own. you're most welcome.
What if Tuition Fees played like Vorinclex, Voice of Hunger? "Whenever an opponent searches their library, you draw a card and their lands don't untap on their next turn."
Tuition Fees should work sorta like an Ad Nauseam. Any search effect is replaced with the searcher revealing cards until they take a card, losing 2 life for each card revealed. Then shuffle the rest back in. Then they have control over how deep to dig, but also punished for being really greedy.
Idea to fix the deforestation axe: add the following triggered ability: "when deforestation axe enters the battlefield or whenever equipped creature attacks, sacrifice a forest".
Fix for tuition fees: Players can’t search libraries. If a player would search their library, that player may pay X life, then they search the top X cards of their library where X is the amount of life paid this way.
This is for Crim: Hidden Fees 1UB Enchantment Flash Whenever an opponent would search their library for a card, they must instead reveal cards from the top of their deck until they find the card they are looking for, that opponent then loses one life for each card that was revealed in this way, then they shuffle the revealed cards that were not searched for into their library. "Of course it is unfair. That is why I put it in the contract."
I have 2 card ideas against land/green ramp. 1. An artifact that says when a land enters the battlefield if its controller has more than 1 land more than the player with the least amouth of lands put that land on the bottom of that players library. 2. Artifact, etb phase out all lands in play, when a land comez into play phase it out. Lands can't phase in. At the beginning of upkeep gain mana equal to the lowest/higheat number of lands a player phased out. Mana doesn't empty from pool until next upkeep.
The ax propels its owner a little too far forward for two mana. Explosive Vegetation being draw 2 make 2 treasures, or heaven forbid Awaken the Woods comes down with X=5 or something silly. This should read "whenever one or more lands..." instead of "whenever a land...", and cost 3 mana to start, would fix it right up imo.
I think a solid fix for the Deforestation Axe would be that the static is given to the equipped creature. It makes you have to have a 1 drop creature and spend your first turns playing and equipping
Idk if anyone else has mentioned this, but a player who controls an untapped Phyrexian Penny Tray will always add one penny counter to the tray on their end step, because the tray itself is a permanent with a mana ability. I see this as a bit of intentional design/flavor win, because it ensures that the tray will be available for the next player to use.
Deforestation axe, you could keep the card the way it is but replace the text “a land enters the battlefield” to “a forest enters the battlefield”. It’s more flavorful and it lowers the power by a lot because it only cares about one land type. So we are still fixing the problem of green out ramping everything but it doesn’t become broken.
For marked for compleation a very simple fix for the second line would simply be “Then, if that player has 10 or more poison counters, when Marked for Compleation’s owner or enchanted player wins the game, both players win the game”
Another take on deforestation axe would just be to give each other color rampant growths, {1}{W} sorcery, gain 3 life, plains ramp {1}{U} instant, draw 1, island ramp {1}{B} sorcery, drain each opponent for 1, swamp ramp {1}{R} sorcery, 2 damage to any target, mountain ramp
The magus being legendary is what makes it a sick build-around card IMO. it's not game breaking and isn't ACTUALLY that hard to deal with at all, so honestly the only "problem" with it being legendary is that it breaks the historical magus bit of the card but who cares tbh? it's also WAY less annoying than an absolute ton of the commanders that have been printed recently... 100000% i'd love to play this card, play against this card, and see this card around in general. EDIT: also if Sheldon would hate this card it makes me wish it was real even more.
Like most of the cards, but I LOVE Asha! I want this so much it’s not even funny. I’ve made so many angel decks because I don’t have a 4 or 5 color option
When will we get the last "harmonicon"? Either a Legendary creature, enchantment, or artifact that gives "If a creature you control dealing combat damage to an opponent causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time."
How about changing tuition fees to something like: “Whenever an opponent would search their library, instead they pay any amount of life and search from that many cards from the top of their library.” I’m uncertain on whether or not to include the card draw, but this would definitely cut down on the text by a large margin and also prevent people from repeatedly tutoring by setting their life total to 1.
Maybe for the deforestation axe make log tokens insted of treasure and put the draw and mana on the log token. Maybe the log has tap pay 1 colorless sac and draw a card and add a mana of any color
I think the two changes that would make the Axe playable but not ridiculous are making it a 1 mana instant speed activated ability instead of static, and change the combat damage trigger to work like catchup ramp by requiring the opponent you damaged to have more lands than either yourself, each other opponent, or all players. Also, animate the Penny Tray, slap a Luxior on it and suddenly you've got an insane beater threat for very little investment.
Asha or any other lifelink blockers would trigger her ability, you don't even need that much extra lifegain. It acts as an attack deterrent unless you can't block.
Marked for Compleation definitely works in the rules. 2-Headed Giant has a 15 poison counter limits, so you don’t even have to remove the poison counters. Check out the rulings for “Better than one”, a card from Unstable where a person outside the game becomes your teammate.
