Author
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Topic: The Make-Your-Own Card Thread, Part 1
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Sovarius Member
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posted April 26, 2011 02:21 PM
Offering critique and a card of my own. Don't think i'm trying to offend anyone, i'm sort of a designer by nature. Of course i know this is a casual setting but i need the practice (and am working on my own set of cards that i take seriously, so this helps).quote: Originally posted by Myy: I'm bored so how about this:piper's pipe (3) Artifact - equipment Equip (3) Equipped creature gets : "TAP: put a creature card from your hand into play."
I love it, it's pretty funny and flavorful. I think maybe the cost would make more sense at 4 mana, and a equip of two. Elvish Piper isn't really broken, but this cost would put him on terms with piper. I think it's balanced in this way since Piper can be used turn 5 (without accel) so the equip should be roughly as fast. It is a bit more durable than a creature, even though artifacts are frail too, but it also costs colorless mana. I smell a Kraken/Serpent deck. It really works for any large supercreature type. Angels, demons, dragons. The colorless mana, i think, really needed a bit more of a downside. Turn 4 any creature is bit TOO awesome. Piper's Pipe sounds weird though, maybe Piper's Lute. Are you still a piper if you use a lute? quote: Originally posted by shaselai: DraconicAngel RRRWWW (M) Creature: Dragon Angel Abomination 6/6 Flying,haste, vigilance,trample,first strike,lifelink, Pro White, Pro Red, R: +1/+0, W: +0/+1 "The best of both races" - Volrath
What would a dragon angel abomination look like? It's extremely overpowered. Compare it to Wurmcoil Engine and Baneslayer Angel, whom both have really strong abilities and sizes for their cost, and this guy still blows them both out of the water. Compare it to Akroma or Sphinx of the Steel Wind and how much they cost for their abilities. quote: Originally posted by daner: Garruk, the Wild Unleashed1GGG -4 Search your library for 2 Forest cards and put them into play. +3 Target Forest you control becomes a 4/4 Treefolk creature. -5 Draw 3 cards. -14 Each Forest you control becomes a 7/7 Treefolk creature with Trample. Untap each forest you control. 5
For a non-Karn planeswalker, those abilities are all very expensive. Typically the walkers abilities range from minus 2 to plus 2, except for their finals. If you changed the values and lowered his final's loyalty fee it would be much more flavorful and feel like a regular planeswalker. Karn just has a lot because of his original card being able to soak up tons of damage. Straight draw in green is extremely out of flavor, there is always a catch somehow, and it's always flavored green. Think of Soul's Majesty or Regal Force. Even if he just copied the exact same functionality from one of these spells (which is NOT unheard of) it would make much more sense flavor wise. The final is so unplayable for green, even though most finals are hard to reach and not worth the time and effort. For him though, there is plenty of green ways already to push through that damage, making his final even less appealing. On top of that, in order to get to the final, he must already make permanent Treefolks from forests. While it doesn't really make the final LESS powerful, making permanent treefolk into different permanent treefolk doesn't feel right. Think of the way Avenger of Zendikar makes his little ****s larger, not into another seperate, but similar, creature it already is. The final could be better off maybe having an effect like "Treefolk creatures you control get +2+2 and trample" permanently. I think it could be very interesting with a "May deal combat damage as though it were not blocked effect" even. They should really bring a couple of those dudes back anyway. EDIT: And fluffy reminded me i wanted to say that treefolk are out of flavor for Garruk. Although 4/4 is not a typical Beast p/t it is not unacceptable. quote: Originally posted by daner: Deal Broker of the NosferatuCreature - Vampire Wizard 2BB Flying. Lifelink. Skip your draw step. You may pay BBX where X is an amount of life. Draw X cards. You may activate this ability at any time. 3/4
