Damn i love this, it's an actual playable card that hose cantrips! Though, how would interact with opponent's baubles and multiples?
Printable View
Trinket Mage and Auriok Salvagers would love this card. It would be cute with Standstill or Glissa, the Traitor but this is all moot, because the thing will never exist.
Budget Hater
U
Enchantment
Budget Hater cannot be countered.
When Budget Hater enters the battlefield draw a card.
Spells you own with converted manacost equal to one cannot be countered.
Spells or abilities cannot prevent you from drawing cards.
Blue will always reign.
Frafen, while we are daydreaming, let's just go for it by combining your two versions into a card that ends your game if you cast Brainstorm.
Thief's Bauble 2.1
Artifact
{T}, Sacrifice Thief's Bauble: Until end of turn, if a player would draw a card except the first one he or she draws in each of his or her draw steps, instead that player skips that draw and you draw a card. You skip your next draw step.
That one only ends the opponent's game. You can still cast brainstorm yourself without any real drawbacks, and cards like Winds of Change are a total gas.Quote:
Frafen, while we are daydreaming, let's just go for it by combining your two versions into a card that ends your game if you cast Brainstorm.
For laughs:
Goblin Looter
2/1
1RR
When Goblin Looter comes into play, shuffle all Goblin cards into their owner's graveyard. Remove all non-Goblin cards in each graveyard from the game.
This business stinks
OP at that cost, but would be fun:
Dominus, the Exiler :w::w:
Legendary Creature - Human Cleric
Tap: Exile another target (nonland) permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
2/2
Not that a ton of random occurrence is a great thing, but in playing a handful of electronic CCGs lately I've come to find that certain 50/50 effects have a great deal of appeal under the right circumstances. For example a card which has the 50% chance to double (or more) its attack power and break through defenses measures, or the ability to deal high amounts of damage over random targets, etc.
Magic usually eschews these effects, as they don't appeal to a crowd that prefers "Deal 3 damage" to "Deal anywhere from 2 to 5 damage" when casting a Lightning Bolt-like spell. I've often contemplated what it would take to make these effects worthwhile.
The first thing I came up with years ago and never really played with was the idea that some creatures had some kind of "difficulty" in using them effectively. Something that predates Wild Nacatl, for example:
Bad Horsey :g:
Creature - Horse
Unbroken 2 (If this creature would attack or block, roll a six-sided die. If you roll less than 2, this creature doesn't attack or block instead.)
3/3
Obviously the presence of Nacatl (which isn't really played much anymore, rip in peace cats) obviates this particular card but it is an example from ages past. Even if it were to be just a casual mechanic that never impacted competitive play, I do often wonder just what it would take to make that kind of creature a worthwhile venture, and what one could actually do in order to push such a mechanic into potential playability.
Another one, which is a straight lift from Hearthstone:
Damages, Damages, Damages! :4::r::r:
Instant
Erratic - CARDNAME deals 8 erratic damage to target opponent, their creatures, and their planeswalkers. (Erratic damage is dealt 1 point at a time chosen at random and cannot be redirected. Ignore objects with lethal damage.)
I have no fscking idea how to word it to make it work - or if there is already a similar card in Magic that we just don't care about for obvious reasons, but ideally it'd be some kind of keyword that just denotes random-ass damage for X, and then the player knows to just roll for targets. Also I like the idea of not randomly picking a 2/2 more than twice; if only to make the effect a little stronger since it's already random af. 6 mana is probably too much for Magic, but this spell was directly inspired by the Paladin spell Avenging Wrath from Hearthstone.
I know that off-the-wall bonkers random effects are bad for the skill setting on a lot of games, but Magic is full to the brim with strategery TBH. Even if it would totally suck and never Top 8 anywhere, IDGAF, I still ponder these kind of effects from time to time.
There are coin flip mechanics and stuff like clash, but people generally don't like to use them unless they can stack the odds in their own favor like with Ad Nauseam.
This would be an absolute nightmare to resolve correctly. what do you do when your opponent has 11 creatures and you randomly kill off 4 of them over the resolution of the spell? It's cool in Hearthstone since it's all done internally, but even "roll a d6, on a 2 or less ____" is annoying to deal with mechanically when you have multiples of them out.
It could work as a MTGO-only casual set or cube format. Anyone remember the Astral cards from the Microprose game? I loved those and would love to see them back!
(Obviously this is in theory, but they can't program normal shit right. It would probably be buggy as hell.)
Oh probably, but Magic players always find ways to make shitty complex things simpler. I know some people go to lengths to print out and play Hearthstone, to even include effects like Unstable Portal and Knife Juggler; they must surely have found an elegant solution to this 'issue'.
Szadek, Lord of New Ways :u::b:
Legendary Creature - Vampire
Flying, lifelink
T: The next instant or sorcery spell you cast this turn has storm.
