Life Flash 1R
Instant
Cast Life Flash only during an opponent's combat phase.
Prevent all combat damage that would be dealt to you this turn. At the beginning of the next end step, Life Flash deals damage to you equal to the damage prevented in this way. This damage can't be prevented.
At end of combat, if the damage prevented by Life Flash is greater than or equal to your life total, end the turn and you take an extra turn after this one.
I've been having this idea milling around in my head for several days now. Originally it began as a red exile attacking creature card, and it's now morphed into a cross between Holy Day and Final Fortune.
Please note that the damage will hit you at the beginning of the next end step, whether or not you get the extra turn.
I had tried to write in that the active player would resume their turn, but it's got too much baggage around it to bother with, mostly considering the caster of Life Flash is probably out of the game by that point so their effects won't be in play.
So it's an extra turn if you prevent enough damage and if you don't, it's a Holy Day?
How about this:
"Prevent all combat damage that would be dealt to you this turn. At the beginning of the next end step, Life Flash deals damage to you equal to the damage prevented in this way unless it's an extra turn.
At end of combat, if the damage prevented by Life Flash is greater than or equal to your life total, end the turn and you take an extra turn after this one."
1. Removed the cast-only on combat clause.
2. Removed the damage can't be prevented.
3. Added the ability to not actually die right away
What do you think?
Err, the original was: Prevent damage. If less than your life total, you take it at the end of their turn. If greater, you take an extra turn and end their turn after combat. At the end of that extra turn, you take the damage (And probably die).
The way yours is worded, yours is: Prevent damage. If less than your life total, you take it at the end of their turn (Same as OP). But then you get the same extra turn. Then at the end of the turn, the damage triggers...but it's an extra turn! So it does nothing. Then in a duel you take your next turn and play as normal.
The OP's was Holy Day so you could cast Final Fortune to get one last turn before you die. The way yours is worded, its Holy Day + Time Warp + no second main phase for your opponent if you were about to die.
I like it. It doesn't do too much seemingly, which I think is appropriate. I think its biggest use is when swing for lethal is coming your way - they send most of their force to kill you, instead of blocking for fun, let it all through if you think you have a shot. Then take your "extra" turn next, draw maybe something that helps, they tapped most of their stuff, so attack for whatever you can, maybe pump or play some direct damage... either win there or die.
Pretty cool red riff on white's version of this a la Angel's Grace.
Instant
Cast Life Flash only during an opponent's combat phase.
Prevent all combat damage that would be dealt to you this turn. At the beginning of the next end step, Life Flash deals damage to you equal to the damage prevented in this way. This damage can't be prevented.
At end of combat, if the damage prevented by Life Flash is greater than or equal to your life total, end the turn and you take an extra turn after this one.
I've been having this idea milling around in my head for several days now. Originally it began as a red exile attacking creature card, and it's now morphed into a cross between Holy Day and Final Fortune.
Please note that the damage will hit you at the beginning of the next end step, whether or not you get the extra turn.
I had tried to write in that the active player would resume their turn, but it's got too much baggage around it to bother with, mostly considering the caster of Life Flash is probably out of the game by that point so their effects won't be in play.
Banner by Topher!
The way yours is worded, yours is: Prevent damage. If less than your life total, you take it at the end of their turn (Same as OP). But then you get the same extra turn. Then at the end of the turn, the damage triggers...but it's an extra turn! So it does nothing. Then in a duel you take your next turn and play as normal.
The OP's was Holy Day so you could cast Final Fortune to get one last turn before you die. The way yours is worded, its Holy Day + Time Warp + no second main phase for your opponent if you were about to die.
Pretty cool red riff on white's version of this a la Angel's Grace.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498