Lose a turn for 5 damage to your opponent? It's much easier to have a sacrifice something, discard a card or let it deal damage to yourself, than giving your opponent an extra turn. The drawback is wrong but for one reason: by the time you have 4 mana, you have the possibility of dealing 10 damage and winning the game before you would lose 2 turns.
Final Fortune doubled. Time Stretch vs Time Warp, the mana cost scales linearly. But Final Fortune doesn't scale linearly, because if you cast three or two in the same turn, you can pretty much win the game before the "lose the game" effect would take place.
I honestly think both of those cards are broken. They may have severe drawbacks, but they are so absurdly powerful and undercosted effects that the drawbacks don't even matter. Risky business would go in every burn deck ever as a 2-3 of. Double down can be comboed with any number of effects in modern to just make it a 4 mana time stretch.
Also, how do these cards interact? If I cast Double down, then cast risky business during my first extra turn, do I skip the turn I would lose the game on? Does this mean that I just got a 4 mana time walk and a 2 mana lava axe with no downside? If this is how double down works when paired with turn skipping effects, then double down is definitely broken as magosi, the waterveil exists.
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Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Also, how do these cards interact? If I cast Double down, then cast risky business during my first extra turn, do I skip the turn I would lose the game on? Does this mean that I just got a 4 mana time walk and a 2 mana lava axe with no downside? If this is how double down works when paired with turn skipping effects, then double down is definitely broken as magosi, the waterveil exists.
From Final Fortune: 10/4/2004 If you end up skipping the extra turn that is gained, you do not lose the game.
Thunderous Wrath does 5 damage to a player and only costs 1 mana. While it isn't as consistent as Risky Business, the drawback is pretty serious. That being said, Risky Business would probably become a staple in Modern burn, but only as a 1 or 2 of.
Double Down might be too pushed, but maybe not. Perhaps it could cost 3RR
Yeah, that's a 3-4 of in legacy burn. Like fireblast, it's a finisher that will severely hamper you if the game goes further. But the game doesn't go further.
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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
Miracle mechanics relies on luck, that or something to put it on the top of your library. The way Miracle is worded makes it really one per turn, if you draw two in one turn, the second loses the Miracle's opportunity.
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Sorcery [R]
Risky Business deals 5 damage to target player.
You skip your next turn.
Double Down 2RR
Sorcery [R]
Take two extra turns after this one. At the beginning of that second turn's end step, you lose the game.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Final Fortune doubled. Time Stretch vs Time Warp, the mana cost scales linearly. But Final Fortune doesn't scale linearly, because if you cast three or two in the same turn, you can pretty much win the game before the "lose the game" effect would take place.
Also, how do these cards interact? If I cast Double down, then cast risky business during my first extra turn, do I skip the turn I would lose the game on? Does this mean that I just got a 4 mana time walk and a 2 mana lava axe with no downside? If this is how double down works when paired with turn skipping effects, then double down is definitely broken as magosi, the waterveil exists.
- Manite
Double Down might be too pushed, but maybe not. Perhaps it could cost 3RR
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate