View Full Version : Is this Cycle of Cards broken?
(nameless one)
03-30-2010, 11:08 PM
Alright guys...
For each month, my group's cube draft would replace a real card with a card that we made. One of the cards that we included was already asked for balance here. (Bloodline Cutter). Usually, it takes us a couple of test before we figure out if the card we designed is broken, playable or chaff.
Currently its my turn to provide a new card(s) and I have been assigned to create a cycle. I kinda stole the colourless idea from ROE. Anyways, heres my 'cycle'. I call them the "Answers":
'White' Answer (X)
Instant
Spend only white mana on X.
Put X 2/2 white Angel creature tokens with flying onto the battlefield. Exile them at the beginning of the next cleanup step.
'Blue' Answer (X)
Instant
Spend only blue mana on X.
Counter target spell unless its controller pays :2: for each mana spent on ~.
'Black' Answer (X)
Instant
Spend only black mana on X.
Target creature gets -X/-X until the end of turn. You gain X life.
'Red' Answer (X)
Instant
Spend only red mana on X
~ deals X damage to each creature without flying and each player.
'Green' Answer (X)
Instant
Spend only green mana on X.
Search your library for a creature card with converted mana cost X or less and put that card onto the battlefield. Then shuffle your library.
Updated for the 3rd time. Just to let y'all know, I did intend for them to be 'colorless'.
Due to confusion and all those related shenanigans, instead of trying to 'fix' all or them at the same time, I will just work on White Answer. So please, we will move on once a final White Answer has been established.
Once again, thank you very much.
lordofthepit
03-30-2010, 11:10 PM
Blue and black are too good, if I'm reading the black one correctly.
Blue is simply a more flexible Spell Pierce that hits everything. Reminds me too much of the original boons in that blue and black got the best part of the pie.
rufus
03-30-2010, 11:12 PM
White, Red & Green ones are fine (the white one is weak). Blue one is OP, black one is gross.
pi4meterftw
03-30-2010, 11:29 PM
The blue one just restricted to X=1 is already strictly better than force spike and spell pierce. It's most definitely better than spell snare, since spell pierce is better than spell snare. But then on top of already being strictly better, it's not even dead late game. The black one actually is only about 1 mana over-powered. For 1B, you better be able to destroy target creature, and for 1BB you should be able to punish people for overextending. For 1BBB you should be able to cast WOG. Each of these is slightly underpowered, but having choices probably would make it a balanced card.
If you're really afraid of it being OP, you could make it B extra instead of 1 extra. Another possibility is to keep the same cost and make up to X target creatures get -X/-X. This is probably a bit underpowered, but 2X would be OP, so you could probably do like -(X+1)/-(X+1)
(nameless one)
03-31-2010, 12:12 AM
I have actually put the most thought on White, Blue and Black before I had these.
Originally, White redirected X damage. Would this be better or far too broken?
I am aware that the Blue one is essentially a free permission if the opponent taps out. If its too overpowered, would X=1 be better? Is it the 'free' clause thats making it overpowered?
On Black, it was originially supposed to be target player discards X cards. I thought that would be pretty broken (even if only black mana were to spend on it). Do you guys have any suggestions on what the 'Black Answer' should be? the casting cost has to be X and I wanna keep it as simple as possible.
jrsthethird
03-31-2010, 01:46 AM
I have actually put the most thought on White, Blue and Black before I had these.
Originally, White redirected X damage. Would this be better or far too broken?
I am aware that the Blue one is essentially a free permission if the opponent taps out. If its too overpowered, would X=1 be better? Is it the 'free' clause thats making it overpowered?
On Black, it was originially supposed to be target player discards X cards. I thought that would be pretty broken (even if only black mana were to spend on it). Do you guys have any suggestions on what the 'Black Answer' should be? the casting cost has to be X and I wanna keep it as simple as possible.
Black could be a drain effect, -X/-X to a creature and gain X life. Like Consume Spirit but without the ability to hit players.
Blue at 1 for each mana spent on X seems weak. At 1, same as Force Spike, at 2, inferior Rune Snag, at 3, inferior Mana Leak, etc. At large X it's not even as good as Power Sink because it doesn't drain the rest of their mana for the turn. I would go with a Lethargy Trap effect: Creatures target player controls get -X/-0 until end of turn. That might be too weak for your purposes but it's a fair card. Either that or bounce target nonland permanent with CMC X.
White doing a Harm's Way/Refraction Trap seems good as long as you restrict it to only one source.
Green is weak, maybe a pump spell? Target creature gets +X/+X until end of turn? Dramatic Entrance is nice because you can cheat Progenitus or something, but if you have the mana to pay the mana cost, why waste a card to flash it in?