Very interesting and flavorful. I am a huge fan of Vampires and Necropotence-type effects. For 4 mana, a 3 powered lifelinking flyer with no drawback (typically life, in black) is on par with junk rare status. But ability sets it easily at mythic. Only 2 black mana, at instant speed, for only one life per card is a bit overpowered. This lets you sit on him with the ability to draw into your deck for answers in response to spells being played. Putting the ability as a tap effect isn't necessary, but i think he ought to see "Play this ability only as a sorcery" or "Play this ability only at the end step" (or word it like Necropotence). The two mana, 2 life, makes this ability a Sign in Blood on a stick. Probably not too overpowered at that. But the ability to get 4 cards for 2 mana/4 puts it over the edge in cost. I could very easily see something to the effect of "XB; Pay X life: Draw X cards." I could also see a straight Greed effect "B; Pay 2 life: Draw a card." But i don't really know if we need more creatures with "(Spell)-on-a-stick" ablities. At that though, i think that's a playable Greed (same CC). And just in general, i don't know if the draw ablity, even if neutered, should be put on an evasive, bolt-proof body capable of a 6 point life swing. I suppose there's enough hate for black and flyers, but i imagine a 3/3 body would be more sensible. So there's my 2 cents (3 dollars?) worth. Here's a card i've been mulling over for a few days now but never posted (thanks for inspiring me guys). --------------------- Jeck, Master Smithmage WW Legendary Creature - Human Soldier Shaman Whenever Jeck deals combat damage to a player, you may put a Smith counter on him. Whenever Jeck attacks, you remove X Smith counters from him. If you do, search your library for an Equipment card and put it onto the battlefield equipping Jeck. Shuffle your library. 2/2 --------------------- Comments and harsh criticism welcome. __________________ If you can make/print proxies, i will trade for them. Also looking for Microprose MTG computer game. Will trade for that or consider buying for cheap. Please pm
[Edited 2 times, lastly by Sovarius on April 26, 2011]
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airwalk Member
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posted April 26, 2011 02:36 PM
Tenacity of the Meek - 4G EnchantmentAt the end of each turn, target opponent gains control of Tenacity of the Meek. As long as an opponent controls two or more creatures than you, creatures you control get +2/+2. As long as an opponent controls two or more lands than you, whenever you tap a land for mana it provides an additional mana of any type that land could produce. As long as an opponent has two or more cards in hand than you do, draw an additional card during your draw step.
[Edited 1 times, lastly by airwalk on April 26, 2011]
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Myy Member
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posted April 26, 2011 02:46 PM
would this make slivers (specifically Counter-slivers) competitive in Legacy? Negation Sliver WU creature - sliver all slivers have : "(1), sac ~: counter target spell unless it's controller pays (2)" 2/2
[Edited 1 times, lastly by Myy on April 26, 2011]
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Sovarius Member
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posted April 26, 2011 02:47 PM
quote: Originally posted by fluffycow: Yawgmoth, God of Phyrexia BBBB Planeswalker+2: Put a 2/2 black zombie token with intimidate into play 0: Target opponent reveals his/her hand, choose a card and that player exiles that card -2: You may play cards from your graveyard until end of turn. If a card would be put into your graveyard this turn, exile it -7: You get an emblem of "pay 1 life: draw a card" and "pay x life: return target creature or artifact from a graveyard into play under your control" 4
Nicely avoided Ritual shenanigans and kept up with his flavor (and cards with his nameskae). However his effects are all very powerful and none really kill him. His + ability is nicely balanced, and doesn't rape the board up until he gets the final off. I think his 0 ability could definitely cost -1, and his final should be 8, where he doesn't get to stick around after using it. The final itself is not typical, where he gets multiple effects for one emblem. Not that it can't happen i suppose, but i don't think he needs TWo as opposed to one. The Bargain (without skipping your draw step) is plenty powerful enough. The second ability (is that actually a Yawgmoth card? i don't recall anything like that except for Geth) is just overkill. It is also worded wrong, it looks like you did mention that X Life= X Coverted Mana Cost. It is expensive to pay with life, yes, but instant speed resurrection, even on cheap 1-2 CC dudes, is ridiculous. If anything, it of course at least needs to be sorcery speed, and probably also X in pure black mana. Or XB; Pay X Life. quote: Originally posted by airwalk: Tenacity of the Meek - 4G EnchantmentAt the end of each turn, target opponent gains control of Tenacity of the Meek. As long as an opponent controls two or more creatures than you, creatures you control get +2/+2. As long as an opponent controls two or more lands than you, whenever you tap a land for mana it provides an additional mana of any type that land could produce. As long as an opponent has two or more cards in hand than you do, draw an additional card during your draw step.
Seems really fun and interesting, sounds balanced. But what kind of practival applications would go along with this? If you are controlling less creatures it probably means you are control, or are being controlled. In either case a +2+2 doesn't seem to help. I sort of think of Exalted because you only attack with one creature, but even in that mode of play, most of the exalted triggers come from other creatures. If you play this and your opponent controls two more lands than you, then they are playing ramp with their lands or you are playing with a lot of creature/artifact mana. In either case i'm imagining the one extra mana you get from your lands are not making up the difference. The third is great, and i feel that even for green that is a believable draw mechanic. It sounds fantastic against control decks when you're playing aggro, and i really like that. I do think all in all though, it sounds like you are playing this card to stick around the edge of defeat, and doesn't seem to powerful until you play multiple copies of these. quote: Originally posted by Myy: would this make slivers (specifically Counter-slivers) competitive in Legacy? Negation Sliver WU creature - sliver all slivers have : "(1), sac ~: counter target spell unless it's controller pays (2)" 2/2
I'm gonna go out on a limb here and say hell yes. Well maybe not the whole deck entirely, but i think this is a pretty powerful card. Compare this to something like Cursecatcher. Cursecatcher is good. This has no limits on the spells, and it costs them TWO extra mana to continue casting. For a cheap small creature (who makes your other creatures do the exact same thing), i think this is way better than Catcher. Costs you one mana, but that extra 2 just seems to be pushing it. It's not as potent as a first turn Catcher, but it's good. I think all in all it is balanced though, and i wouldn't change it except for maybe limiting it to countering instants and sorceries. __________________ If you can make/print proxies, i will trade for them. Also looking for Microprose MTG computer game. Will trade for that or consider buying for cheap. Please pm
[Edited 2 times, lastly by Sovarius on April 26, 2011]
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airwalk Member
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posted April 26, 2011 02:56 PM
quote: Originally posted by Sovarius: Seems really fun and interesting, sounds balanced. But what kind of practival applications would go along with this? If you are controlling less creatures it probably means you are control, or are being controlled. In either case a +2+2 doesn't seem to help. I sort of think of Exalted because you only attack with one creature, but even in that mode of play, most of the exalted triggers come from other creatures. If you play this and your opponent controls two more lands than you, then they are playing ramp with their lands or you are playing with a lot of creature/artifact mana. In either case i'm imagining the one extra mana you get from your lands are not making up the difference. The third is great, and i feel that even for green that is a believable draw mechanic. It sounds fantastic against control decks when you're playing aggro, and i really like that. I do think all in all though, it sounds like you are playing this card to stick around the edge of defeat, and doesn't seem to powerful until you play multiple copies of these.
From a 1 on 1 perspective, it's very week, however I would love to see a card like this for multiplayer, being able to choose who gets it. We often play 5-8 player FFA but you can only attack your neighbor(s) and having something like this that you could pass could be devilish (my enemies enemy is my friend, right?)
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fluffycow Member
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posted April 26, 2011 03:06 PM
quote: Originally posted by airwalk: Tenacity of the Meek - 4G EnchantmentAt the end of each turn, target opponent gains control of Tenacity of the Meek. As long as an opponent controls two or more creatures than you, creatures you control get +2/+2. As long as an opponent controls two or more lands than you, whenever you tap a land for mana it provides an additional mana of any type that land could produce. As long as an opponent has two or more cards in hand than you do, draw an additional card during your draw step.
Super Unplayable but I like Jeck, Master Smithmage WW Legendary Creature - Human Soldier Shaman Whenever Jeck deals combat damage to a player, you may put a Smith counter on him. Whenever Jeck attacks, you remove X Smith counters from him. If you do, search your library for an Equipment card and put it onto the battlefield equipping Jeck. Shuffle your library. 2/2
Seems better on paper than it would probably be in a real game. 2/2 vanilla that has to connect for his ability to even apply might put this guy in the uncommon slot. The legendary thing will probably make this unplayable for constructed. Bear Grylls 1GRW G: ~ gains a basic landwalk of your choice until end of turn. R: Exile target creature with power less than ~. Flip a coin, if you lose, tap this creature and it doesn't untap on your next untap phase. If you win, ~ gains +2/+2 until end of turn. W: indestructable and protection from a card type of your choice until end of turn. 4/4 "I came, ate your pets, might have had diarrhea in your sacred forest and you know what...you can't stop me" - Moto of Bear Grylls
[Edited 1 times, lastly by fluffycow on April 26, 2011]
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Sovarius Member
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posted April 26, 2011 03:50 PM
quote: Originally posted by airwalk: From a 1 on 1 perspective, it's very week, however I would love to see a card like this for multiplayer, being able to choose who gets it. We often play 5-8 player FFA but you can only attack your neighbor(s) and having something like this that you could pass could be devilish (my enemies enemy is my friend, right?)