"We always have the opportunity to change our habits, which is why some never do it."
2/2
Ethereal Chains :w:
Enchantment - Aura
Flash
Enchant permanent
When Ethereal Chains enters the battlefield, draw a card.
Enchanted permanent's triggered abilities don't trigger.
Spring Burst X:g:
Sorcery
You may cast Spring Burst as though it had flash if X is 5 or greater.
Return all cards from your graveyard to your hand, then choose X cards in your hand and discard the rest. Exile Spring Burst.
Mind Flames :r:
Sorcery
Name a card, then reveal your hand. Add :r::r: to your mana pool for each card with the chosen name revealed this way.
Yawgmoth's Wastes
Land
When Yawgmoth's Wastes enters the battlefield, you draw two cards and you lose 3 life.
T: Add :1: to your mana pool.
:1::b::b:, T, Sacrifice Yawgmoth's Wastes: The next time a land enters the battlefield under your control this turn, you may pay 3 life. If you do, draw two cards.
So busted.
This is actually elegant and simple.Quote:
Ethereal Chains :w:
Enchantment - Aura
Flash
Enchant permanent
When Ethereal Chains enters the battlefield, draw a card.
Enchanted permanent's triggered abilities don't trigger.
Squadron Hawk combo?Quote:
Mind Flames :r:
Sorcery
Name a card, then reveal your hand. Add :r::r: to your mana pool for each card with the chosen name revealed this way.
Since Wizards can't design R/W cards worth shit, I can throw in another "Yet another Lightning Helix"-variant, too. At least you can build around it:
Ignis, Rebel Arsonist :r::w:
Legendary Creature - Human Rebel
First Strike
Whenever a permanent gets exiled, Ignis, Rebel Arsonist deals 3 damage to target creature or player and you gain 3 life.
2/2
Good with StP, Flickerwisp, Astral Slide, O-Ring effects and many more. Would be best buds with Norin the Wary.
Mountain combo FTW!
Kithkin Witchcraft :r::w:
Enchantment
Flash
No more than one land can enter the battlefield under each player's control each turn.
No more than one creature can enter the battlefield under each player's control each turn.
Brion, the Unarmed Warrior :2::r::w:
Legendary Creature - Giant Warrior
All artifacts lose all abilities.
Artifact creatures have base power and toughness 1/1.
At the beginning of each player's upkeep, Brion, the Unarmed Warrior deals damage to that player equal to the number of artifacts he or she controls.
"Rely on your own skills rather than on clunky and disposable trinkets, and no battle will be impossible to win."
5/5
Shaking Clash :1::r::w:
Instant
Cast Shaking Clash only during the declare blockers step.
Each player sacrifices a nonbasic land for each attacking or blocking creature he or she controls.
Mana Dissipation :r::w:
Instant
Counter target permanent spell. Its controller may sacrifice an untapped land. If he or she doesn't, you draw a card.
Scrub's Land
Land - Plains Swamp
Scrub's Land comes into play tapped unless you started this game with 20 life.
Fuck you, EDH!
Goblin Revolutionary :r:
Creature - Goblin Rebel
Sacrifice a creature: spells cost :1: more to cast until end of turn.
"Give me your hand and I will give you victory. A foot would work just as well, though."
Cenn's Cheerleader :w::r:
Creature - Kithkin Warrior
Whenever you cast a spell during combat, Kithkin you control get +1/+0.
2/3
White has this goofy habit of giving itself these "only during combat" spells that typically suck. This probably sucks too, but then again I like the idea of the combat phase making your existing spells better as opposed to just making spells that have the "only during combat" or "attacking or blocking creature" text, know what I mean? Like just because there's this "White is good at combat tricks" thing even though they really don't tend to be any better than most other colors with instants :/ but if they actually made it so that there was incentive to casting your usual spells during combat, that seems like a better way to go about it. This isn't the perfect example of that, but w/e
Fiery Soul WR
Enchantment
Whenver a instant, sorcery or creature source you control would deal damage, it deal 1 more damage instead.
I love this. It might have to be "sacrifice a goblin" though to not be too busted.
Goblin Patriarch 2RR
Creature - Goblin Shaman
Sacrifice two goblins: search your library for a goblin and put it into play. That creature gains haste until end of turn.
3/3
"I brought you into this world and I'll take you out. AND I'll make another one that looks just like you."
Ravage
RR
Sorcery
Destroy target nonbasic land.
Dark Covenant
BBB
Sorcery
Draw a card and lose 1 life.
Storm.
busted for goblins?? if you have 2 other goblins in play you can probably play a lot of goblins by fetching mogg war marshall and ambush commander?? (Or any goblin like mout that puts more than 2 goblins in play.
I guess Storm would love this card...
Totally, but please use better examples... Siege-Gang Commander, Krenko, Mob Boss, and Kiki-Jiki, Mirror Breaker / Lightning Crafter/Skirk Prospector combo.