Red is fine.
DukeDemonKn1ght
03-31-2010, 01:59 AM
The black one is busted and better than any removal black has ever gotten ever, the blue one is pretty overpowered (I'd put it at about as good as Mana Drain honestly), the red one is ok (I might play it but I wouldn't build around it), the white one is pretty frackin' weak (maybe be able to redirect X damage from any one source or gain X life? (maybe 2X life?)), and the green one is just completely terrible Timmy fodder (maybe search for a (green?) creature with CMC X or less and put it into play?)
puppektion
03-31-2010, 02:17 AM
The black one is busted and better than any removal black has ever gotten ever
Actually, it very well could be *the* best removal ever. It would even trump swords to plowshares unless Indestructible becomes huge.
The blue one might be more fair at 1 for each blue, or if you can find a way to word it so its incremental (1 for the first [force spike], add 2 for the second [mana leak], add 3 for the third [cancel?], etc).
Green... well, I think to something like Thrive, only divided as you'd like.
DukeDemonKn1ght
03-31-2010, 02:39 AM
Actually, it very well could be *the* best removal ever. It would even trump swords to plowshares unless Indestructible becomes huge.
The blue one might be more fair at 1 for each blue, or if you can find a way to word it so its incremental (1 for the first [force spike], add 2 for the second [mana leak], add 3 for the third [cancel?], etc).
Green... well, I think to something like Thrive, only divided as you'd like.
I agree with all this, except the blue one would suck ass at :1: for each blue. I sort of gather that the whole vibe they're going for with these cards is pretty over-powered, since they want to use them for a Cube...
(nameless one)
03-31-2010, 02:55 AM
The original White Answer was:
Spend only white mana on X.
The next X damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Would this be okay for white?
Some say Blue Answer is weak at 1=1 so I will keep it at 1=2. After all, Spell Pierce was common and I am intending this cycle to be rare. I think the power of it lies at X=0. I am aware that it is essentially a free counterspell under the right circumstances. But I do see how it is overpowered as any deck can actually play it.
Originally, the Green Answer was:
Spend only green mana on X.
Search your library for a creature card with converted mana cost equal to X. Put that creature onto the battlefield. Then shuffle your library.
I was thinking that this would be overpowered, especially with Goyfs around.
I am still undecided with Black Answer. I was contemplating on random discard but it looks like it would be more powerful than Mind Twist. I actually like the Life Drain version since White will go back as redirecting damage. I was also considering tutor for card with X CC/lose X life.
jrsthethird
03-31-2010, 08:17 AM
Some say Blue Answer is weak at 1=1 so I will keep it at 1=2. After all, Spell Pierce was common and I am intending this cycle to be rare. I think the power of it lies at X=0. I am aware that it is essentially a free counterspell under the right circumstances. But I do see how it is overpowered as any deck can actually play it.
X=0 does nothing. Your opponent always has the choice to pay 0 mana.
(nameless one)
03-31-2010, 09:40 AM
LOL crap... you're right. I guess the Blue Answer is pretty balanced at 1=2 after all.
I am still thnking about the Black Answer.
Should I go:
'Black' Answer 2.1 (X)
Instant
Spend only black mana on X.
Target creature gets -X/-X until the end of turn. You gain X life.
'Black' Answer 2.2 (X)
Instant
Spend only black mana on X.
Each player lose X life and sacrifices X creatures.
or
'Black' Answer 2.3 (X)
Instant
Spend only black mana on X.
Target player discards X cards.
I wanna keep all answers as good as possible but not too broken. Also, I am trying to make so its 'Legacy' balanced.
EDIT: The White Answer on the OP has been updated.
jrsthethird
03-31-2010, 10:13 AM
I like #2. The "balanced" effect is nice, has a build-around-me kind of feel. Innocent Blood at 1 mana, at 2 mana seems a lot better than Barter in Blood, but at 3 or more mana it's hard to abuse and is effectively Damnation.
Penguinizer
03-31-2010, 12:55 PM
I also prefer the #2 version. #3 feels too strong for me though.
Forbiddian
03-31-2010, 06:16 PM
Hmm, I like this cycle idea. X allows so much flexibility for the spell. In color with that is the kicker possibility.
White is pretty weak right now. Nobody plays the W, redirect 2 damage, I can't imagine it'd be much better if you had to pay WWW to get better.
Or perhaps a reference to Waylay/Crusade:
X, kicker W: put X 1/1 white human soldier creature tokens into play. Exile them at the beginning of the next end step.
If you paid the kicker cost, put a +1/+1 counter on each creature you control.