Ha! I didn't really think about that. That could be very interesting. I could also see drawing crap/being a noob and everyone kinda 'helping out the little guy'. In multiplayer there is a lot more wiggle room for all three effects to occur. Very neat. quote: Originally posted by fluffycow: Seems better on paper than it would probably be in a real game. 2/2 vanilla that has to connect for his ability to even apply might put this guy in the uncommon slot. The legendary thing will probably make this unplayable for constructed.
Hmm those are all valid points. The legendary bit was just for fun, Could be a sweet General but otherwise i didn't really consider how it functions as one in a typical environment. How is this for a fix? I'm just trying to avoid the ability to sneak in amazing equips from anywhere in your deck like Jitte and Swords, anything that shouldn't just be tutored and put into play and equipped all for free all at once, on an attacking creature. Jeck, Master Smithmage WW Legendary Creature - Human Soldier Shaman First Strike Whenever Jeck deals combat damage to a player, you may put a Smith counter on him. Whenever Jeck attacks, you may search your library for an Equipment card with converted mana cost X or less, where X is the number of smith counters, and put it onto the battlefield equipping Jeck. Shuffle your library. 2/2 __________________ If you can make/print proxies, i will trade for them. Also looking for Microprose MTG computer game. Will trade for that or consider buying for cheap. Please pm
[Edited 1 times, lastly by Sovarius on April 26, 2011]
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fluffycow Member
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posted April 27, 2011 06:37 AM
quote: Originally posted by Sovarius: Ha! I didn't really think about that. That could be very interesting. I could also see drawing crap/being a noob and everyone kinda 'helping out the little guy'. In multiplayer there is a lot more wiggle room for all three effects to occur. Very neat.Hmm those are all valid points. The legendary bit was just for fun, Could be a sweet General but otherwise i didn't really consider how it functions as one in a typical environment. How is this for a fix? I'm just trying to avoid the ability to sneak in amazing equips from anywhere in your deck like Jitte and Swords, anything that shouldn't just be tutored and put into play and equipped all for free all at once, on an attacking creature. Jeck, Master Smithmage WW Legendary Creature - Human Soldier Shaman First Strike Whenever Jeck deals combat damage to a player, you may put a Smith counter on him. Whenever Jeck attacks, you may search your library for an Equipment card with converted mana cost X or less, where X is the number of smith counters, and put it onto the battlefield equipping Jeck. Shuffle your library. 2/2
I think you should start him off at one counter, so people can proliferate and stuff. Even then it's a multicard combo just to get a jitte out and you can still lose him in combat.
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daner Member
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posted April 27, 2011 08:48 AM
Bring back old faithful...Spiked Viper 1UG Creature - Snake Flash Islandwalk G:Regenerate When Spiked Viper enteres the battlefield counter target spell unless it's controller pays 1. 2/1 and then new hotness....
Fields of Despair Land T: Add 1 to your mana pool. 1,T:Sacrifice Fields of Despair, Destroy target land. EDIT: Mishra, Brother Scorned
1UB Planeswalker + 1 Add 3 to your mana pool. This mana can only be used to cast artifacts or to pay for activate abilities of artifacts. - 3 Gain Control of target artifact. + 0 Put a counter on target land. It gains "1: This land becomes a 2/2 Worker until end of Turn". - 7 Each artifact you control becomes a creature with p/t equal to it's converted mana cost, and is indestructable. 3
[Edited 1 times, lastly by daner on April 27, 2011]
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joz Banned
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posted April 27, 2011 09:05 AM
Mishra wasn't a planeswalker.__________________ Bargain is not to powerful for EDH, EDH is to weak for Bargain!
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Myy Member
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posted April 27, 2011 09:06 AM
quote: Originally posted by joz: Mishra wasn't a planeswalker.
neither was yawgmoth, It's just for fun.
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shaselai Member
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posted April 27, 2011 10:37 AM
Xathra, master of time UUBB2 Planeswalker+1 return target permanent to its owner's hand -1 return target permanent from graveyard to its controller's battlefield -2 target player can't tap or untap permanents next turn -2 search your library for a permanent and put it into the battlefield -7 target player returns 7 permanents to his/her hand, you may bring 7 permanents from your graveyard or library into play 3
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mm1983 Member
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posted April 28, 2011 01:26 PM
Steamflogger Contraption : 3RRArtifact Steamflogger Contraption counts as both a red and artifact spell. When Steamflogger Contraption enters the battlefield put 3 1/1 Goblin Rigger tokens into play. These count as both red and artifact creatures. 1R : Tap a Goblin Rigger creature you control to assemble a Contraption. All Riggers gain +1/+1 for each Contraption in play. All Contraptions count as artifacts.
