CARD 1
Sorcery
Starting with you, each player takes an extra turn after this one.
CARD 2
Enchantment
If the game would end in a draw, you win the game instead.
CARD 3
Enchantment
At the beginning of your upkeep, if you control more nontoken creatures than each opponent controls, you win the game. If you control less nontoken creatures you lose the game. If each player controls an equal amount of nontoken creatures, restart the game.
CARD 4
Legendary Creature
Menace
When you cast CARD 4, destroy three nonland permanents.
8/8
CARD 5
Sorcery
Each player sacrifices a nonland permanent. Exile all permanents that were sacrificed this way.
CARD 6
Instant
Reveal the top five cards of your library. An opponent chooses two nonland cards revealed this way. Put those card in your hand and the rest in your graveyard.
card 2 -- too many easy ways to draw a game, promotes stalling and slow play. No fair cost because the design is COMPLETELY UNACCEPTABLE.
card 3 -- too swingy and potentially delays the game to a ridiculous degree, design unacceptable, no fair cost. At the very least, this should be a sorcery rather than an enchantment, likely near biorhythm cost.
card 6 -- more than fact or fiction. It's weaker than FoF, but FoF is overpowered.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Can someone please help me include rules text on the games that refer to the game ending into a draw?
Obviously I don't want to encourage slow play and tournament rules related to draws. I mean that if both players die to something like a Slagstorm, instead of it being a draw, you win the game for card 2 (and for card 3, you would reset the game). So something in the rules of the actual game, not tournaments and stuff.
CARD 1: 3UR or 3UU, Rare/Mythic Rare.
CARD 2: B, Rare. Could also be artifact for 1.
CARD 3: 5GGG, Mythic Rare.
CARD 4: Feels like a big Eldrazi (or just a artifact creature) to me, at 10 Rare.
CARD 5: 1W, common.
CARD 6: 3U, uncommon.
Why does everyone think a symmetrical Time Warp should be at the same cost and rarity as the original? CARD 1 could cost 1UU at rare.
I read the card wrongly (I thought it was a enchantment that gave each player a extra turn every round... I know right).
Yeah, the card could cost 1UU and should have the exile clause.
Without the exile clause, which is how its written, it doesn't seem safe to print at less than 5 because of recurring this card still gives you infinite turns, and if you put it down to less than 5 it becomes too easy. Though I agree you can drop the cost by adding the exile clause, but I would still make it 4.
card 2 -- too many easy ways to draw a game, promotes stalling and slow play. No fair cost because the design is COMPLETELY UNACCEPTABLE.
How do you figure? The only ways that I can think of are involuntary loops, massive simultaneous symmetrical damage (i.e. Hurricane), or Divine Intervention. At the cost of a card in hand, I would say that's not unreasonable.
Card 3 should probably not ever be made; having 1 saproling shouldn't let you win the game no matter how much mana this card costs. Maybe if it mentioned a minimum (i.e. "if you control at least 20 creature tokens...")
Card 1 doesn't work quite how you'd think; the players would gain the extra turns in priority order, which means they would take them in reverse priority order. I think that'd actually be pretty neat, though. I'd still cost it at 3UU since I feel Time Warp is too strong. Mythic rare.
Card 2 is probably 1WW or 2WW and rare.
Card 4 reminds me of Terastodon. The Don can't blow up creatures, but he can totally blow up lands so I would say that's even. The Don gives them creatures though, so I would say Card 4 should cost 6BRG at rare.
For Card 5 there's almost literally no reason for it not to just say "Each player exiles a nonland permanent" except to interact with very specific cards like Mortician Beetle. I'd cost it at 2W or 1WB and Uncommon.
Card 6 gives the opponent the final choice, which is a bit more balanced than Fact or Fiction. I'd say 3U or 4U since FoF is still overpowered. Rare.
card 2 -- too many easy ways to draw a game, promotes stalling and slow play. No fair cost because the design is COMPLETELY UNACCEPTABLE.
How do you figure? The only ways that I can think of are involuntary loops, massive simultaneous symmetrical damage (i.e. Hurricane), or Divine Intervention. At the cost of a card in hand, I would say that's not unreasonable.
Time over counts as a draw. Time over is the most common form of drawing a game, rather than loops or damage.
This card encourages playing as slow and stall as you can get away with. Want to see decks that just search and shuffle the library, then take 3 minutes every time? There aren't enough judges to cover everyone doing this crap in a tournament.
This card makes for a hair pulling, judge's nightmare, unfun mess of a game.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
card 2 -- too many easy ways to draw a game, promotes stalling and slow play. No fair cost because the design is COMPLETELY UNACCEPTABLE.
How do you figure? The only ways that I can think of are involuntary loops, massive simultaneous symmetrical damage (i.e. Hurricane), or Divine Intervention. At the cost of a card in hand, I would say that's not unreasonable.