For a pretty manageable WWWW, you can get the Waylay effect, but you can also put out blockers for cheaper and it provides a lot of flexible combat tricks, including a "crusade" for all creatures in play currently for just W.
Black:
#1 is too weak, and #s 2 and 3 are way too strong. #2 is a HUGE improvement on WoG, since your opponent can destroy all of your creatures for B each and he doesn't have to overpay (like sometimes you're stuck playing WoG against just one creature, or sometimes you're stuck with WoG in hand and you can't afford to play it as you get beat down). It's just incredibly flexible and difficult to play around.
It also leads to a boring turtle style of play. If you're playing limited, you want to use the red zone. Sitting on a guaranteed 2 or 3:1 with tempo provided that you don't do anything at all is just not a fun way to play the game.
XB Sorcery, Pay X life: Destroy X target creatures, spend only B mana on X.
Again, very strong, but it doesn't completely shut the game down with its flexibility and power. Depending on how your play group plays, it might need another condition (like remove X cards in your graveyard from the game).
For BB, it's basically a sorcery speed doom blade that hits black creatures. For BBB it becomes a very strong double removal spell. BBBB is quite hard to get, but can one-sided WoG your opponent at the cost of some life.
Blue: Way too broken at 2 mana per X.
At 1, it's a strictly better Force Spike and Spell Pierce that also turns into a hard Counterspell. Or another way of looking at it, it's a Counterspell that you can also play on turn 1.
If you're really set on countermagic, it could be balanced as:
X
Kicker 1
If you paid the kicker cost, opponent must pay 3X.
Then it becomes Force Spike, Mana Leak, then basically a hard counter for 1UU. Not the best countermagic at each tier, but very flexible as you can play it to counter early bombs AND it doesn't become dead lategame.
Red seems a little weak, when was the last time somebody played Fireball? It's also very hard to ramp to RRR or RRRR.
X instant, spend only red on X: Deal X damage to target creature. If you played it any time you could play a sorcery, deal X damage to target player.
This allows a bit more flexibility and power. It makes it really hurt if you can ramp to 4+. It gives red a fairly flexible removal spell and a big combination finisher.
Green:
X, instant, spend only green on X. Put X +1/+1 counters distributed any way you choose on creatures you control.
Anusien
03-31-2010, 06:53 PM
They're not all the same power level. Fix that first. A good baseline is to look at them and figure out how many of them go into decks or compare them to existing cards at similar effects or mana costs.
It also helps to gauge them in a monocolored deck, because they don't have any drawbacks there.
(nameless one)
03-31-2010, 07:02 PM
Cool. Thanks for the suggestions Forbiddian. I like some of your ideas but I would also like to keep the X cost. Just X, nothing more and nothing less.
I like your take on White Answer. Getting X 1/1 Weenies ala Waylay. As much as I like your design though, I did not wanna add the Kicker.
My main purpose with the blue one is essentially a flexible Counterspell. I am aware that in ways it is a better Spell Pierce. The whole cycle is Rare in rarity. That would be my justification on why this should be better than Spell Pierce.
I would like to keep the cycle as almost the same as possible. This is why I want to keep the Black Answer to be instant. I have been contemplating and since all other circumstances were way too powerful, I will keep the. Black one as:
Only spend black mana on X.
Target creature gets -X/-X until the end of turn. You gain X life.
I'll have to admit, the black one is really hard to design and I only have until next Friday for this 'Project'.
As you guys mentioned, Red Answer does feel weak. I was contemplating a new version at work. It looks like this:
Only spend red mana on X
~ deals X damage to each non-flying creatures and each player.
at :r:, it rivals th :1::r: common from Zendikar. At :r::r:, it rivals Volcanic Fallout. At :r::r::r:, it rivals Flamebreak. But is it too broken or just right for a rare?
Like the Blue Answer, I am also fine with the Green one. Originally though, it read like this:
Only spend green mana on X.
Search your library for a creature with converted mana cost of X or less. You may put that creature from your library into play then shuffle your library.
Basically, I wanted the idea of Flashing the creature into play but I think this version was too powerful. Would you ever consider this version?
Thank you guys for the help and ideas.
Malchar
03-31-2010, 08:49 PM
You need to keep in mind how much card advantage you would get from playing each of these. For example, black gives you X-1 card advantage, whereas green gives you -1 card advantage.
White: This one is probably fine. If you wanted to pump it up a little bit, you could allow the damage to be divided among any number of targets.
Blue: Certainly fine as-is. At most, you only break even on card advantage. At X=2, it's strictly worse than Counterspell. At X=3, it's almost strictly worse than Cancel. It shines at X=1, but that's the amount which is easiest for your opponents to overcome.
