These pitch spells are simple discard, not exile. They are to be included in a set or block focused around combat tricks and combat in general. The very next block to be released afterward has a grave matters theme. They're all going to be uncommons, I think. The goal is that hardcasting them should not be an impossibility that never happens, like with lots of older pitch spells, but still inferior to casting as a pitch.
Concentrated Growth 2G
Instant
You may discard a green card in your hand rather than pay Concentrated Growth's mana cost.
Target creature gets +3/+3 until end of turn.
Death for Death 2B
Instant
You may discard a black card rather than pay Death for Death's mana cost.
Target creature gains deathtouch until end of turn.
Divine Protection 2W
Instant
You may discard a white card rather than pay Divine Protection's mana cost.
Target creature is indestructible until end of turn.
Scholarly Guile 2U
Instant
You may discard a blue card rather than pay Scholarly Guile's mana cost.
Target creature gains shroud until end of turn.
Manic Fury 2R
Instant
You may discard a red card rather than pay Manic Fury's mana cost.
Target creature gains first strike until end of turn.
Edited the red one to provide first rather than double strike.
I agree with Sliver Lord, the red one probably should give first strike rather than double strike.
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MEMNARCH FOR PRESIDENT!!!
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.
The reason pitch spells are exile, not discard, is due to the existence of cards in Magic that are better in your graveyard than in hand. Example: Griselbrand (in formats where reanimation is a thing). In a long ago block constructed and Standard era, Foil discarding Nether Spirit was a major part of one deck's gameplan.
This actually makes these cards more dangerous than they look. Not unprintable, but dangerous. This is mitigated somewhat by these requiring a target to cast.
For fair decks, the black one should probably do deathtouch + lifelink. The red one is *absurdly powerful*.
I know the reason they exile not discard, but I thought it would be interesting to print a cycle that discards rather than exiles, especially before a block with a graveyard theme. That's also why I made the black version a bit weaker than the rest, since usually the cards most interesting to discard are black. That's also why I made them generally combat tricks, so you can't just use them for 0-mana instant advantage right at the start in the right deck.
So I'll move the red to first strike. I think that puts it about on par with the black one as it is right now. Which is slightly unfair to red considering black generally likes the discard more, but hey what else is new. The only other option would be for the red one to provide some +X/+0 bonus, but wizards seems intent on keeping that rather weak in red.
Manic Fury seems more fun if it gives haste. More dangerous, but still fun.
That would kind of break the whole combat trick pattern though, as its pretty useless to give a creature haste at instant speed unless you want to do some kind of surprise :T:
Indeed. Shroud also breaks the cycle though. If you want to go full combat trick, I reccomend having the blue one change a creature's base P/T until end of turn.
To be fair the shroud one is still typically played as an instant, while the haste one is nearly pointless as an instant. And I mean, in a combat trick heavy set it wouldn't be uncommon to play it during combat, would it, since you could put it on an opponent's creature to stop their combat trick from working, or put it on your own to prevent a kill spell or the like. I admit the p/t change would be more strictly combat-trick like, though.
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[mana][card]G[/card][/mana]
[CaRd]203982G[/aRd]
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Concentrated Growth 2G
Instant
You may discard a green card in your hand rather than pay Concentrated Growth's mana cost.
Target creature gets +3/+3 until end of turn.
Death for Death 2B
Instant
You may discard a black card rather than pay Death for Death's mana cost.
Target creature gains deathtouch until end of turn.
Divine Protection 2W
Instant
You may discard a white card rather than pay Divine Protection's mana cost.
Target creature is indestructible until end of turn.
Scholarly Guile 2U
Instant
You may discard a blue card rather than pay Scholarly Guile's mana cost.
Target creature gains shroud until end of turn.
Manic Fury 2R
Instant
You may discard a red card rather than pay Manic Fury's mana cost.
Target creature gains first strike until end of turn.
Edited the red one to provide first rather than double strike.
W through G seems actually pretty safe, but having the red one exist feels unnecessarily dangerous.
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).
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.
This actually makes these cards more dangerous than they look. Not unprintable, but dangerous. This is mitigated somewhat by these requiring a target to cast.
For fair decks, the black one should probably do deathtouch + lifelink. The red one is *absurdly powerful*.
So I'll move the red to first strike. I think that puts it about on par with the black one as it is right now. Which is slightly unfair to red considering black generally likes the discard more, but hey what else is new. The only other option would be for the red one to provide some +X/+0 bonus, but wizards seems intent on keeping that rather weak in red.
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
That would kind of break the whole combat trick pattern though, as its pretty useless to give a creature haste at instant speed unless you want to do some kind of surprise :T:
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane