I'm working on customs for a Food/Treasure deck, and an Adventure deck turned up to maximum cheese. I'm a fan of interaction/dealing in EDH, as it's a multiplayer format at heart, and the goals for these decks were to manage these unique/janky mechanics given the challenges of the format. I know, by far, my biggest weaknesses are "clause memory" (sometimes forgetting how common clauses/card rulings are phrased in M:TG) and "vacuum balance" ("is this card OP in a vacuum, not compared to other custom/janky things it might get played with?")
I'm also going to through in a bonus! I recently finished my cycle of Ravnica "Supremacy" enchantments, which the same friend helped me workshop a bit. I'm well aware there's probably some extremely busted interactions hidden in them. They're all very powerful, and I've already uploaded them to another site. Do your worst!
Thanks in advance! I'll post this as I add to the 2 spoiler tags, but I thought I'd welcome people to get to know me and my style in the meantime...
These first 2 spoilers are purposefully broken. I'll add the text version of all the cards once I'm done uploading...
spoiler=Food/Treasure Customs for WIP EDH deck - TEXT][/spoiler
spoiler=Adventure Customs - TEXT][/spoiler
When Kaonashi enters the battlefield, each player creates a Food token.
Whenever any player sacrifices a Food, that player creates a Treasure token, you put a +1/+1 counter on Kaonashi, and it gains your choice of hexproof, deathtouch, or trample until end of turn.
Kaonashi can't attack players who have sacrificed a Food since the end of your last turn.
"What would you like? Just name it..."
—No-Face, to Chihiro
: Sacrifice a Treasure token. An opponent of your choice creates a Treasure token. Create a Food token. (It's an artifact with ", : Sacrifice this artifact: You gain 3 life.")
: Sacrifice a Food. An opponent of your choice creates a Food token. Creature a Treasure token. (It's an artifact with ": Sacrifice this artifact: Add one mana of any color.")
"There must be more than this provincial life!"
Once per turn, you may cast a creature spell that has an Adventure from exile. (The card need not have been exiled as part of casting its Adventure.) If you cast it this way, the creature enters the battlefield tapped.
Luck can only get you so far...
When Senate Supremacy enters the battlefield, Detain target nonland permanent an opponent controls.
Whenever you cast a white or blue spell, you may pay . If you do, Detain target nonland permanent an opponent controls.
Addendum - If you cast this spell during your main phase, Detain up to two target creatures an opponent controls.
Whenever you cast a white or red creature spell, you may pay . If you do, put a +1/+1 counter on target creature you control with the least power.
Radiance - At the beginning of combat of your turn, target creature and every other creature that shares a color with it gains haste and your choice of first strike or lifelink until end of turn.
Whenever a black or blue creature you control deals damage to a player, you may pay . If you do, that player puts the top 2 cards of their library into their graveyard, then you may exile target noncreature spell from that player's graveyard and cast a copy of the exiled card without paying its mana cost.
Whenever a black or green permanent that you own leaves the battlefield, you may pay . If you do, distribute X +1/+1 counters to up to X target creatures you control, where X is that black or green permanent's converted mana cost.
Whenever you discard a red or green creature card, you may pay . If you do, target creature you control gets +X/+0 until end of turn, where X is the discarded card's power. If the discarded card had haste, the target creature gains haste. The same is true for first strike, double strike, flying, trample, hexproof, and indestructible.