Marked for Compleation seems super fun. I think a good and simple solution for the "Team" mechanic would be to define it as something similar to Goad, like "You can't attack opponents or target permanents and spells of players, that are in the same team with you, as long as there are opponents who are not part of your team.". So no mutual wins, but a forced alliance, where everybody remains the chance to win on their own, just like how naturally formed, non-card alliances would work out. This way the mechanic could also not be abusable to turn the entire table into team mates and force a draw, but rather result in a mutinity or a sort of war in the ranks. That would be a mechanic I'd love to see on several cards, e.g. in white, as a form of showing mercy to your opponent instead of killing them or in grixis color(s) for some gangster mob boss assembling a syndicate. Seems like it would be an enrichment as a mechanic, because it allows players to participate in the game that would otherwise be sitting on the sideline (and vanish potentially crucial permanents for the game state), makes for a reasonable way to actually speed up games as the game will warp into 2vs2 or 2vs1, results in fun political scenarios (eg. the opposing players forming an alliance, diplomacy in the own ranks with forced friends) and has amazing design space in terms of flavour. Richard's design deserves an honorable mention as well though. Excellent mechanic matching to the story, fun fix for Humility and I love how it encourages fair battlecruiser magic. I would change the flavour entirely though and make it a "real" Magic card, rather than a Universes beyond card. Also I would change the type to Enchantment, so it's harder to remove and actually a fixed Humility rather than a Magus of Humility.
To solve the ramp issue, how about a cycle: The "...Ravage" cycle, righteous for white, ruthless for black etc. 3WW each player chooses 6 lands, than exiles the rest. for each Land exiled this way you: W=gain xlife, U=you draw a card for each player who exiled one or more lands this way, B=You return targetcreature mana value x from your graveyard to your hand, R= you deal x damage to target player, creature or walker, G=you create x 3/3 beast creature tokens for each player who exiled one or more lands this way. Numbers and effekts sure need tweaking. But allowing a certain amount of lands to remain and players to choose should get arround the usual LD problems.
For Asha, we have things like ward-discard a card or ward-lose 2 life. What about ward-Asha's controller gains 4 life. Also for Tuition Fees maybe something like pay x life to look at the top x cards of your library.
Marked for compleation: Enchant player. All damage dealt to you as if it was infect. Or if you still want to control someone. Note the player who casted this spell as this aura enters the battlefield. That player and permanents they control have protection from you. Your creatures are goaded.
Deforestation Axe is a bit over the top with the card draw. The treasure token would be enough. The second part is a bit weird...I like the idea of stealing a land from the opponent's library, but giving it away to any other player? Nah...make it so you ramp trough your own library and maybe tap a land from defending player.
Marked for Compleation can just say: If each player other than ~'s controller has 10 or more poison counters, ~'s controller and enchanted player win the game. Once you completed someone, they can't backstab you because if you die the enchantment is also gone.
my thoughts in order: Magus of Magnus: I realize, you want to keep it simple, flavorfully in step with what it turns everything else into. Nevertheless I'd rewrite it something like: "Each other creature loses all abilities. Each nontoken-creature has base power and toughness X/X, where X is that creature's mana value." Turns it into 2 abilites but still easily readable, I hope. What would make it better, but also wordier: "All planeswalkers lose all abilities and become creatures with base power and toughness equal to their mana value." That would be the dream, because planeswalkers, when you think about it, they are the real mutants! Deforestation Axe: I would drastically redesign this card: An artifact, to make it playable in any deck. But basic, not equipment. Add "Whenever a Forest enters the battlefield under you control, sacrifice [this]", to discourage green decks to play it. only this static ability, no combat trigger: Option 1: "Whenever a land enters the battlefield under an opponent's control from anywhere but that player's hand, you may search your library for a land with a basic land type, but on battlefield tapped, shuffle. This ability triggers only once each turn" If they ramp, you ramp. Multiple Axes would lead to infinite tutoring, hence the once each turn-clause. Or replace library with hand+graveyard (no basic land-type needed)? you could recycle your own fetchlands that way... Option 2 (more hateful): "whenever a land enters the battlefield under an opponent's control from anywhere but that player's hand, they sacrifice it and create a treasure-token" You get the value, but one-use. makes Fetchlands basically useless. Tuition Fees: a mess, no idea, sorry maybe make it a less painful, cheaper Ob Nixilis but with flash? Asha, Guardian Reborn: replace trigger with: "At the beginning of each end step, if you gained life this turn, you may caste an Angel spell with mana value equal or less to the amount of life gained from your hand or graveyard without paying its mana cost." This turns off "attack and get 8 mana Avacyn for free", because 8 life is much harder or at least more work. Also, you don't have to achieve 4 life on opponent's turns, just get 1 from Soul Warden and get back your Segovian Angel. Profit! Maybe too strong with changelings, so... only your end-step? maybe vigilance (also very white) instead of ward, which would discourage attacking you since you could block and get another free angel alternatively, since 5-color: 1 keyword from each color blue:flying white:vigilance black:lifelink green:trample red:haste probably too strong, but get value immediately Phyrexian Penny Tray: basically keep as is but make it "pay life equal to 10 minus number of penny-counters" and remove once a turn restriction? you can take all you want, but it will hurt! i realize, pay 2 is more flavorfull because of phyrexian mana. the once a turn just bothers me, but without it people just greedily swipe it clean each turn. thus a steep life-cost-curve disencourages greed Bodhi, Yore Cult Priest: looks perfect to me, tough probably very strong Sword of Nightmare and Nausea: I agree with "look at [2? 4?] cards on top of opponents library, exile one of them face down, may look at, cast with any mana" like Gonti. Also, make the 2 -1/-1 counters distrbutable. Otherweise perfect I personally would hate playing against this, because of the uncertainty what is gone so would prefer face-up exile, but... for flavor/consistency I guess... Marked of Compleation: wow, awesome idea, but complete mess. I would comple(a)tely redesign the payoff: Keep the "won't lose to poison" and "gain 1 poison each of your (not their) upkeeps" No "joining your team", though. Rather, an activated ability (rare for enchantments, I know. Would this have to be artifact? then flavor would be lost?) Maybe triggered on hitting them? "Remove [5? 7? all 10?] poison-counters from enchanted opponent: you control their next turn. Should at the end of that turn he and you be the only 2 players left in the game, you both win the game (or just you?)." They don't join your side, but they become your agent for a turn, then free them selves. Or maybe something like: "remove all poison counters, at least one, sac Marked for Compleation: same ability" so only 1-use After all, Phyrexians don't offer a choice: "join or die", right? just: get infected and you're ours.