Steamflogger Assembly Line : 4 Artifact During your upkeep tap a Rigger you control to assemble a Contraption. Ignore this ability if you control no Riggers. If you control no Riggers during your upkeep put 2 1/1 Goblin Rigger tokens into play. Token card Goblin Rigger Red/Artifact 1/1 Token card Contraption Artifact
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fluffycow Member
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posted April 28, 2011 01:43 PM
quote: Originally posted by shaselai: Xathra, master of time UUBB2 Planeswalker+1 return target permanent to its owner's hand -1 return target permanent from graveyard to its controller's battlefield -2 target player can't tap or untap permanents next turn -2 search your library for a permanent and put it into the battlefield -7 target player returns 7 permanents to his/her hand, you may bring 7 permanents from your graveyard or library into play 3
This would break T2 if there's any super power permanent like eldrazis. quote: Originally posted by mm1983: Steamflogger Contraption : 3RRArtifact Steamflogger Contraption counts as both a red and artifact spell. When Steamflogger Contraption enters the battlefield put 3 1/1 Goblin Rigger tokens into play. These count as both red and artifact creatures. 1R : Tap a Goblin Rigger creature you control to assemble a Contraption. All Riggers gain +1/+1 for each Contraption in play. All Contraptions count as artifacts.
Steamflogger Assembly Line : 4 Artifact During your upkeep tap a Rigger you control to assemble a Contraption. Ignore this ability if you control no Riggers. If you control no Riggers during your upkeep put 2 1/1 Goblin Rigger tokens into play. Token card Goblin Rigger Red/Artifact 1/1 Token card Contraption Artifact
What's a contraction? Just an artifact that does nothing? Mox Halo Imprint- When ~ enters the battlefield, reveal the top 3 cards of your library, an opponent choices a non-colorless card and imprint it onto ~. Exile all other cards. tap: add one mana to your mana pool that shares a color with the imprinted card
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Myy Member
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posted April 28, 2011 02:18 PM
quote: Originally posted by fluffycow:
What's a contraction?
The process in which a muscle becomes or is made shorter and tighter quote: Originally posted by fluffycow:
Mox HaloImprint- When ~ enters the battlefield, reveal the top 3 cards of your library, an opponent choices a non-colorless card and imprint it onto ~. Exile all other cards. tap: add one mana to your mana pool that shares a color with the imprinted card
too risky IMO, may not give you the color you need. how about this: code:
Mox Amber (0)Legendary artifact T: add 1 mana of any color to your mana. spend this mana only on creature spells.
it helps Aggro decks a bit.
[Edited 1 times, lastly by Myy on April 28, 2011]
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airwalk Member
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posted April 28, 2011 02:21 PM
Too risky? It's reusable acceleration without card disadvantage, bah-roh-ken.
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Sovarius Member
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posted April 28, 2011 04:37 PM
quote: Originally posted by Myy: The process in which a muscle becomes or is made shorter and tighter
Don't be clever, that's not an answer to his question and he shouldn't have to put up with it. I won't tell you again! A Contraption was a thing from Steamflogger Boss from Future Sight. No cards make contraptions, but when you do, he lets you assemble TWO instead. TWO!! The Halo isn't utterly broken, it has a bit of balance from exiling your top 3, but also can be used to fix Brainstorms/SenseiTops. I think it should specify non-land, though. That's your problem if you're running so many artifacts (and eldrazi) that you can't hit a color. I think it's clearly not built for multicolor decks so might be lagging behind in usefulness, particularly if it were played in T2 and there's hardly any multicolor cards. That possibility that it might just hit 3 lands/artifacts neuters it a bit as well as the idea it might only be good in mono. I like the idea behind Mox Amber as well. No drawback worries me though. Creature decks aren't as hardcore as control/combo and such, but it's still free acceleration. I'm not sure they'd do an effect like Mox Halo or what i'm thinking of right now, but what if your opponent searched your library for a creature card and exiled it? I think that is a very reasonable trade off for free mana limited to aggro decks. One creature in an aggro deck doesn't ruin the game plan, but it's also not extremely abusable by control. I'm also trying to think in terms of legacy and vintage as well. Maybe, and i could be pushing it, but the exiled creature from the deck could be the imprinted one, and you use those colors. I suppose if you go that route, then the controller of Mox Amber would get to pick which creature was exiled.
