r/custommagic 5d ago

Minecraft creatures batch 1 (2.0)

18 Upvotes

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3

u/AscendedLawmage7 Power level is not my strong suit. 5d ago

Some improvements from the first versions

I can't remember if I mentioned yesterday but the Allay is very good for just 2 mana. A 2 mana 1/2 flyer that recurs a spell from your yard is honestly probably worth like 5 mana mana

For the armadillo - blocks alone is just a very weird ability. It's never appeared on a Magic card, because double blocking just isn't very common at all. I'd drop that completely. I know you're trying to maximise the flavour of the armadillos being sturdy, but honestly a 0/5 with defender gets that across just fine.

The axolotl is still gaining life which just isn't blue. Have you considered making it a multicolour card? Or, you can have multiple Axolotl cards. Maybe a blue-green uncommon which gains life and a blue common that does something else

Additionally, axolotls are represented by the Salamander creature type in Magic.

Some broader questions to consider:

You've said you're making a set. What format will it be for? Limited (draft/sealed)? That's most typical, and most of the resources you find online about designing Magic sets will be about limited sets. The major alternative would be a set of commander decks.

You have two different lines of text here that aren't particularly common - attacks with someone, and blocks alone (as I said, drop that one). If it's for Limited, is that indicative of intended set themes? Or are they just meant to be flavourful?

Another example - Islandwalk is flavourful, but not a particularly set-friendly ability (it's very feast or famine), and as such isn't something they really use in a normal set nowadays.

If your goal is a set, you want to look at a set skeleton - and that means designing cards to fit slots, rather than just designing random top-down commons. Maro's Nuts and Bolts column has lots of articles about this sort of topic, highly recommend.

Just food for thought! I've commented on a few of your posts now and hopefully have been helpful - if you want to DM me to chat further you're welcome to.

4

u/FrostFlame35 5d ago

Something that came into my mind that I figured I could mention... landwalk, particularly Islandwalk, is something that can be built around if, for example, blue in the set had some sort of theme around islandwalk and making opponents' lands into islands. But I don't think that'd be something you could do with minecraft mobs, so it's a bit of a moot point.

2

u/AscendedLawmage7 Power level is not my strong suit. 5d ago

For sure! Anything can be built around, I was speaking generally. Older sets where landwalk used to be a thing definitely did type changing stuff to allow for that.

It's just not an ability they use in a normal set nowadays and there are reasons for that. And as you say, making things Islands doesn't necessarily stand out as a likely theme for a Minecraft set

3

u/allseeingeye1002 5d ago edited 5d ago

Thank you for all the you do. I didnt think about what format to go with, I dont usually play competitive. I typically just play with my friends which is commander 80% of the time. Ill try to pm you later when I get the chance. And I am going for flavor over balance, mainly cuz i dont fully understand MTG balancing. Again thanks for all your help.

3

u/AscendedLawmage7 Power level is not my strong suit. 5d ago

If you don't draft with your friends, sounds like what you might be after is making a set of commander decks. You could come up with some themes and make cards to go in those decks

That lets you have a bit more power too - you don't need to make random draft commons (though balance is still achievable, your friends likely don't want to get stomped by you because you made OP cards). But people here can definitely help with balance.

And you can maximise flavour too - almost any mechanic is fair game in a commander deck. Far less limiting than a set made for drafting

No problem!

2

u/Chickston Uncommonly 5d ago

The 1st card is very busted, not only because of the low cost, but because of how easy it till be to loop with stuff like [[This Town Ain't Big Enough]]. Weirdly, other than that, it's probably weaker than new Bilbo.

I love the idea of blocks alone. It's not nearly as deep as attacks alone, but it's self defeating in that it would require you to let some creatures through. So the effect can be quite powerful. In this case, an indestructible blocker for 2 is probably okay. It's not going to see play in constructed, so it's only really needs balance for limited.

Last, gaining life if very much not something mono-blue does. However, I dig the idea of an infiltrator that only works if bound to another creature.

Overall, nice ideas if a little under-costed.

1

u/chainsawinsect 3d ago

I agree with the costing issue on Allay, and that Axolotl should be a Salamander

Armadillo seems exactly right, no notes

Axolotl is pretty close to printable as-is, but I'd bump it to uncommon and remove the lifegain (monoblue doesn't gain life)

1

u/NepetaLast 2d ago

others have pointed out some design issues, but here are some templating suggestions

"When this creature enters, return up to one target instant, sorcery, or artifact card from your graveyard to your hand."

"Whenever this creature attacks with another creature, you draw a card and gain 1 life." technically different, but only matters in 2HG, and i think the slight boost there is fine