I've been playing around with flashback and some other mechanics that may or may not end up being my next set project.
I wanted to get some opinions on the power level and complexity of a few commons and if any of them are pushed too far.
Frenzy Tiller1R
Creature — Human Warrior (C)
When Frenzy Tiller attacks, scour 1. (Look at the top card of your library. You may put that card into your graveyard.)
2/1
Reignition Mage3R
Creature — Human Wizard (C) Trance — You may have Reignition Mage enter the battlefield tapped. If you do, when it enters the battlefield, return target sorcery card from your graveyard to your hand.
2/2
Deafening Charge1R
Instant (C)
Creatures you control get +1/+0 until end of turn.
Flashback 1R(You may cast this card from your graveyard for its flashback cost. then exile it.)
Reflash4R
Instant (C)
Reflash deals 3 damage to target creature or player.
Flashback 1R(You may cast this card from your graveyard for its flashback cost. then exile it.) Who said lightning doesn’t strike twice.
DreamsparkR
Sorcery (C)
Deal 1 damage to target creature, put a 1/1 red Illusion creature token with haste onto the battlefield.
For the most part, they look good. Trance is a neat way of making ETB creatures cost less, and scour is a scry variant that's perfect for a graveyard-themed set. The only problematic card is Reflash. Being able to cast a Lightning Strike from your graveyard is extremely powerful, especially since you don't have to spend a card to do it. I realize it's probably supposed to be balanced by costing 4R to hardcast, but even outside of graveyard-themed sets, there are a thousand ways to get cards into your graveyard without casting them. Look at Geistflame and Firebolt, and keep in mind that the latter is generally considered really good.
Also, minor quibble, I don't think red should be making Illusion tokens. Make it an Elemental, or a Spirit, or maybe both. Dreamspark seems pretty strong, but not game-breakingly so. R for a ping and a Raging Goblin is quite a deal, but unlike Sparkmage Apprentice, you can't get the 1/1 if the burn is countered.
Frenzy Tiller - I'm assuming scour with higher numbers works similar to scry/Dimir Machinations allowing you to put any number into the graveyard and the rest back in any order. It is an interesting version of scry for a graveyard based set, but you would need to watch the graveyard interactions carefully since it can also function almost like card draw when it hits cards with flashback or other graveyard mechanics.
- Frenzy Tiller is a nice simple card, but (without play testing it at all) it does feel like scouring during combat a turn before you draw your next card might seem like it is too far in advance. Although it would be nice for digging for flashback combat tricks, so maybe it isn't too bad.
Reignition Mage - What colors does trance go in? I'm just thinking it might be good for some of the creatures with trance to have haste. That would be a good way to push the differences between the two modes even further.
Frenzy Tiller: I dunno, this card just comes across as a tad OP. Maybe add "if you do put the card in your graveyard, you lose 2 life" or something like that?
Reignition Mage: Entering tapped isn't a huge disadvantage if the creature doesn't have haste but I suppose at 4 mana it's balanced. Seems like it might be fun in burn.
Deafening Charge: It's not a great effect, but the flashback is nice. Could see it being played in some RDW decks.
Reflash: I'd probably switch around the flashback and casting cost because it ses kind of weird otherwise. Other than that, like the card.
Dreamspark: I like this a lot. Great, nice and balanced card great for multiple red decks.
Rarity wise, I would probably bump Dreamspark, Frenzy Tiller if it isn't nerfed, and maybe Reignition Mage to uncommon.
Frenzy Tiller - I'm assuming scour with higher numbers works similar to scry/Dimir Machinations allowing you to put any number into the graveyard and the rest back in any order.
Actually higher scour numbers only allow you a single card on top but you can dig deeper.
scour 3. (Look at the top three cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
Reflash at common would completely define (i.e. wreck) a limited environment. Fires of Undeath is what a common, Flashback burn spell looks like - overcosted on both modes and two colours. I'd be scared to print Reflash at common if it cost 4R for both the mana cost and the Flashback. In constructed I'd be a little worried about that card having a 1R Flashback cost regardless of the cost to play it from the hand.