Black: Much too powerful as is. You always at least break even on card advantage, plus you gain advantage for each X more than 1. If you pay 2, you get card advantage of 1, if you pay 3, you get 2, etc. It's much too powerful. A good compromise would be the "each player sacrifices X creatures".
Red: Probably fine, similar to the blue one where you can never make card advantage, but the effect seems strong enough.
Green: Easily the worst since it does basically nothing. Why would you use a card that just lets you play creatures when you can already do that on your own. Think of it this way, if you pay 5 and put in a creature that cost 5, all you did was throw away one card advantage from using the useless X spell. To be fair, it does turn green mana into mana of any color, but you can never play a creature that costs more than the amount of green mana you have. Even still, it's never worth 1 card advantage just to change the color of mana you already have. If you want to keep this kind of effect, give the card a self-cantrip and maybe just have it add X of any color, so you can combine it with other mana that you have available and play something bigger.
(nameless one)
03-31-2010, 09:02 PM
I have updated White, Black and Green Answers.
How does it look now?
Malchar
03-31-2010, 09:07 PM
They seem better now.
Technically, the blue one could say "Counter target spell unless its controller pays XX."
The red one seems a little underwhelming now, but I think it's within acceptable limits.
AngryTroll
03-31-2010, 09:13 PM
White' Answer (X)
Instant
Spend only white mana on X.
Put X 2/2 white Human Soldier creature tokens onto the battlefield. Exile them at the beginning of the next cleanup step.
'Blue' Answer (X)
Instant
Spend only blue mana on X.
Counter target spell unless its controller pays for each mana spent on ~.
'Black' Answer (X)
Instant
Spend only black mana on X.
Target creature gets -X/-X until the end of turn. You gain X life.
'Red' Answer (X)
Instant
Spend only red mana on X.
~ deals X damage to target creature or player.
'Green' Answer (X)
Instant
Spend only green mana on X.
Search your library for a creature card with converted mana cost X or less and put that card onto the battlefield. Then shuffle your library.
The green one looks perfect. The blue and white ones look fine. The black one looks like Tendrils of Corruption, making it look a little weak. The Red one looks terrible. Compared to Lightning Bolt, Incinerate, Firespout or even Flamebreak, it's way underpowered.
(nameless one)
03-31-2010, 09:46 PM
So same problem with Black Answer... its either too weak or too strong.
Any more ideas for it? I wanted to make it so that it is somehow a balanced 2=1 card. Possibly do a Pox variant?
Spend only black mana on X.
Each player loses X life, then discards X cards, then sacrifices X creatures.
Of course, the problem with that now is that its an instant, which makes the card significally better. A lot of people did prefer the "Each player loses X life then sacrifices X creatures." design. Should I just go back with that?
My other new idea was:
Spend only black mana on X.
Destroy X target tapped creatures.
Would this be as powerful as the original design (Destroy X target non-black creatures)?
On Red Answer:
I have updated it to:
Spend only red mana on X
~ deals X damage to each creature without flying and each player.
Is it still chaff or is it too overpowered now?
I have also changed the White Answer from 2/2 white Human Soldier tokens to 2/2 white Angel tokens with flying for flavor purposes. With flying, would it be broken?
lordofthepit
03-31-2010, 09:55 PM
I have a bad feeling the new green version is too powerful.
It's essentially a free tutor effect that puts in creatures at instant speed. At the very worst, you can run it with Dreadstill and either use it as Tarmogoyfs 5-8 (in a Ugr build), or use it to flash in a Dreadnought when you have a Stifle in hand and you're not worried about removal to smash for 12. It also color fixes--e.g. after you attack, I'll search my library and flash in a Simian Grunt, except it has lifelink and no echo because it's named Rhox War Monk. It also bypasses any additional restrictions, allowing you to grab stuff like Serra Avenger on turn two, or grabs creatures that are powerful in certain situations that you don't want to run too many of because of the possibility of inconsistency (say, a toolbox that contains allows you to flash in a 12/12 Death's Shadow when you and your opponent are both in the red zone and he's swinging at you for what he thought was lethal). That's to say nothing of circumventing additional costs, although I can't think of anything broken right now.
I think the card would be more powerful than Survival of the Fittest. It's not an "engine" in the same sense, but it's much more tempo oriented--it replaces itself in terms of card advantage and mana investment immediately (unlike Survival which takes 1GG and puts you down one card) and can be played as an instant.
Edit: I think the green card would be run in any green aggro or aggro-deck that can control it, and it would cause decks to splash for green much the same way that they splash for Tarmogoyf now, and moreover, it already fits most decks so well. Canadian Threshold would be able to leave mana open every turn while still being able to play Mongoose or Goyf if necessary. Zoo would be able to grab a beater (Nacatl, Goyf) or utility (Lavamancer or Pridemage or even Bob) as the situation dictated without modifying their manabase at all.