[Edited 2 times, lastly by Sovarius on April 28, 2011]
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fluffycow Member
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posted April 29, 2011 10:50 AM
quote: Originally posted by Sovarius: Don't be clever, that's not an answer to his question and he shouldn't have to put up with it. I won't tell you again!A Contraption was a thing from Steamflogger Boss from Future Sight. No cards make contraptions, but when you do, he lets you assemble TWO instead. TWO!! The Halo isn't utterly broken, it has a bit of balance from exiling your top 3, but also can be used to fix Brainstorms/SenseiTops. I think it should specify non-land, though. That's your problem if you're running so many artifacts (and eldrazi) that you can't hit a color. I think it's clearly not built for multicolor decks so might be lagging behind in usefulness, particularly if it were played in T2 and there's hardly any multicolor cards. That possibility that it might just hit 3 lands/artifacts neuters it a bit as well as the idea it might only be good in mono. I like the idea behind Mox Amber as well. No drawback worries me though. Creature decks aren't as hardcore as control/combo and such, but it's still free acceleration. I'm not sure they'd do an effect like Mox Halo or what i'm thinking of right now, but what if your opponent searched your library for a creature card and exiled it? I think that is a very reasonable trade off for free mana limited to aggro decks. One creature in an aggro deck doesn't ruin the game plan, but it's also not extremely abusable by control. I'm also trying to think in terms of legacy and vintage as well. Maybe, and i could be pushing it, but the exiled creature from the deck could be the imprinted one, and you use those colors. I suppose if you go that route, then the controller of Mox Amber would get to pick which creature was exiled.
I thought Mox Halo would be good because it forces the deck designer to be creative, because there would be times when you may hit 3 lands and if you have to brainstorm or top to play a mox, it becomes very inefficient. I like the Amber too, but I don't like the legendary status on moxes (yes I know opal is legendary). I think by now we all know that Magic is a game where 95% or more of new cards are old cards just a little different (all types of counterspells, discard ,duals, city of brass, etc). Let's see if we can make a version of one of these cards that will show up in a later set. I am gonna start off with a city of brass. Land Whenever you play a spell, put a chrage counter on ~. tap: add 1 to your pool tap, remove a charge counter: add one mana of any color to your mana pool
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Myy Member
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posted April 29, 2011 12:28 PM
quote: Originally posted by fluffycow:
Land Whenever you play a spell, put a chrage counter on ~. tap: add 1 to your pool tap, remove a charge counter: add one mana of any color to your mana pool
I see this as a way to have any color for your spells, but the only way to deplete it is to use it's mana for abilities, so it doesn't get any counters now. In legacy I see this as always having counters on it. how about this for a land, I don't thik this has been done b4: code:
Rainbow Havenland T: all players add a mana of the color of your choice to their mana pool.
This can be used to have any color on your first turn, and you can control which color to give to your opponents, or even teammates in THG or a FFA.
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fluffycow Member
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posted April 29, 2011 01:17 PM
quote: Originally posted by Myy:
code:
Rainbow Havenland T: all players add a mana of the color of your choice to their mana pool.
This can be used to have any color on your first turn, and you can control which color to give to your opponents, or even teammates in THG or a FFA.
I felt that by not being able to make colored mana on the first turn would make the land less abusable, but I guess after the first spell it would just be a city of brass with no drawback. I think most decks would favor city of brass over this card though.
Rainbow haven is probably too good, the only drawback that I can think of is if your opponent is playing blue and you just gave him that one extra mana to cast a counterspell on you. Maybe if it CipT?
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daner Member
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posted April 30, 2011 07:37 AM
I've posted this card before, I forget what I named it but we had some discussion about it. Some of you might not have seen it and could add some more insight/opinions. ~insert random name~
UB Sorcery Draw a card. Dredge 10
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Sovarius Member
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posted April 30, 2011 04:20 PM
Two (colored) mana to draw a card isn't anything special but the dredge for TEN sounds like a lot. For that kind of a card (one so easily recasted and put into the yard) the dredge might be around 5. Half seems like a ridiculous neuter, but consider the other options to dredge high numbers, and this one gets back into the yard automatically. And draws you the card you were supposed to not have drawn. Which in itself isn't great it just kinds has that feel, that it wouldn't be printed so blatantly for avoiding the dredge 'drawback'. I feel like i'm being a bit confusing >.>
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