The better penny tray would be "spell cost 1 more. Put a penny counter on when a spell is cast. Pay 2 life and remove a counter: gain 1 colourless. Any player may activate this ability."
My attempt at a Fixed Deforestation Axe: --- 2 Equip 2 Equipped Creature has Forestwalk Whenever a land enters the battlefield, if it's the second land that entered the battlefield this turn, you may attach Deforestation Axe to a creature you control and draw a card. You *could* also put the damage trigger on it but I would want it to be something like a "Whenever equipped creature deals combat damage, if that player has more lands than you, search your library for a basic land and put it on the battlefield tapped".
Richard's Wanda Magus could say: "Other creatures lose all abilities. Other nontoken creatures have base power and toughness equal to their mana value."
Tuition Fees could be interesting with a bit of polish. "If an opponent would search their library, instead they choose one:" followed by any number of effects that get you a resource. "Lose 3 life, you gain 3 life, search top 6. Discard a card, you draw a card, search top 12. You search for a card and put it into your hand, they may search their whole deck". Or so on. It could be a neat way to tax searching without stopping it altogether. Alternatively, it could just be costs. Sac a creature, exile top 13 cards, pay 3 mana, discard some cards, etc.
I think all Deforestation Axe needs is the white catchup ramp clause so green can't run it and make the static generate a treasure only. If the point is to keep up with green ramp then it should ramp, not draw cards.
Love the flavor of Marked for Compleation! This is how I would do it: Marked for Compleation - BBBB Enchantment Your opponents can't lose the game for having 10 or more poison counters. You control each opponent with 20 or more poison counters during that player's turn.
Phyrexian Penny Tray is an amazing design. It's probably a little too wordy for a regular card but you could change it to something like: At the end of each player's end step, put a penny counter on Phyrexian penny Tray for each untapped land that player controls. Pay 2 life, remove a penny counter from Phyrexian Penny Tray: Add 1. Any player may activate this ability once each turn.
This was great! I wish the poll had more options/ maybe tier voting cause I loved all of Richards cards but had them in 2nd place for each option, which means it got no votes 😢
Marked for Completion should do something like "You control enchanted player for the rest of the game". Would be less fun for the enchanted player... but the rulings would be easier :D Very cool ideas btw.
Love the flavour of marked for completion, and Richards idea of 0: destroy permanent. Maybe an addition of activate this ability only if you have more life than the enchanted player? Gives that player a chance to overcome having been completed if they have enough life-force within them, and some really interesting boardstates. I can just imagine another player attacking the owner of the enchantment so that they will have less life than the completed player. Before damage they could blow the completed player up, wait till there turn to attack and regain control or just risk it with a rouge compleated player.
Marked for Compleation could work. Instead of joining a team it could just be "If enchanted player has 10 or more poison counters and they win the game, then you win the game as well. If you win the game, the enchanted player wins the game as well"
With the penny tray, you could have it so that if a player has an untapped permanent with a mana ability you just put 1 counter on the tray no matter how many permanents they have untapped. With marked for compleation you can make it so that "at the beginning of enchanted player's upkeep they gain a poison counter then if they have 10 or more poison counters they choose one. - the owner of this enchantment gains protection from enchanted player. - sacrifice marked for compleation."
How about this for a fixed "Mark for Compleation": "Enchant opposing player. At the beginning of your upkeep, put an oil counter on enchanted player. As long as enchanted player has 10 or more oil counters, you control them during each of their turns."
Deforestation Axe looks really cool, but I would probably make the static ability to a "tap"-ability, make the equip-cost 1 and rename the triggered ability to "under target opponent`s control". I think it would make a pretty fun card :)
Vote on the winner here! www.mtggoldfish.com/articles/commander-clash-podcast-080-the-great-goldfish-designer-search
How can I send you guys a meme?
Phyrexian Penny Tray goes straight into my Braid of Fire / Helix Pinnacle deck. XD
This and the shark tank episodes are amazing please do more of both!
the shark tank especially, although I do think perhaps there should be more stringent criteria like the cards are in less than X decks or something
they could do variations on this idea as well, like design the best enchantment, design the best commander etc.
The shark tank was my favorite episode of all time!!
please no more of this! why would anyone give a shit about made up cards?
Deforestation card should be something like: whenever a land enters the battlefield from anywhere but a players hand, destroy it. That player creates a treasure token.
Also, the fact that late game you can ramp your opponents to purposely get a treasure and a card seems very powerful
Probably exile though, since the decks this is meant to punish the most are the ones that can play lands from the graveyard. So destroying it wouldn’t actually be much of an obstacle.