(nameless one)
03-31-2010, 11:03 PM
I have a bad feeling the new green version is too powerful.
It's essentially a free tutor effect that puts in creatures at instant speed. At the very worst, you can run it with Dreadstill and either use it as Tarmogoyfs 5-8 (in a Ugr build), or use it to flash in a Dreadnought when you have a Stifle in hand and you're not worried about removal to smash for 12. It also color fixes--e.g. after you attack, I'll search my library and flash in a Simian Grunt, except it has lifelink and no echo because it's named Rhox War Monk. It also bypasses any additional restrictions, allowing you to grab stuff like Serra Avenger on turn two, or grabs creatures that are powerful in certain situations that you don't want to run too many of because of the possibility of inconsistency (say, a toolbox that contains allows you to flash in a 12/12 Death's Shadow when you and your opponent are both in the red zone and he's swinging at you for what he thought was lethal). That's to say nothing of circumventing additional costs, although I can't think of anything broken right now.
I think the card would be more powerful than Survival of the Fittest. It's not an "engine" in the same sense, but it's much more tempo oriented--it replaces itself in terms of card advantage and mana investment immediately (unlike Survival which takes 1GG and puts you down one card) and can be played as an instant.
Edit: I think the green card would be run in any green aggro or aggro-deck that can control it, and it would cause decks to splash for green much the same way that they splash for Tarmogoyf now, and moreover, it already fits most decks so well. Canadian Threshold would be able to leave mana open every turn while still being able to play Mongoose or Goyf if necessary. Zoo would be able to grab a beater (Nacatl, Goyf) or utility (Lavamancer or Pridemage or even Bob) as the situation dictated without modifying their manabase at all.
Would it be too powerful that if it was a real card, it will get banned in Legacy? This was the original idea and people had mixed reactions to it. Some say its balance while some say its too powerful. Would it be better if it searched a green creature?
Also, this was my alternative one on Green
Spend only green mana on X
You may put a creature card with converted mana cost X or less from your hand onto the battlefield.
Would this be less broken or too weak?
lordofthepit
03-31-2010, 11:36 PM
Would it be too powerful that if it was a real card, it will get banned in Legacy? This was the original idea and people had mixed reactions to it. Some say its balance while some say its too powerful. Would it be better if it searched a green creature?
Also, this was my alternative one on Green
Would this be less broken or too weak?
I think your original version is too weak, because green usually doesn't want to flash a creature in, especially at the cost of -1 card advantage.
On the other hand, I think your current version is too powerful. I don't think it's too powerful, but instant speed tutoring should come with card disadvantage (see Wordly Tutor) and a tempo setback. This actually increases the tempo. I wouldn't say it's bannable (unless this enables some Flash/Hulk combo by circumventing additional costs or restrictions, which I currently don't see), but I'd say it's on the power level of Survival of the Fittest or Entomb; probably stronger for the decks I'm interested in.
Anusien
04-01-2010, 12:19 AM
The White one is lame. Waylay effects aren't cool. And they're sort of blue now anyway.
The blue one is too good. Better than Broken Ambitions, Spell Pierce, Force Spike, etc.
The black and red ones seem fine but a bit unexciting.
The green one seems much better than Chord of Calling.
Start by figuring out what you want to make and why. Explain that and we can help with the rest.
(nameless one)
04-01-2010, 12:40 AM
I actually liked the Waylay effect on White Answer althought it was originally a redirection effect. It was deemed weak and the Waylay effect seemed balanced and somehow fitted the color pie.
I am aware that the Blue Answer is better than the cards that you mentioned. Keep in mind though that this cycle is a rare cycle whereas the blue permission spells that you mentioned are all commons.
Any examples on how I should make the Black and Red Answers exciting?
Would Green Answer be less broken if it went to your hand instead of battlefield? Right now, I am sticking with from library to battlefield. Maybe I will change it to make it exclusive to green creatures.
Basically what I am trying to achieve is a cycle of cards that only has X as their casting cost. They are colorless but you can only pay X with colored mana, depending on what color its representing. I want to keep all of them as instants.
Anusien
04-01-2010, 12:53 AM
Stuff that just kills attacking creatures isn't all that great. It's traditionally a medium-strength limited only mechanic.
Do you want these to be Constructed worthy? Or just limited bombs?
Also, making a card rare is not an excuse to make other stuff obsolete.
jrsthethird
04-01-2010, 01:20 AM
I actually liked the Waylay effect on White Answer althought it was originally a redirection effect. It was deemed weak and the Waylay effect seemed balanced and somehow fitted the color pie.