Krenko's Mother-in-Law :r:
Legendary Creature - Goblin Demon
Goblin spells you cast cost :2: less to cast.
Whenever an ability of another Goblin creature you control resolves, put a merit counter on that creature.
Whenever another Goblin creature you control attacks or blocks, put a merit counter on it.
At the beginning of you upkeep, destroy each other Goblin creature you control without a merit counter on it, then put a +1/+1 counter on each other Goblin creature you control with a merit counter on it, then remove all merit counters from all permanents you control.
"You stupid slackers, hanging around all day and being useless. Get the hell out of here and do something productive with your lives!"
1/3
Storm as a (partial) drawback is an interesting design. Good with Flusterstorm (and Angel's Grace).Quote:
Dark Covenant
BBB
Sorcery
Draw a card and lose 1 life.
Storm.
A repeatable Sphere effect as an activated ability is pretty cool. Potentially a really strong combo hoser in combination with token-makers like Krenko.Quote:
mgrinshpon
Goblin Revolutionary
Creature - Goblin Rebel
Sacrifice a creature: spells cost :1: more to cast until end of turn.
"Give me your hand and I will give you victory. A foot would work just as well, though."
This is a hot mess. Five lines of text, references the rules term "resolve" (only six cards do this outside of reminder text, and one of them is Illusionary Mask---not a good sign!). Flavour is really good but I think this is too complicated to be a real card.Quote:
Krenko's Mother-in-Law
Legendary Creature - Goblin Demon
Goblin spells you cast cost less to cast.
Whenever an ability of another Goblin creature you control resolves, put a merit counter on that creature.
Whenever another Goblin creature you control attacks or blocks, put a merit counter on it.
At the beginning of you upkeep, destroy each other Goblin creature you control without a merit counter on it, then put a +1/+1 counter on each other Goblin creature you control with a merit counter on it, then remove all merit counters from all permanents you control.
"You stupid slackers, hanging around all day and being useless. Get the hell out of here and do something productive with your lives!"
1/3
Ancient Cult . . . . . . . . :4::g::g::g::g::g:
Sorcery
Miracle :2::g::g::g:
Put nine green creature tokens otb:
a 5/5 Auroch, a 4/4 Bear with trample,
a 3/3 Boar with swampwalk, a 3/1 Cat
with ":r:: regenerate", two 2/2 Wolves
(one with deathtouch and one with first
strike), and three 1/1 Birds with flying and
"when this etb, scry 2".
The illustration might sport some half-expected dark woodland scenery with the totemic animals of the respective tribes gathering for the gathering, ravens flying above and mesmerizing about future, lots of drama, etc., usual stuff.
However, I'd love something far less obvious, and I guess that a Terese Nielsen-like art depicting a kantharos with Sun hero riding a swans-drawn barge overlayed on a Sol disk, holding a spear in one hand and framed with meanders, spirals and swastikas might do.
A normal limited game -> Ok this green die is my deathtouch wolf the other has firststrike... this bottlecap is my Auroch... nono this my tapped scry bird, here is the untapped... no. you need red to regenerate your cat not green!
Also why 3x scry 2?
Becasue I realized that making them "...and three 1/1 birds with flying, one with 'when this etb, scry1', one with 'when this etb, fateseal 2' and one with 'when this etb, brainstorm'"would be a bit too squanched. :laugh:
So I decided that the three ravens will have the same ability. The idea is to represent three ravens that predict the future, and it's kinda crappy to do it with 3x scry1.
Also, I find it pretty amusing to use this very card to setup the miracle of the next copy of Ancient Cult.
Freedom of the Tribe :1::r:
Instant
Gain control of target land creature. (This effect lasts indefinitely.)
Mirrored Lightning :r::r:
Creature - Elemental
Flash
You may have Mirrored Lightning enter the battlefield as a copy of any creature on the battlefield, except it gets +3/+0 and it gains haste and trample and "At the beginning of the end step, sacrifice this creature."
0/0
Myth of the Nobilis :1::r::w:
Enchantment
Sorcery and enchantment spells you control can't be countered by spells or abilities.
At the beginning of your upkeep, return target sorcery or enchantment card from your graveyard to your hand.
:wr::wr:: Myth of the Nobilis becomes a 1/1 red and white Soldier enchantment creature until end of turn. It gets +3/+0 until end of turn for each red mana spent to activate this ability and +0/+3 until end of turn for each white mana spent. Activate this ability only once each turn.
Mogg Witch :r:
Creature - Goblin Wizard
When Mogg Witch enters the battlefield, draw a card.
:r:, T, Tap two untapped Goblin creatures you control, Sacrifice Mogg Witch: Reveal cards from the top of your library until you reveal a Goblin permanent card. Put that card onto the battlefield and exile all other cards revealed this way.
1/1