@@Crunchatize_Me_Senpai it would destroy it again if they tried
@@Crunchatize_Me_Senpai stgxx🔨
@@Ekair42its broken with field of ruin
For Asha, I would make her a 4/6 and replace the ward with vigilance. This way it would be easier to get that on EACH endstep by blocking with her.
This was also my idea! Bravo
@@highdark4 Haha same actually, was just about to comment.
Or just give her "opponents cannot attack you" just to make the card less confusing.
"Each end step" and including "graveyard" is too absurdly powerful. Having a 4+ power angel with lifelink is not a "clunky" detriment in angel tribal.
I know everybody's dream opponent in commander is the one with an Atraxa possessing both Undying and Persist; but we should probably draw the line somewhere.
Happy to see Richard, sad to see Phil gone
Where’s he go?
Yeah I would have loved Phil to be on this episode as well tbh
@@5000KAITOSHION Phils designs would just be a Tireles Reef or Risen Tracker.
Screw you, man. #TEAMPHIL
@@Atanar89
My attempt at a Phil card:
Tireless Reef
Land Creature - Elemental Island
(Tireless Reef is blue)
({T}: Add U)
You may not play Tireless Reef from your hand as the first land you play during your turn.
{T}: Copy target triggered ability of a permanent you control that was triggered by another land or elemental entering the battlefield under your control.
[0/3]
The Cod-Father has graced us with his presence once again.
Please more Richard episodes!!
Crim's sword is excellent even without tweaks. With the tweaks (Choose two, cast whenever, and you can split the counters) it's *Chef Kiss*. Well done Crim. Well done. You designed a fair and balanced magic card.
I think Deforestation Axe would be like a 40$ card lol
Unless it's reprinted in every precon for 4 years
@@SoloWing88 You know they wouldn't though lol
Interesting how no one brought up the loop. You and opponent both have this in hand, and just ramp through each others deck, drawing cards and making treasure. Therefore still sort of boosting green ramp.
@@TheAlexdodd I mean id fix it with this can only trigger once each turn.
The deforestation axe only creating treasure would fix it I think. The card advantage is too much when the point of the card was to fix the ramp in other colors
Yeah the draw is way too much. You can also target the player you know doesn't have basic lands
Marked for Compleation is pretty sick honestly. It adds interesting incentives and a few new lines of play.
With Magus of Magnus, you could include the token case and only increase the text by 3 words like so: "Each other creature loses all abilities. Each other nontoken creature has base power and toughness X/X, where X is that creature's mana value."
or just change it to 'mana value plus 1' and it doesn't outright kill tokens, but still punishes them
@@zombiemage1451 it'd actually be better to add "X can be no less than 1" instead. so it makes all tokens 1/1 without inflating other creatures.
@@thatepicwizardguy I think it's ok to make most creatures a little larger
Magus probably should be a 3/3 for consistency's sake (even though it doesn't affect itself).
I was thinking "yeah make it a 3/3, though you would probably want to make it mana value 4 to compensate... wait a minute that puts us back where we started" 😆
The Penny Tray is incredible.
cant believe theyre sleeping on that
As someone dabbling in card game design outside of magic, I absolutely adored this episode!
I would love to see more like it in the future!
I really like Bodhi. I really like the idea and the name is incredibly well done. Pity the rules to make it work feel cumbersome but worth the effort
Marked for Compleation - enchantment - curse
Enchant Player
Enchanted player doesn't lose the game for having 10 or more poison counters.
As long as enchanted player has 10 or more poison counters, you, spells you cast, and permanents you control have protection from enchanted player.
I haven't even started this yet and I know it's going to be a banger.
Phrexian penny tray reminds me of the super old red enchantment that puts charge counters on it for mana for each untapped land and anyone can use it
Sounds like a Prophecy card.
Asha, Guardian Reborn is SSS tier, even comes with perfect vorthos reborn with black and red!
As a dedicated Giada player, the guys don't understand the difficulty of having plenty of life gain but also plenty of Angel support. You have to go one way or the other.
the compleation aura would be amazing in two-headed giant. top 10 anime betrayals
I think Tomer actually had some bangers. That phyrexian enchantment lmao.
The Secret Lair art for Tuition Fees could definitely be Garfield making the same face
Garfield or Richard Garfield ?
@@GerBessa The cat
Spectacular return of Richard with that intro
The ink nephilim is zada but for all creatures, not just your own creatures. That limits the spells that are good for it. If you use it to pump, you pump all creatures. So the card draw remains but the combat dominance of Zada isn't quite there.
It makes it even better actually. You cast Expedite on Ink and instead of drawing a card for each of your creatures, you draw for all creatures. You make everything can't block with Renegade Tactics and draw for all creatures. Slip Through Space etc. You're in 4 colors instead of 1 so the options are so much better on top of the ability itself being stronger. Card is cracked.
@@tomerabramovici32 I didn't think of the can't block cards. That preserves the combat dominance of Zada with the added advantages you pointed out. Touché! Good sir! Touché!
Ink Treader as a commander goes (semi) infinite with literally anything
Please make more vids like this there u design your own cards, It was sooo cool and fun to watch! Definatelly deserves a like!
Richard has such a great sense of humor and is able to convey it so well in each episode he appears in. I've missed him so much. Glad to see everyone having so much fun designing their own cards.
Missed chance to make Marked for Compleation a curse and call it Curse of Compleation :p
Some really cool designs btw, Marked for Compleation and both of Richards cards are especially homeruns for me!
I believe Phyrexian Penny Tray will always add at least one counter to itself during it’s controller’s end step because the Penny Tray itself is an untapped permanent with a mana ability
No Phil? :( Although very happy Richard is here
Love these! I think Seth's nephilim commander could introduce a mechanic called Protegé (Protegé a 4 color nephilim) and proteges rules text would contain you may have two commanders if your second commander meets the condition, and gets around the partner with search ability and is clean. Additionally my favorite card is marked for completion, and I think I have a fix for the rules nightmare. It could be worded, if enchanted player has 10 or more poison counters, that player cannot win the game, their creatures are goaded, and marked for completion's controller has protection from enchanted player. That way you get around them not working for you, they have to use their resources on someone else. Not quite on a team, but close.
Don't worry Phil sent me his submission: It's called "RISEN REEFER" GGW. 0/1 Creature - Elemental Plant. "Whenever Risen Reefer or another Elemental or Plant enters the battlefield under your control look at the top two cards of your library. For each card, if it's a land card you may put it on the battlefield tapped. For each card, if you don't put the card onto the battlefield, put it into your hand." 🌴
Imagine 🤩
Just wanted to say, this was a ridiculously entertaining episode. For Bodhi, make it a 3/3 and it would literally be perfecto.
Its nice seeing the og hosts back together
For a better name: Replanting Shovel. You are taking someone else's forest and planting it on your board
For Bodhi, maybe you could just say Non-Changeling Nephilim. Then you get rid of the Changelings and don’t need to say nonlegendary.
Also maybe the keyword could be Command with X. Then in the set they reprint the old cards we want to make into commanders
To fix ax make it the following:
Whenever an opponent searches their library for a land you may search your library for a basic land and put it into your hand. Equipped creature has 2+tap: destroy target non-basic land, it's controller may search their library for a basic land and put it into the battlefield tapped. Equip 3.
Tuition Fees should say: "Flash - If an opponent would search their library, instead they reveal the top card of their library and lose 1 life. They may repeat this process any number of times. They put the last card revealed this way into their hand." Think Ad Nauseum meets Opposition Agent with a touch of "You did this to yourself!".
I love Seth's ax idea! Synergy with the static ability is really cool!
Not being able to have both brothers yamazaki is commanders original sin.
Penny tray would be cool if when you use it you add 2 and when an opponent uses it they get 1. Gives you an incentive to play it over another 2 mana colorless rock.
Okay, Deforestation Axe is amazing on every level. It's balanced (aside from the card draw lol that's a bit pushed) it's fun, it's super flavourful- it's such a great design overall. Absolutely love it.
And with only treasures it would be like smothering tithe but for 2 and colorless.
And it should be reforestation axe xD
If that card came out I guarantee you that most commander players would not agree that it's balanced
@@jadegrace1312 You are correct- I misread the card. I thought it put the land into play under THEIR control, so you could have strategies that revolve around using effects that trigger when people cheat cards into play or effects that revolve around an opponent having more lands than you in play, so you could ramp up a player while also benefiting you more if you have your deck built that way, and you can choose who to attack so you could either ramp the player that's really far behind or the player that's already ramped most of the lands they need and trigger your stuff more without them getting (much) benefit. But it doesn't do that, so yeah it's pretty broken lol but there's an interesting design space there for tweaks and improvements. Definitely my bad for not reading it properly though and making it more balanced in my head though.
@@Level_1_Frog I wish the card had something to with land destruction instead. Maybe like a reverse sword of the animist, where when it attacks you can destroy a non-basic land controlled by a player who controls the most lands
@@jadegrace1312 okay yeah yeah yeah that works- so let's 'fix' the card real quick; it can cost the same, the first effect can be the same except you just get a treasure, then I'm gonna change the second ability slightly going off your idea, and have the second ability destroy a non-basic land they control, then they can put a basic into play from the deck or hand (just to balance it out) and then you can draw a card if they do (just for some nice value on top, and if they don't get any value neither do you). I think that's a pretty fair and fun card altogether.
To fix the Magus to not kill tokens while not adding a ton of text, you can just have it be the creature's mana value +1
Ok crim, imagine this: Whenever an opponent searches their library they exile each card they find. Then, each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously. The player who chose the highest number loses that much life and they may play the exiled card for as long as it remains exiled and they may spend mana as though it was mana of any color to cast it.
Asha seems fine as is. She requires WUBRG, doesn't have haste, doesn't have hard protection like regeneration or indestructible, doesn't generate card advantage. She needs so much help to go off, definitely feels like the Timmy "looks stronger than it really is" kind of commander Tomer was aiming for.
Oh that peach momoko is amazing I would love for her to do a secret lair. Probably my favorite comic book artist
you know those medieval easter-egg depictions of hornists, bent double, head between their legs, tooting with their farts?
add a dash of human centipede and that's how you get the codfather intro, tooting his own.
you're most welcome.
What if Tuition Fees played like Vorinclex, Voice of Hunger? "Whenever an opponent searches their library, you draw a card and their lands don't untap on their next turn."
I like that
Phyrexian penny tray is just “Mana Cache” from nemesis, almost word for word
Tuition Fees should work sorta like an Ad Nauseam.
Any search effect is replaced with the searcher revealing cards until they take a card, losing 2 life for each card revealed. Then shuffle the rest back in.
