Final Word3WW
Sorcery
Destroy all creatures. If U was spent to cast Final Word, draw a card.
Terminal Tempest3UU
Instant
Return all creatures to their owners' hands. If B was spent to cast Terminal Tempest, target opponent discards a card.
Ultimate End4BB
Sorcery
All creatures get -4/-4 until end of turn. If R was spent to cast Ultimate End, discard up to four cards, then draw a card for each card discarded this way.
Complete Chaos4RR
Sorcery
Complete Chaos deals damage equal to the number of cards in your hand to each creature. If G was spent to cast Complete Chaos, return target creature card from your graveyard to your hand.
Behemoths' Brawl6GG
Sorcery
Each creature deals damage equal to its power to each other creature. If W was spent to cast Behemoths' Brawl, you gain X life, where X is the total amount of damage dealt this way.
Red and Black are awful, they cost too much for their effects. -4/-4 for 6 is abysmal and the added bonus doesn't come nearly close enough to making up the difference. Dealing damage equal to the number of cards in hand is bad on something so expensive, by this late in the game you will have something like 4 cards left at best and 4 damage isn't nearly enough on a 6 mana spell.
Blue and White are good though not very interesting.
Green's life gain is just dumb. It should be such and absurd amount of life that most people will have a very hard time with the calculations. Which is each creatures' power times the number of other creatures, so it gets stupid large very fast. Though I will say it is by far my favorite.
Yeah, that last one shouldn't exist simply because resolving it is an absolute mathematical nightmare.
And the lifegain is absolutely bonkers. Three 1/1s nets you 9 life. Imagine if there are more, bigger creatures in play. Say three 2/2s. Thats 18 life. What if EACH player has three 2/2s? Thats 72 LIFE. Card is beyond broken.
I would change it to be more like Ezuri's Predation and have the white mana condition just net you 1 life for each creature on the battlefield or something.
Red and Black are awful, they cost too much for their effects. -4/-4 for 6 is abysmal and the added bonus doesn't come nearly close enough to making up the difference. Dealing damage equal to the number of cards in hand is bad on something so expensive, by this late in the game you will have something like 4 cards left at best and 4 damage isn't nearly enough on a 6 mana spell.
How would you cost these, if the text stays the same?
Yeah, that last one shouldn't exist simply because resolving it is an absolute mathematical nightmare.
And the lifegain is absolutely bonkers. Three 1/1s nets you 9 life. Imagine if there are more, bigger creatures in play. Say three 2/2s. Thats 18 life. What if EACH player has three 2/2s? Thats 72 LIFE. Card is beyond broken.
I would change it to be more like Ezuri's Predation and have the white mana condition just net you 1 life for each creature on the battlefield or something.
Yes, it would be insane math in a multiplayer game, and tedious math in a two-player game. Note that if there are three 1/1s, I believe it's only 6 life, not 9, since creatures don't deal damage to themselves. But yes, it's crazy. I like huge bonkers spells, though, so am thinking about just bumping up the CMC even more. Do you think there is a CMC high enough that would make it not completely broken, math nightmare aside? Keep in mind, if it costs 8 or more, it's probably not going to be played outside multiplayer. Multiplayer games often can feature effects of similar craziness.
If I did change it...I would like to keep the effect of having each creature deal damage to each other creature...would that be a rules headache, do you think? Or would it be surprisingly straightforward? I can change the life effect, but would like to have it be something that happens after the first effect, so it reads like the other cards. If it were to be a "gain 1 life for each creature on the battlefield," it would have to happen before the brawl.
The problem with each creature dealing damage to each other creature isn't the initial math, most of the time it will just be destroy all creatures so no one will bother with the math. It is all the small effects that occur if your creatures care about dealing damage. At cmc 8 it is already unplayable, if it isn't fine there it will never be fine.
Your black and red wrath are probably fine at cmc 5, at 5 they still aren't strong enough to run without their buff.
It dosen't feel right to have a random effect attached to a board sweeper. White feels right because to draw a card is an effect that is reused multiple times across all colors.
Green one feels red and too complicated. Damage and life gain both scale exponentially. Chain reaction is much cleaner and easier to understand.
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Final Word 3WW
Sorcery
Destroy all creatures. If U was spent to cast Final Word, draw a card.
Terminal Tempest 3UU
Instant
Return all creatures to their owners' hands. If B was spent to cast Terminal Tempest, target opponent discards a card.
Ultimate End 4BB
Sorcery
All creatures get -4/-4 until end of turn. If R was spent to cast Ultimate End, discard up to four cards, then draw a card for each card discarded this way.
Complete Chaos 4RR
Sorcery
Complete Chaos deals damage equal to the number of cards in your hand to each creature. If G was spent to cast Complete Chaos, return target creature card from your graveyard to your hand.
Behemoths' Brawl 6GG
Sorcery
Each creature deals damage equal to its power to each other creature. If W was spent to cast Behemoths' Brawl, you gain X life, where X is the total amount of damage dealt this way.
(yes, the last one is insane)
Blue and White are good though not very interesting.
Green's life gain is just dumb. It should be such and absurd amount of life that most people will have a very hard time with the calculations. Which is each creatures' power times the number of other creatures, so it gets stupid large very fast. Though I will say it is by far my favorite.
And the lifegain is absolutely bonkers. Three 1/1s nets you 9 life. Imagine if there are more, bigger creatures in play. Say three 2/2s. Thats 18 life. What if EACH player has three 2/2s? Thats 72 LIFE. Card is beyond broken.
I would change it to be more like Ezuri's Predation and have the white mana condition just net you 1 life for each creature on the battlefield or something.
Yes, it would be insane math in a multiplayer game, and tedious math in a two-player game. Note that if there are three 1/1s, I believe it's only 6 life, not 9, since creatures don't deal damage to themselves. But yes, it's crazy. I like huge bonkers spells, though, so am thinking about just bumping up the CMC even more. Do you think there is a CMC high enough that would make it not completely broken, math nightmare aside? Keep in mind, if it costs 8 or more, it's probably not going to be played outside multiplayer. Multiplayer games often can feature effects of similar craziness.
If I did change it...I would like to keep the effect of having each creature deal damage to each other creature...would that be a rules headache, do you think? Or would it be surprisingly straightforward? I can change the life effect, but would like to have it be something that happens after the first effect, so it reads like the other cards. If it were to be a "gain 1 life for each creature on the battlefield," it would have to happen before the brawl.
Your black and red wrath are probably fine at cmc 5, at 5 they still aren't strong enough to run without their buff.
Green one feels red and too complicated. Damage and life gain both scale exponentially. Chain reaction is much cleaner and easier to understand.