Waylay seems good.
I am aware that the Blue Answer is better than the cards that you mentioned. Keep in mind though that this cycle is a rare cycle whereas the blue permission spells that you mentioned are all commons.
Quit hinging on the rarity issue.
1. You're designing for a cube, that's it. Unless you have some weird restriction on your cube that says you can only have so many rares, why does it matter?
2. Utility spells are never rare. The only rare counterspells are generally more narrow (Pact of Negation, Nix, Last Word, Mindbreak Trap) and handle niche cases. General counters (Essence Scatter, Negate, Counterspell, Frazzle, Mana Leak) are all common or uncommon.
Maybe you should stop looking for a counterspell and explore other aspects of blue's color pie. -X/-0, bounce, changing land types, stealing cards, Misdirection effects, etc.
What about "Target player mills 5X cards."? 1 mana - Tome Scour, 2 mana - Glimpse the Unthinkable, 3 mana - similar to Mind Funeral, 5 mana - better than Traumatize.
Then maybe you can include a small milling sub-theme in the cube. Or it can be a weird, but powerful, card to help enable grave strategies. If you want a less narrow card, then do something else (I guess this isn't an "answer" per se but I typed it already so I'll throw it out there).
Any examples on how I should make the Black and Red Answers exciting?
-X/-X drain sounds good. If you think it's too weak add "That creature's controller loses X life." Early game removal, late game win condition. Finding BBBBB or more to pump into it should be challenging enough for it to work.
For red maybe you can combine Threaten and Fling:
"Untap target creature with mana cost X or less and gain control of it until end of turn. It gains haste.
At end of turn, you may sacrifice the creature. If you do, it deals damage equal to its power to target creature."
Might be too good to smack your opponent twice with it, so I only let the Fling hit creatures, but it's a pretty nice game changer. The 'if' clause makes it so you don't have to shoot your own creature in case your opponent doesn't have any. Adds a little more depth to the card IMO.
This is too good to be an Instant because red shouldn't have instant-speed combat swingy tricks like this, but again, I typed it so I'm leaving it.
Would Green Answer be less broken if it went to your hand instead of battlefield? Right now, I am sticking with from library to battlefield. Maybe I will change it to make it exclusive to green creatures.
Sure, I don't see any harm in that. Nice combat trick to grab a cheap deathtoucher or something. Being able to get anything seems a little broken though.
Anusien
04-01-2010, 06:05 AM
Do they have to be instants? There's a great potential wrath variant if you make it a sorcery. You could make some sort of Commander Teroh like spell that gains you life. That's too close to the proposed blue ability, which I think is cool. If you deny the blue one, consider this:
Exile target creature with converted mana cost X or less. You gain X life.
Otherwise, damage redirection is an awesome one, and very popular now.
The next X damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
It's basically just a Shining Shoal update, but that card is really really good, so... Also, Shoal got a lot better with the M10 rules update.
Blue's milling is a bit too good. The ability to mill 25 for UUUUU is a bit absurd, since that's almost literally game over.
Also, Disrupting Shoal is rare. That cards so much sense, I'd be fine having this be a counter if there isn't anything more exciting. How about an update on Dominate?
Gain control of target creature with converted mana cost less than X. (This effect doesn't end at end of turn.)
The less than X wording is clumsy, but it's not fair to be able to steal their guy the turn they cast it. If you have to untap and take their guy, that's more fine.
Red could get threaten, but that encroachs the blue and the white domain. So instead what about this?
~CARDNAME~ deals X damage to target creature and half X damage, rounded down, to that creature's controller.
Optionally, you could give some sort of similar ability to the black one. You could also have black be a drain, but there are too many here that deal with creatures. I'd like to do something with graveyard removal and give it a minor upside.
Remove X target cards in a graveyard from the game. Add {B} to your mana pool for each creature card removed this way.
Green as an Eladamri's Call is a bit too weak probably. I like Forbiddian's idea of +1/+1 counters. Here's something kind of unique though.
Target creature gets +X/+X and is indestructible until end of turn.
rufus
04-01-2010, 08:40 AM
'White' Answer (X)
Instant
Spend only white mana on X.
Put X 2/2 white Angel creature tokens with flying onto the battlefield. Exile them at the beginning of the next cleanup step.
Power level is pretty meh here. Aside from blocking, how is this going to help you win the game.
'Blue' Answer (X)
Instant
Spend only blue mana on X.
Counter target spell unless its controller pays for each mana spent on
Probably overpowered. If WoTC printed it, it would be a contender to see legacy play. Also, you should make it XX, otherwise, someone could spend :3: with 3sphere out, and have it counter for 6.
