With coldsnap rapidly coming upon us, I have noticed several cards that I have wanted to see for a long time. For example, one that makes aether snap awesome. <3 Aether snap. Anyway, the last one I would like to see, for my inner johnny, is something along these lines.
Infinite Power 6GG
Sorcery
Until end of turn, you may play spells without paying their mana cost.
I have been debating with my friend if that could be balanced at any cost. He says a drawback is necessary. For example, "Until end of turn, you may play green spells..." My argument is that after you have payed 8 mana, what are you really saving? A hand full of fatties could have come down earlier with any number of methods. Anyway, I would like to hear other's opinions...
My original thought for casting cost was 7UU, because blue likes breaking rules. Green is the mana acceleration color, though. Maybe 5UG?
With coldsnap rapidly coming upon us, I have noticed several cards that I have wanted to see for a long time. For example, one that makes aether snap awesome. <3 Aether snap. Anyway, the last one I would like to see, for my inner johnny, is something along these lines.
Infinite Power 6GG
Sorcery
Until end of turn, you may play spells without paying their mana cost.
I have been debating with my friend if that could be balanced at any cost. He says a drawback is necessary. For example, "Until end of turn, you may play green spells..." My argument is that after you have payed 8 mana, what are you really saving? A hand full of fatties could have come down earlier with any number of methods. Anyway, I would like to hear other's opinions...
My original thought for casting cost was 7UU, because blue likes breaking rules. Green is the mana acceleration color, though. Maybe 5UG?
If anything there should be some sort of nonblue clause since blue is notorious for massive free-spell abuse (with the card drawing and all). I do like the green restriction for this reason (and generally since green is less likely to win the game right then and there).
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but anything can happen in vintage man... can you imagine with cards like yawgmoth bargain or necropotence or any crazy card drawer it will be a sure win, if you play vintage this card will surely be a key card and get restricted or banned... that's what i think...
I agree that it could lead to some insane combos (even with the green restriction it could be changed with sleight of mind etc.). However, I still dont think it would be vintage worthy. It would simply cost too much mana to ever come out. The only way it could ever be cheated into play is with a sin's of the past, and if sins of the past becomes a vintage staple I will eat my chaos orb.
I think there should be a restriction on what spells are played for free. I could imagine (even with the huge casting cost), some blue and green deck that just draws a ton of cards and just wins the game.
I don't know, it's hard to tell without playtesting it.
This could be a nightmare to template, but what about something along the lines of you can only play free spells totalling the cards in your hand when the free-enabler resolves? That way you could still draw some cards, but you couldn't draw and play your whole deck. Just a thought.
Or you could tie it to the number of permanents in play, like creatures you control, artifacts, or maybe something like the number of instants/sorceries in your graveyard.
I guess one way to template it could be:
Infinite Power 6GG
Sorcery
Set Infinite Power aside when it resolves, and place X counters on it, where X is the (number of cards in hand/creatures you control/etc.)
Until the end of your turn, whenever you play a spell, remove a counter from ~ and that spell is played without playing its casting cost. When ~ has no counters on it, put it in your graveyard.
That's probably a really hack job at a template, but I hope the idea comes across
I think it'd be fine to say, "You may play up to X spells this turn without paying their mana costs, where X is the number of cards in your hand."
Or, alternatively, "Until end of turn, you may play spells without paying their mana costs. Until end of turn, if you would draw a card, _____ instead." The alternative could be good (gain 2 life), bad (lose 2 life), or neutral (skip that draw).
If your worried about infinite draw just have it say:
Broken Card A6:symg::symg:
Sorcery
Remove your hand from the game. Until end of turn you may play cards removed from the game in this way without paying their mana cost. (If it has X in its mana cost, X is 0.)
Infinite Power 6GG
Sorcery
Until end of turn, you may play spells without paying their mana cost.
I have been debating with my friend if that could be balanced at any cost. He says a drawback is necessary. For example, "Until end of turn, you may play green spells..." My argument is that after you have payed 8 mana, what are you really saving? A hand full of fatties could have come down earlier with any number of methods. Anyway, I would like to hear other's opinions...
My original thought for casting cost was 7UU, because blue likes breaking rules. Green is the mana acceleration color, though. Maybe 5UG?
If anything there should be some sort of nonblue clause since blue is notorious for massive free-spell abuse (with the card drawing and all). I do like the green restriction for this reason (and generally since green is less likely to win the game right then and there).
I don't know, it's hard to tell without playtesting it.
Or you could tie it to the number of permanents in play, like creatures you control, artifacts, or maybe something like the number of instants/sorceries in your graveyard.
I guess one way to template it could be:
Infinite Power 6GG
Sorcery
Set Infinite Power aside when it resolves, and place X counters on it, where X is the (number of cards in hand/creatures you control/etc.)
Until the end of your turn, whenever you play a spell, remove a counter from ~ and that spell is played without playing its casting cost. When ~ has no counters on it, put it in your graveyard.
That's probably a really hack job at a template, but I hope the idea comes across
Or, alternatively, "Until end of turn, you may play spells without paying their mana costs. Until end of turn, if you would draw a card, _____ instead." The alternative could be good (gain 2 life), bad (lose 2 life), or neutral (skip that draw).
Broken Card A 6:symg::symg:
Sorcery
Remove your hand from the game. Until end of turn you may play cards removed from the game in this way without paying their mana cost. (If it has X in its mana cost, X is 0.)
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