Then they have control over how deep to dig, but also punished for being really greedy.
You should do this more often! This is soooo much fun
I love how Richard just added more layers to Mana cache, with the Phyrexian Penny Tray.
Idea to fix the deforestation axe: add the following triggered ability: "when deforestation axe enters the battlefield or whenever equipped creature attacks, sacrifice a forest".
Richard's cards are incredibly creative. The rest are so... inside the box.
I think it’s a little pushed to say that his first car was creative. It literally is the most uninspired card on the list by design
Fix for tuition fees:
Players can’t search libraries.
If a player would search their library, that player may pay X life, then they search the top X cards of their library where X is the amount of life paid this way.
This is for Crim:
Hidden Fees
1UB
Enchantment
Flash
Whenever an opponent would search their library for a card, they must instead reveal cards from the top of their deck until they find the card they are looking for, that opponent then loses one life for each card that was revealed in this way, then they shuffle the revealed cards that were not searched for into their library.
"Of course it is unfair. That is why I put it in the contract."
I have 2 card ideas against land/green ramp.
1. An artifact that says when a land enters the battlefield if its controller has more than 1 land more than the player with the least amouth of lands put that land on the bottom of that players library.
2. Artifact, etb phase out all lands in play, when a land comez into play phase it out. Lands can't phase in.
At the beginning of upkeep gain mana equal to the lowest/higheat number of lands a player phased out. Mana doesn't empty from pool until next upkeep.
This episode is amaazing, I hope they do a part two or more stuff with custom cards!
The ax propels its owner a little too far forward for two mana. Explosive Vegetation being draw 2 make 2 treasures, or heaven forbid Awaken the Woods comes down with X=5 or something silly. This should read "whenever one or more lands..." instead of "whenever a land...", and cost 3 mana to start, would fix it right up imo.
I think a solid fix for the Deforestation Axe would be that the static is given to the equipped creature. It makes you have to have a 1 drop creature and spend your first turns playing and equipping
Good episode. Definitely should do a part two at some point,
Idk if anyone else has mentioned this, but a player who controls an untapped Phyrexian Penny Tray will always add one penny counter to the tray on their end step, because the tray itself is a permanent with a mana ability. I see this as a bit of intentional design/flavor win, because it ensures that the tray will be available for the next player to use.
Deforestation axe, you could keep the card the way it is but replace the text “a land enters the battlefield” to “a forest enters the battlefield”. It’s more flavorful and it lowers the power by a lot because it only cares about one land type. So we are still fixing the problem of green out ramping everything but it doesn’t become broken.
Richard saying "I'd sooner kill myself than team up." was hilarious.
For marked for compleation a very simple fix for the second line would simply be “Then, if that player has 10 or more poison counters, when Marked for Compleation’s owner or enchanted player wins the game, both players win the game”
Another take on deforestation axe would just be to give each other color rampant growths,
{1}{W} sorcery, gain 3 life, plains ramp
{1}{U} instant, draw 1, island ramp
{1}{B} sorcery, drain each opponent for 1, swamp ramp
{1}{R} sorcery, 2 damage to any target, mountain ramp
The magus being legendary is what makes it a sick build-around card IMO. it's not game breaking and isn't ACTUALLY that hard to deal with at all, so honestly the only "problem" with it being legendary is that it breaks the historical magus bit of the card but who cares tbh? it's also WAY less annoying than an absolute ton of the commanders that have been printed recently... 100000% i'd love to play this card, play against this card, and see this card around in general.
EDIT: also if Sheldon would hate this card it makes me wish it was real even more.
Like most of the cards, but I LOVE Asha! I want this so much it’s not even funny. I’ve made so many angel decks because I don’t have a 4 or 5 color option
When will we get the last "harmonicon"? Either a Legendary creature, enchantment, or artifact that gives "If a creature you control dealing combat damage to an opponent causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time."
I’ve been thinking about this exact thing recently!
It’s a glaring Saboteuramonicon-shaped hole in the Panharmoniconverse!
How about changing tuition fees to something like:
“Whenever an opponent would search their library, instead they pay any amount of life and search from that many cards from the top of their library.”
I’m uncertain on whether or not to include the card draw, but this would definitely cut down on the text by a large margin and also prevent people from repeatedly tutoring by setting their life total to 1.
Maybe for the deforestation axe make log tokens insted of treasure and put the draw and mana on the log token. Maybe the log has tap pay 1 colorless sac and draw a card and add a mana of any color
Forestation axe
I think the two changes that would make the Axe playable but not ridiculous are making it a 1 mana instant speed activated ability instead of static, and change the combat damage trigger to work like catchup ramp by requiring the opponent you damaged to have more lands than either yourself, each other opponent, or all players. Also, animate the Penny Tray, slap a Luxior on it and suddenly you've got an insane beater threat for very little investment.
Asha or any other lifelink blockers would trigger her ability, you don't even need that much extra lifegain. It acts as an attack deterrent unless you can't block.
Marked for Compleation definitely works in the rules. 2-Headed Giant has a 15 poison counter limits, so you don’t even have to remove the poison counters. Check out the rulings for “Better than one”, a card from Unstable where a person outside the game becomes your teammate.