'Black' Answer (X)
Instant
Spend only black mana on X.
Target creature gets -X/-X until the end of turn. You gain X life.
Power level is OK. Probably not legacy playable.
'Red' Answer (X)
Instant
Spend only red mana on X
~ deals X damage to each creature without flying and each player.
In principle a powerful effect, especially for an instant, but X burn isn't really that potent.
'Green' Answer (X)
Instant
Spend only green mana on X.
Search your library for a creature card with converted mana cost X or less and put that card onto the battlefield. Then shuffle your library.
Grossly overpowered as a combo enabler. Probably a legacy ban and plausibly a vintage restriction just for its ability to pull Dryad Arbor.
Willoe
04-01-2010, 08:55 AM
Anusien: Regarding that green indestructible effect... Why would you put an effect that boosts toughness and grants indestructibility on the same card? Just to fight -x/-x? I personally believe that that is a bit lame. But I like the 'indestructible' effect, how about:
X
Intant
Spend only green mana on X.
X target creatures become indestructible until the beginning of the next end step.
Mostly because Anusien's card allows the caster to get an effect by not paying any mana (indestructibility is not reliant of X in your version), allowing any deck to get a free "counter target black removal spell or prevent all damage dealt to target creature this turn".
One could also restrict the green tutor to
X
Instant
Spend only green mana on X.
Search your library for a creature card with converted mana cost, power and toughness no greater than X and put it onto the battlefield. Shuffle your library afterwards.
I don't know if it's worded correctly, but this prevents the card from tutoring up an undercosted beater (unless you pay say 12 to get a Dreanoght, but then it's not that good anyway). However, it's still good at getting utility creatures like True Believer, Sower of Temptation etc. I don't know if it's still too good, but just being an undercosted Chord of Calling seems ridiculous.
Anusien
04-01-2010, 09:11 AM
Just making them indestructible isn't all that awesome. The idea was it's a pump spell that marginally prevents a 2 for 1, like Stonewood Invocation or the new RoE auras. Mass indestructibility isn't something I had considered.
Putting three conditions on the tutor is a bit ridiculous. Not sure it's worth the complication.
Angelfire
04-01-2010, 09:58 AM
My ideas:
'White' Answer (X)
Instant
Spend only white mana on X.
Put X 1/1 white Soldier creature tokens onto the battlefield. They have First Strike until EOT.
'Blue' Answer (X)
Instant
Spend only blue mana on X.
Draw X cards. Discard a card from your hand.
'Black' Answer (X)
Instant
Spend only black mana on X.
Put X -1/-1 counters on target creature. You gain X life.
'Red' Answer (X)
Instant
Spend only red mana on X
~ deals X damage divided anyway you choose to any number of target creatures and players.
'Green' Answer (X)
Instant
Spend only green mana on X.
Search your library for a Green creature card with converted mana cost X or less and put that card onto the battlefield. Then shuffle your library.
rufus
04-01-2010, 11:19 AM
Instant
Spend only green mana on X.
Search your library for a Green creature card with converted mana cost X or less and put that card onto the battlefield. Then shuffle your library.
Dryad Arbor in the deck still makes this into an instamox.
How about something like:
X
Spend only :w: on x
As additional cost to play ~ remove a card with cmc greater than x from your graveyard.
Put x 1/1 creatures on the battlefield.
X
Spend only :u: on x
As an additional cost to play ~ remove a card with cmc greater than x from your graveyard.
Each player draws x cards.
X
Spend only :b: on x
As an additional cost to play ~ remove a card with cmc greater than x from your graveyard.
Sacrifice up to x permanents. If you do, each opponent sacrifices that many permanents.
X
Spend only :r: on x
As an additional cost to play ~ remove a card with cmc greater than x from your graveyard.
Each player player may deal a total of x damage distributed among any number of target creatures or players.
X
Spend only :g: on x
As an additional cost to play ~ remove a card with cmc greater than x from your graveyard.
All creatures get +x/+x until your next upkeep.
(nameless one)
04-01-2010, 11:26 AM
Alright...
Right now, what I have noticed with the thread is all over. Some are talking about one color and some are talking about another color.
I will try to 'fix' it by starting with just one color.
I will start on the White Answer
Here are the 3 possible choices:
White Answer 3.1 (X)
Instant
Spend only white mana on X.
The next X damage that would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Yes, that version could pick any number of sources as long as they have a common target. I wanted to spread the damage out but I am not sure that would be too good.
White Answer 3.2 (X)
Instant
Spend only white mana on X.