Time over counts as a draw. Time over is the most common form of drawing a game, rather than loops or damage.
This card encourages playing as slow and stall as you can get away with. Want to see decks that just search and shuffle the library, then take 3 minutes every time? There aren't enough judges to cover everyone doing this crap in a tournament.
This card makes for a hair pulling, judge's nightmare, unfun mess of a game.
Ah, that's a valid concern. However, I'm fairly certain that time-outs are external to the game itself; Abyssal Persecutor doesn't prevent your opponent from losing due to receiving two warnings, after all. 'Draw' is a potential outcome of the game just like 'Win' or 'Lose', and a card affecting draws is no more encompassing than a card affecting the latter two.
Sorcery
Starting with you, each player takes an extra turn after this one.
CARD 2
Enchantment
If the game would end in a draw, you win the game instead.
CARD 3
Enchantment
At the beginning of your upkeep, if you control more nontoken creatures than each opponent controls, you win the game. If you control less nontoken creatures you lose the game. If each player controls an equal amount of nontoken creatures, restart the game.
CARD 4
Legendary Creature
Menace
When you cast CARD 4, destroy three nonland permanents.
8/8
CARD 5
Sorcery
Each player sacrifices a nonland permanent. Exile all permanents that were sacrificed this way.
CARD 6
Instant
Reveal the top five cards of your library. An opponent chooses two nonland cards revealed this way. Put those card in your hand and the rest in your graveyard.
Edit: CARD 5 to reflect nonland permanent.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
card 2 -- too many easy ways to draw a game, promotes stalling and slow play. No fair cost because the design is COMPLETELY UNACCEPTABLE.
card 3 -- too swingy and potentially delays the game to a ridiculous degree, design unacceptable, no fair cost. At the very least, this should be a sorcery rather than an enchantment, likely near biorhythm cost.
card 6 -- more than fact or fiction. It's weaker than FoF, but FoF is overpowered.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Obviously I don't want to encourage slow play and tournament rules related to draws. I mean that if both players die to something like a Slagstorm, instead of it being a draw, you win the game for card 2 (and for card 3, you would reset the game). So something in the rules of the actual game, not tournaments and stuff.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
CARD 2: B, Rare. Could also be artifact for 1.
CARD 3: 5GGG, Mythic Rare.
CARD 4: Feels like a big Eldrazi (or just a artifact creature) to me, at 10 Rare.
CARD 5: 1W, common.
CARD 6: 3U, uncommon.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I'm really not sure about card 5, it's hard to pin down color pie wise for me.
Card 6 could probably be 2UU
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
I read the card wrongly (I thought it was a enchantment that gave each player a extra turn every round... I know right).
Yeah, the card could cost 1UU and should have the exile clause.
How do you figure? The only ways that I can think of are involuntary loops, massive simultaneous symmetrical damage (i.e. Hurricane), or Divine Intervention. At the cost of a card in hand, I would say that's not unreasonable.
Card 3 should probably not ever be made; having 1 saproling shouldn't let you win the game no matter how much mana this card costs. Maybe if it mentioned a minimum (i.e. "if you control at least 20 creature tokens...")
Card 1 doesn't work quite how you'd think; the players would gain the extra turns in priority order, which means they would take them in reverse priority order. I think that'd actually be pretty neat, though. I'd still cost it at 3UU since I feel Time Warp is too strong. Mythic rare.
Card 2 is probably 1WW or 2WW and rare.
Card 4 reminds me of Terastodon. The Don can't blow up creatures, but he can totally blow up lands so I would say that's even. The Don gives them creatures though, so I would say Card 4 should cost 6BRG at rare.
For Card 5 there's almost literally no reason for it not to just say "Each player exiles a nonland permanent" except to interact with very specific cards like Mortician Beetle. I'd cost it at 2W or 1WB and Uncommon.
Card 6 gives the opponent the final choice, which is a bit more balanced than Fact or Fiction. I'd say 3U or 4U since FoF is still overpowered. Rare.
- Rabid Wombat
Time over counts as a draw. Time over is the most common form of drawing a game, rather than loops or damage.
This card encourages playing as slow and stall as you can get away with. Want to see decks that just search and shuffle the library, then take 3 minutes every time? There aren't enough judges to cover everyone doing this crap in a tournament.
This card makes for a hair pulling, judge's nightmare, unfun mess of a game.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Ah, that's a valid concern. However, I'm fairly certain that time-outs are external to the game itself; Abyssal Persecutor doesn't prevent your opponent from losing due to receiving two warnings, after all. 'Draw' is a potential outcome of the game just like 'Win' or 'Lose', and a card affecting draws is no more encompassing than a card affecting the latter two.
- Rabid Wombat