Marked for Compleation seems super fun. I think a good and simple solution for the "Team" mechanic would be to define it as something similar to Goad, like "You can't attack opponents or target permanents and spells of players, that are in the same team with you, as long as there are opponents who are not part of your team.". So no mutual wins, but a forced alliance, where everybody remains the chance to win on their own, just like how naturally formed, non-card alliances would work out. This way the mechanic could also not be abusable to turn the entire table into team mates and force a draw, but rather result in a mutinity or a sort of war in the ranks.
That would be a mechanic I'd love to see on several cards, e.g. in white, as a form of showing mercy to your opponent instead of killing them or in grixis color(s) for some gangster mob boss assembling a syndicate. Seems like it would be an enrichment as a mechanic, because it allows players to participate in the game that would otherwise be sitting on the sideline (and vanish potentially crucial permanents for the game state), makes for a reasonable way to actually speed up games as the game will warp into 2vs2 or 2vs1, results in fun political scenarios (eg. the opposing players forming an alliance, diplomacy in the own ranks with forced friends) and has amazing design space in terms of flavour.
Richard's design deserves an honorable mention as well though. Excellent mechanic matching to the story, fun fix for Humility and I love how it encourages fair battlecruiser magic. I would change the flavour entirely though and make it a "real" Magic card, rather than a Universes beyond card. Also I would change the type to Enchantment, so it's harder to remove and actually a fixed Humility rather than a Magus of Humility.
To solve the ramp issue, how about a cycle: The "...Ravage" cycle, righteous for white, ruthless for black etc.
3WW each player chooses 6 lands, than exiles the rest. for each Land exiled this way you: W=gain xlife, U=you draw a card for each player who exiled one or more lands this way, B=You return targetcreature mana value x from your graveyard to your hand, R= you deal x damage to target player, creature or walker, G=you create x 3/3 beast creature tokens for each player who exiled one or more lands this way.
Numbers and effekts sure need tweaking. But allowing a certain amount of lands to remain and players to choose should get arround the usual LD problems.
For Asha, we have things like ward-discard a card or ward-lose 2 life. What about ward-Asha's controller gains 4 life.
Also for Tuition Fees maybe something like pay x life to look at the top x cards of your library.
Marked for compleation:
Enchant player.
All damage dealt to you as if it was infect.
Or if you still want to control someone.
Note the player who casted this spell as this aura enters the battlefield. That player and permanents they control have protection from you. Your creatures are goaded.
Deforestation Axe is a bit over the top with the card draw. The treasure token would be enough. The second part is a bit weird...I like the idea of stealing a land from the opponent's library, but giving it away to any other player? Nah...make it so you ramp trough your own library and maybe tap a land from defending player.
Marked for Compleation can just say: If each player other than ~'s controller has 10 or more poison counters, ~'s controller and enchanted player win the game. Once you completed someone, they can't backstab you because if you die the enchantment is also gone.
Please do more of this, I love to see your ideas!
my thoughts in order:
Magus of Magnus:
I realize, you want to keep it simple, flavorfully in step with what it turns everything else into.
Nevertheless I'd rewrite it something like:
"Each other creature loses all abilities.
Each nontoken-creature has base power and toughness X/X, where X is that creature's mana value."
Turns it into 2 abilites but still easily readable, I hope.
What would make it better, but also wordier:
"All planeswalkers lose all abilities and become creatures with base power and toughness equal to their mana value."
That would be the dream, because planeswalkers, when you think about it, they are the real mutants!
Deforestation Axe:
I would drastically redesign this card:
An artifact, to make it playable in any deck. But basic, not equipment.
Add
"Whenever a Forest enters the battlefield under you control, sacrifice [this]",
to discourage green decks to play it.
only this static ability, no combat trigger:
Option 1:
"Whenever a land enters the battlefield under an opponent's control from anywhere but that player's hand, you may search your library for a land with a basic land type, but on battlefield tapped, shuffle. This ability triggers only once each turn"
If they ramp, you ramp. Multiple Axes would lead to infinite tutoring, hence the once each turn-clause. Or replace library with hand+graveyard (no basic land-type needed)? you could recycle your own fetchlands that way...
Option 2 (more hateful):
"whenever a land enters the battlefield under an opponent's control from anywhere but that player's hand, they sacrifice it and create a treasure-token"
You get the value, but one-use. makes Fetchlands basically useless.
Tuition Fees:
a mess, no idea, sorry
maybe make it a less painful, cheaper Ob Nixilis but with flash?
Asha, Guardian Reborn:
replace trigger with:
"At the beginning of each end step, if you gained life this turn, you may caste an Angel spell with mana value equal or less to the amount of life gained from your hand or graveyard without paying its mana cost."
This turns off "attack and get 8 mana Avacyn for free", because 8 life is much harder or at least more work. Also, you don't have to achieve 4 life on opponent's turns, just get 1 from Soul Warden and get back your Segovian Angel. Profit! Maybe too strong with changelings, so... only your end-step?
maybe vigilance (also very white) instead of ward, which would discourage attacking you since you could block and get another free angel
alternatively, since 5-color: 1 keyword from each color
blue:flying
white:vigilance
black:lifelink
green:trample
red:haste
probably too strong, but get value immediately
Phyrexian Penny Tray:
basically keep as is but make it "pay life equal to 10 minus number of penny-counters" and remove once a turn restriction?
you can take all you want, but it will hurt!
i realize, pay 2 is more flavorfull because of phyrexian mana. the once a turn just bothers me, but without it people just greedily swipe it clean each turn. thus a steep life-cost-curve disencourages greed
Bodhi, Yore Cult Priest:
looks perfect to me, tough probably very strong
Sword of Nightmare and Nausea:
I agree with "look at [2? 4?] cards on top of opponents library, exile one of them face down, may look at, cast with any mana" like Gonti.