Put X 2/2 white Angel creature tokens with flying onto the battlefield. Exile them at the beginning of the next cleanup step.
This is essentially a super Waylay. This basically is a defensive card.
White Answer 3.3 (X)
Instant
Spend only white mana on X.
Put X 1/1 white Soldier creature tokens onto the battlefield. They gain first strike until the end of turn.
Yes, that is exactly what Angelfire has suggested. Instead of being defensive, why not go defensive/aggressive?
So basically, I will be picking one of these three. I am still open to suggestions for the White Answer. I want to concentrate on the White Answer for now. After the White Answer has been picked, there is no turning back.
EDIT:
Dryad Arbor in the deck still makes this into an instamox.
Doesn't Dryad Arbor have summoning sickeness anyways? Anyways, we'll get to that point.
I was thinking about your additional cost. I was actually thinking of doing that but I wanted to make the cycle so that they are versitile early and late game. Having that additional cost means that you cannot really use it early game.
lordofthepit
04-01-2010, 12:26 PM
Doesn't Dryad Arbor have summoning sickeness anyways? Anyways, we'll get to that point.
I was thinking about your additional cost. I was actually thinking of doing that but I wanted to make the cycle so that they are versitile early and late game. Having that additional cost means that you cannot really use it early game.
It would. But unrestricted, instant speed Mox Emerald that comes into play tapped (even with a fragile 1/1 body) is still pretty sick. =)
In addition to all the other advantages I mentioned, it's also graveyard filler towards threshold (or Lavamancer fuel, etc.) plus a way to dodge Counterbalance. In some sense, in most decks that can support green, it's pretty much an automatic -4 creatures +4 this card. But it looks like we're changing, so I digress.
I think the white answer v3.3 is a bit too powerful unless you change it into a Waylay type effect. This is pretty much three more creatures than Decree of Justice, with first strike to boot. It doesn't cycle and dodge Standstill and counters, but it's relevant in any phase of the game.
Anusien
04-01-2010, 12:33 PM
The risk with tutoring Dryad Arbor up isn't for storm or Mox shenanigans, it's that it's a better Gemstone Caverns
(nameless one)
04-01-2010, 02:07 PM
I will address Green Answer later on.
I want to try to concentrate on the White Answer right now.
So its just down to Waylay effect and Harm's Way effect?
rufus
04-01-2010, 03:29 PM
I will address Green Answer later on.
I want to try to concentrate on the White Answer right now.
So its just down to Waylay effect and Harm's Way effect?
There's also Eye for an eye:
:X: Instant
~ is white
Spend only :w: on X.
For each of the next X points of damage dealt this turn, ~ deals 2 damage to the damage source's controller.
Here's a funky and powerful card:
:X: Instant
~ is white
Spend only :w: on X.
Counter up to X spells or effects that cause damage or loss of life.
The risk with tutoring Dryad Arbor up isn't for storm or Mox shenanigans, it's that it's a better Gemstone Caverns
Righto. for storm, you'd have to use something Tinder Wall instead.
(nameless one)
04-07-2010, 04:24 PM
So the White Answer is final. Its going to be whatever is posted there.
Now I'm on to the blue one. Apparently the current Blue Answer is too powerful. I got some ideas but I dont know if theyre broken as well:
Blue Answer 3.1 (X)
Instant
Spend only blue mana on X.
Gain control of target noncreature spell with converted mana cost X or less.
Blue Answer 3.2 (X)
Instant
Spend only blue mana on X.
Gain control of target creature with converted mana cost X or less
Blue Answer 3.3 (X)
Instant
Spend only blue mana on X.
Tap or untap X target permanents.
Blue Answer 3.4 (X)
Instant
Spend only blue mana on X.
Tap target X creatures. Those creatures don't untap during that player's next upkeep
and lastly,
Blue Answer 1.0 (X)
Instant
Spend only blue mana on X.
Counter target spell unless its controller pays :2: for each mana spent on ~.
So, which one will it be?
Bahamuth
04-07-2010, 04:48 PM
3.1 and 3.2 seem fine. 3.2 is strong, but not too overpowered I think (at least compared to the original). 3.3 and 3.4 are kinda crappy. I'd go with 3.2 if you want a really strong card.
lordofthepit
03-04-2011, 04:55 AM
Apologies for the Necro. It's uncanny how closely your white and green cards resemble the Zeniths.
menace13
03-04-2011, 04:58 AM
Apologies for the Necro. It's uncanny how closely your white and green cards resemble the Zeniths.
Wow. That is very close to.
(nameless one)
03-04-2011, 07:33 AM
I know. I should sue them since our 'custom' cubedraft now looks like we ripped off a couple of cards.
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