Temporal Domination3UU
Sorcery (Mythic)
Target player shuffles his or her hand and graveyard into their library, then draws three*(was seven) cards.
In the long timeline of Timetwister, Time Spiral, Temporal Cascade, and Time Reversal, I wanted to make a card that stood among these without being stupid powerful. What I want for blue is a spell that essentially acts as an Elixir of Immortality, letting the blue player extend his or her time, allowing them to win the game in the long run. What I don't want is something that can harass someone and be an easy infinite combo. If you look back at why Timetwister was banned, it's mainly due to the fact it combos with the rest of the power nine to go infinite and use some sort of burn spell to win the game without giving the other player a chance.
I think this version should be fair enough, considering I don't have any power nine level cards in my set The targeting instead of each player allows you to outlast your enemies, or even make an opponent squeal when you put their graveyard or hand back into their library. If that is too unfair, however, I am willing to make it only target yourself. Additionally, what made the Original Timetwister broken was the fact that you redrew a fresh hand to begin the combo all over. Perhaps if limited the draw so you draw equal to the cards you shuffled from your hand, it would also be more fair.
I'm looking for criticism, but not hate. I want to design a Timetwister that let's players use it over and over again, but not in the sense so they can go infinite easily.
It's a 5cc that recyucles your graveyard + draw 7.
Compare that to tidings, or time reversal (which you already did, which makes me wonder how's you'd think a better version at the exact same cost is acceptable).
Yes, it's hard to infinite with it. But it's still grossly overpowered compared to what is currently acceptable. Timetwister is restricted today not because you can go infinite with it, but because it is still a severely undercosted draw 7.
If that is too unfair, however, I am willing to make it only target yourself
That won't change how it will be used 99% of the time.
Stop concentrating on the combo aspect of the card, and look at it instead as a card draws 7*. If you think that a draw 7 is fair at 5cc, go for it. Here's the thing: if your argument for your card is that it isn't as good as a p9 card, maybe you should step back and reevaluate it's power level.
*I hope no one will argue "This isn't a draw 7! it's a draw 3 or 4! It's only as good as tidings!" Keep in mind that if you cast this, you're already saying that you really don't mind losing whatever cards you have in hand for a fresh new hand of cards, so you might as well have 0 cards.
I took that into consideration, and I overlooked it entirely. I was more focused on the combo aspect and that caused me to forget about the card draw. In all honesty I think if I take it back down to three, it makes the card much weaker than intended. At this point I think I could say it could even be a rare. Actually, how does this look?
Temporal Domination3U
Sorcery Rare
Target player shuffles his or her hand and graveyard into their library, then draws three cards.
After looking at a few cards, I think this is actually pretty fair. Reminisce is an uncommon, and for one more mana at rare costing I think you should be able to draw three off this.
Fairer in terms of card draw, but forcing the opponent to discard like that might mean a big difference if the set has megrim type effects. Remove the "target player" and it's perfect.
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"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Temporal Domination 3UU
Sorcery (Mythic)
Target player shuffles his or her hand and graveyard into their library, then draws three*(was seven) cards.
In the long timeline of Timetwister, Time Spiral, Temporal Cascade, and Time Reversal, I wanted to make a card that stood among these without being stupid powerful. What I want for blue is a spell that essentially acts as an Elixir of Immortality, letting the blue player extend his or her time, allowing them to win the game in the long run. What I don't want is something that can harass someone and be an easy infinite combo. If you look back at why Timetwister was banned, it's mainly due to the fact it combos with the rest of the power nine to go infinite and use some sort of burn spell to win the game without giving the other player a chance.
I think this version should be fair enough, considering I don't have any power nine level cards in my set The targeting instead of each player allows you to outlast your enemies, or even make an opponent squeal when you put their graveyard or hand back into their library. If that is too unfair, however, I am willing to make it only target yourself. Additionally, what made the Original Timetwister broken was the fact that you redrew a fresh hand to begin the combo all over. Perhaps if limited the draw so you draw equal to the cards you shuffled from your hand, it would also be more fair.
I'm looking for criticism, but not hate. I want to design a Timetwister that let's players use it over and over again, but not in the sense so they can go infinite easily.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Compare that to tidings, or time reversal (which you already did, which makes me wonder how's you'd think a better version at the exact same cost is acceptable).
Yes, it's hard to infinite with it. But it's still grossly overpowered compared to what is currently acceptable. Timetwister is restricted today not because you can go infinite with it, but because it is still a severely undercosted draw 7.
That won't change how it will be used 99% of the time.
Stop concentrating on the combo aspect of the card, and look at it instead as a card draws 7*. If you think that a draw 7 is fair at 5cc, go for it. Here's the thing: if your argument for your card is that it isn't as good as a p9 card, maybe you should step back and reevaluate it's power level.
*I hope no one will argue "This isn't a draw 7! it's a draw 3 or 4! It's only as good as tidings!" Keep in mind that if you cast this, you're already saying that you really don't mind losing whatever cards you have in hand for a fresh new hand of cards, so you might as well have 0 cards.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I took that into consideration, and I overlooked it entirely. I was more focused on the combo aspect and that caused me to forget about the card draw. In all honesty I think if I take it back down to three, it makes the card much weaker than intended. At this point I think I could say it could even be a rare. Actually, how does this look?
Temporal Domination 3U
Sorcery Rare
Target player shuffles his or her hand and graveyard into their library, then draws three cards.
After looking at a few cards, I think this is actually pretty fair. Reminisce is an uncommon, and for one more mana at rare costing I think you should be able to draw three off this.
Broken?
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries