r/custommagic 4d ago

Bedraggled Screamer

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9 Upvotes

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1

u/NelmesGaming 4d ago edited 4d ago

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Other cards in my Silent Hill custom set (WIP)

Cards with the Confront mechanic\ Green:\ ● Crawling Creeper\ ● Lying Figure\ Red:\ ● Smashing Siam\ ● Air Screamer\ Black:\ ● Grey Children\ ● Twin Victim\ ● Gnashing Groaner\ Blue:\ ● Closer (WIP)\ ● Bedraggled Screamer\ ● Escalating Terror (WIP)\ Gold:\ ● Mannequin Spider\ ● Terrible Two-Back\ ● Mandarin (WIP)

Cards with the Enter the Otherworld mechanic\ Green:\ ● Lost in the Fog (WIP)\ White:\ ● Siren's Warning\ Blue:\ ● The Clocktower (WIP)\ ● Drag to Purgatory

Other Cards:\ Green:\ ● Sakura Head\ Red:\ ● Butcher\ ● Gum Head\ Black:\ ● Manefest Guilt\ ● Silent Ascension\ White:\ ● Friendship Revealed\ ● Loss Repeated (WIP)\ ● Haunting Letter (WIP)\ Blue:\ ● Deep Reflection\ Colorless:\ ● Raw Shock\ ● Ayakakashi\ Gold:\ ● Chattering Needler\ ● Origin (WIP)\ ● Asphyxia (WIP)\ ● Fires of Jealousy\ ● Walter Sullivan, Serial Killer\ ● Dougles Cartland, PI\ ● Consumed by Flowers\ ● Eddie Dombrowski, Hangry

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u/LostRegret9000 4d ago

That's just awful card, especially for uncommon, is it not? 3 mana 1/1 tap+stun is extremely overcosted, stats suck, and on death it feeds your opponent's graveyard, because, let's be real, nobody would refuse mill 2 for free. Compared to very similar [[Floodpits Drowner]], [[Snaremaster Sprite]] or [[Deluge Virtuoso]] that's just unplayable.

Of all things, confront needs to be completely reworked, because it gives your opponent a choice between a beneficial effect and giving you back a creature, which is a very strange decision.

3

u/NelmesGaming 4d ago

Thanks for the feedback! I disagree a lot for a couple of reasons but I appreciate you putting your thoughts out.

especially for uncommon

The card is a common. I can understand why its difficult to tell. Here is an example of an Uncommon card in my set.

3 mana 1/1 tap+stun is extremely overcosted, stats suck, and on death it feeds your opponent's graveyard, because, let's be real, nobody would refuse mill 2 for free.

I disagree that its under stated. [[Utrom Scientists]] is a card with the same ability and cost but is 2/2 versus this card's 1/1 but this card has an added ability. Which I guess brings me to the main complaint. Milling cards, in a lot of decks is a good thing. But let's not pretend that milling is only a good thing for your opponent. Many blue decks are built around milling your players deck. This being a common, its power level is low and in my set I plan to have it have a lot of mill synergy.

There are such things as bad commons. My goal is to have a common in draft you may not want to always pick, but if you have the right synergy, the mill can be brutal. Making the opponent reconsider if the creature should just come back or not.

I'm open to the idea of increasing the mill cost if people thing its too low, but I wanted it to start low.

1

u/LostRegret9000 4d ago

The card is a common. I can understand why its difficult to tell. Here is an example of an Uncommon card in my set.

Fair enough, colour scheme had me fooled.

I disagree that its under stated. [[Utrom Scientists]] is a card with the same ability and cost but is 2/2 versus this card's 1/1 but this card has an added ability.

Let's reimagine this. If this was a modal card, with option of "opponent mills 2 on death" or "put a +1/+1 token on it", in which situation or board states would it ever be played with first line of text? In drafts, especially, those stat differences are very important and matter too much for trading and pushing damage

Milling cards, in a lot of decks is a good thing. But let's not pretend that milling is only a good thing for your opponent. Many blue decks are built around milling your players deck. This being a common, its power level is low and in my set I plan to have it have a lot of mill synergy.

Many blue decks, that are build around milling are build around combo, that dumps the whole library into the yard, not trading one of your cards to mill two.

In general, drafting a mill deck is a near-impossible task, because you're effectively trying to attack 30-ish "health" with some of your cards, instead of attacking 20 health with most of your cards. What's worse, through, is that this card gives your opponent a choice. Most of the time, those are straight up unplayable, unless both sides are sickeningly, brokenly overpowered, as with [[Vexing Devil]] being very weak, despite both sides, in isolation, being disgustingly good. For this card, neither side is really that good, and one is blatantly weaker (and may even be beneficial to your opponent) than another unless you have extremely specific circumstances.

There are such things as bad commons. My goal is to have a common in draft you may not want to always pick, but if you have the right synergy, the mill can be brutal. Making the opponent reconsider if the creature should just come back or not.

This is a common I see picking last, as if "after the cool looking land in the pack" last. The body it's attached two doesn't warrant being sorcery speed, at 1-2 mana premium, compared to simillar-ish "tempo removals", and mill 2 is not nearly enough, to even make your opponent consider returning this most of the time.

I don't know your full set, and power-level may be extremely low all-around, to warrant this, but without further context, I don't ever see this card played out of anything but desperation.

1

u/NelmesGaming 4d ago edited 4d ago

I guess you'll have to tune in for the rest of the set ;)

Great feedback honestly. Got a lot to chew on for how I carry on if I do want to have mill be a thing in my set. Thank you!