Also, make the 2 -1/-1 counters distrbutable.
Otherweise perfect
I personally would hate playing against this, because of the uncertainty what is gone so would prefer face-up exile, but... for flavor/consistency I guess...
Marked of Compleation:
wow, awesome idea, but complete mess.
I would comple(a)tely redesign the payoff:
Keep the "won't lose to poison" and "gain 1 poison each of your (not their) upkeeps"
No "joining your team", though.
Rather, an activated ability (rare for enchantments, I know. Would this have to be artifact? then flavor would be lost?)
Maybe triggered on hitting them?
"Remove [5? 7? all 10?] poison-counters from enchanted opponent: you control their next turn. Should at the end of that turn he and you be the only 2 players left in the game, you both win the game (or just you?)."
They don't join your side, but they become your agent for a turn, then free them selves.
Or maybe something like: "remove all poison counters, at least one, sac Marked for Compleation: same ability" so only 1-use
After all, Phyrexians don't offer a choice: "join or die", right? just: get infected and you're ours.
The better penny tray would be "spell cost 1 more. Put a penny counter on when a spell is cast. Pay 2 life and remove a counter: gain 1 colourless. Any player may activate this ability."
im just so happy to see richard baack , i love his vibe ,plz stay,
My attempt at a Fixed Deforestation Axe:
---
2
Equip 2
Equipped Creature has Forestwalk
Whenever a land enters the battlefield, if it's the second land that entered the battlefield this turn, you may attach Deforestation Axe to a creature you control and draw a card.
You *could* also put the damage trigger on it but I would want it to be something like a "Whenever equipped creature deals combat damage, if that player has more lands than you, search your library for a basic land and put it on the battlefield tapped".
Richard's Wanda Magus could say: "Other creatures lose all abilities. Other nontoken creatures have base power and toughness equal to their mana value."
Tomer was speaking about me with Asha, and I'll create an inspired alter to test. I think the design is great! 👍 👌 🎉
Tuition Fees could be interesting with a bit of polish. "If an opponent would search their library, instead they choose one:" followed by any number of effects that get you a resource. "Lose 3 life, you gain 3 life, search top 6. Discard a card, you draw a card, search top 12. You search for a card and put it into your hand, they may search their whole deck". Or so on. It could be a neat way to tax searching without stopping it altogether.
Alternatively, it could just be costs. Sac a creature, exile top 13 cards, pay 3 mana, discard some cards, etc.
I think all Deforestation Axe needs is the white catchup ramp clause so green can't run it and make the static generate a treasure only. If the point is to keep up with green ramp then it should ramp, not draw cards.
Love the flavor of Marked for Compleation!
This is how I would do it:
Marked for Compleation - BBBB
Enchantment
Your opponents can't lose the game for having 10 or more poison counters.
You control each opponent with 20 or more poison counters during that player's turn.
Phyrexian Penny Tray is an amazing design. It's probably a little too wordy for a regular card but you could change it to something like:
At the end of each player's end step, put a penny counter on Phyrexian penny Tray for each untapped land that player controls.
Pay 2 life, remove a penny counter from Phyrexian Penny Tray: Add 1. Any player may activate this ability once each turn.
This was great! I wish the poll had more options/ maybe tier voting cause I loved all of Richards cards but had them in 2nd place for each option, which means it got no votes 😢
Bro I’m so happy Richard got into comics there’s so much awesomeness that he can reference during games now
Ink treader doesn't just give you access to more colours, it also copies for each opponents creature, so it's significantly better than zada
Marked for Completion should do something like "You control enchanted player for the rest of the game". Would be less fun for the enchanted player... but the rulings would be easier :D
Very cool ideas btw.
Love the flavour of marked for completion, and Richards idea of 0: destroy permanent. Maybe an addition of activate this ability only if you have more life than the enchanted player?
Gives that player a chance to overcome having been completed if they have enough life-force within them, and some really interesting boardstates. I can just imagine another player attacking the owner of the enchantment so that they will have less life than the completed player. Before damage they could blow the completed player up, wait till there turn to attack and regain control or just risk it with a rouge compleated player.
Marked for Compleation could work. Instead of joining a team it could just be "If enchanted player has 10 or more poison counters and they win the game, then you win the game as well. If you win the game, the enchanted player wins the game as well"
With the penny tray, you could have it so that if a player has an untapped permanent with a mana ability you just put 1 counter on the tray no matter how many permanents they have untapped.
With marked for compleation you can make it so that "at the beginning of enchanted player's upkeep they gain a poison counter then if they have 10 or more poison counters they choose one.
- the owner of this enchantment gains protection from enchanted player.
- sacrifice marked for compleation."
How about this for a fixed "Mark for Compleation": "Enchant opposing player. At the beginning of your upkeep, put an oil counter on enchanted player. As long as enchanted player has 10 or more oil counters, you control them during each of their turns."
Deforestation Axe looks really cool, but I would probably make the static ability to a "tap"-ability, make the equip-cost 1 and rename the triggered ability to "under target opponent`s control". I think it would make a pretty fun card :)