If you want a constructed playable flashback bolt, it basically has to be uncommon for limited purposes. If you want a good but fair common for limited, I'd try 4R/3RR at sorcery or 4R/5RR at instant.
The other 4 are good.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
Reflash might be okay at the current 4R/flashback 1R if it were uncommon. If you wanted to keep those same costs and keep it common, it might be okay if reduced to only 2 damage. For both those cases, making it a sorcery would also help tone down its strength.
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I wanted to get some opinions on the power level and complexity of a few commons and if any of them are pushed too far.
Frenzy Tiller 1R
Creature — Human Warrior (C)
When Frenzy Tiller attacks, scour 1. (Look at the top card of your library. You may put that card into your graveyard.)
2/1
Reignition Mage 3R
Creature — Human Wizard (C)
Trance — You may have Reignition Mage enter the battlefield tapped. If you do, when it enters the battlefield, return target sorcery card from your graveyard to your hand.
2/2
Deafening Charge 1R
Instant (C)
Creatures you control get +1/+0 until end of turn.
Flashback 1R (You may cast this card from your graveyard for its flashback cost. then exile it.)
Reflash 4R
Instant (C)
Reflash deals 3 damage to target creature or player.
Flashback 1R (You may cast this card from your graveyard for its flashback cost. then exile it.)
Who said lightning doesn’t strike twice.
Dreamspark R
Sorcery (C)
Deal 1 damage to target creature, put a 1/1 red Illusion creature token with haste onto the battlefield.
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Also, minor quibble, I don't think red should be making Illusion tokens. Make it an Elemental, or a Spirit, or maybe both. Dreamspark seems pretty strong, but not game-breakingly so. R for a ping and a Raging Goblin is quite a deal, but unlike Sparkmage Apprentice, you can't get the 1/1 if the burn is countered.
- Frenzy Tiller is a nice simple card, but (without play testing it at all) it does feel like scouring during combat a turn before you draw your next card might seem like it is too far in advance. Although it would be nice for digging for flashback combat tricks, so maybe it isn't too bad.
Reignition Mage - What colors does trance go in? I'm just thinking it might be good for some of the creatures with trance to have haste. That would be a good way to push the differences between the two modes even further.
Frenzy Tiller: I dunno, this card just comes across as a tad OP. Maybe add "if you do put the card in your graveyard, you lose 2 life" or something like that?
Reignition Mage: Entering tapped isn't a huge disadvantage if the creature doesn't have haste but I suppose at 4 mana it's balanced. Seems like it might be fun in burn.
Deafening Charge: It's not a great effect, but the flashback is nice. Could see it being played in some RDW decks.
Reflash: I'd probably switch around the flashback and casting cost because it ses kind of weird otherwise. Other than that, like the card.
Dreamspark: I like this a lot. Great, nice and balanced card great for multiple red decks.
Rarity wise, I would probably bump Dreamspark, Frenzy Tiller if it isn't nerfed, and maybe Reignition Mage to uncommon.
Modern
UBR Grixis Control
U Merfolk
Pauper
U Mono U Delver
Ancestral Visions is freed
Actually higher scour numbers only allow you a single card on top but you can dig deeper.
scour 3. (Look at the top three cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
Also compare frenzy tiller to Sigiled Skink
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Flashback removal is really powerful. For example, Fires of Undeath is better than Shock, Morbid Hunger is better than Essence Drain, Geistflame is better than Gut Shot (in limited), and Grasp of Phantoms was way better than Time Ebb.
If you want a constructed playable flashback bolt, it basically has to be uncommon for limited purposes. If you want a good but fair common for limited, I'd try 4R/3RR at sorcery or 4R/5RR at instant.
The other 4 are good.
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(filter->rarity to see in set rarity).
What would people think of 5R / 2R?
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Flavor text is great by the way.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).