I think a better cost would be 3RU though, not sure I like the hybridness on it. still really nice work on making a pretty balanced and fun walker (though the first ability seems pretty strong..too strong? idk)
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The true mind can weather all the lies and illusions without being lost. The true heart can tough the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
The cost is perfect. I didn't see the synergy at first, but it's there. A one mana effect is fair as a +1 on a high cmc guy, especially one that's less powerful later in the game. The 0 ability is great, but dependent. The ultimate wins the game if your opponent shuffled his way through two hands and still didn't see any planeswalker hate in his whole deck, so either he got pretty unlucky or he brought a bad deck to the table.
One thing I dislike is the CMC, way too easy to cast. 3-hybrid-hybrid feels almost gray. Too easy to cast just for any deck who wants to splash
I agree, I actually like the design a lot. But what's with the love of hybrid costs? 3UR makes a lot more sense to me. Even that piece of UW removal A few months back was hybrid when it should have been multi.
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My apologies, children, for I am afraid I cannot save you all.
Am I the only one who thinks it looks a little weak? If you're behind on card advantage, then the +1 doesn't really help you. The 0 cost only helps you on the next turn, or if you have 7+ mana the turn you drop him. Yeah, the ultimate wins a game, but you have to use his +1 at least twice and help them find any PW hate they have in their deck. I dunno, IMO a 5-drop should win the game, or at the very least propel you out of a hole if you're behind. This seems like "win more" when you're already ahead. I suppose it would find a spot in mono-U control if it was printed, I still don't know if it helps you more than your opponent in that situation.
[edit] i know this is off-topic, but @popsofctown that is the best signature ever.
I LOVE THIS PLANESWALKER. THAT'S EXACTLY WHAT I WOULD WANT A RED/BLUE PLANESWALKER TO DO. GREAT JOB MAKING THIS CARD, GUYS.
Caps means it's serious. Although it would be nice if the had an ability to protect himself/do something to the board. I guess that's what the 0 ability is for, mega card advantage boobens.
Am I the only one who thinks it looks a little weak? If you're behind on card advantage, then the +1 doesn't really help you. The 0 cost only helps you on the next turn, or if you have 7+ mana the turn you drop him. Yeah, the ultimate wins a game, but you have to use his +1 at least twice and help them find any PW hate they have in their deck. I dunno, IMO a 5-drop should win the game, or at the very least propel you out of a hole if you're behind. This seems like "win more" when you're already ahead. I suppose it would find a spot in mono-U control if it was printed, I still don't know if it helps you more than your opponent in that situation.
[edit] i know this is off-topic, but @popsofctown that is the best signature ever.
I would disagree that you need 7 mana to make his +0 useful. If you rebound something like Preordain or Ponder you're getting CA+1 and a 4 loyalty guy on the board (not the magic number 3). Double lightning bolt isn't so bad either.
However, I do agree that this guy might be weak. But, I think he's the kind of weak that planeswalkers should be designed to come in at. Ajani Goldmane, Liliana Vess, and Garruk Wildspeaker were aroundabout this range in a vacuum. Ajani Goldmane seems very dependent on creatures to go with him for him to be good, in a vacuum, Liliana Vess has a useful ability for decks that would need something after turn 5 and a fallback ability, and Garruk looks like he has a grim fate against a deck with direct burn or fliers, but two abilities that could be neat. Ajani Goldmane turned out to be useful in a very specific deck, B/W tokens, (don't know how many other times he's turned up), and adding some unique character to that archetype. Liliana Vess turned out useless, it would take a deck that very frequently snatches the last card with her +1 and has specific things to look for with her -2 to use her, and that hasn't turned up. There is a risk of planeswalkers like this not panning out. And Garruk turned out useful all over the place, but still allowed green decks to be built without him.
Stuff like Ajani Vengeant, Elspeth, and JTMS is not the right range for planeswalker development, even though that's what WotC wants to do anyway apparently. Ajani Vengeant is powerful before you even know what a single other card in the deck is, if your opponent doesn't have any /3s for you to helix, he probably has just the one creature you can tap down, or land to nail down. Elspeth improves board position against everything but 5 evasive power, which isn't a turn 4 norm at all, so she's very independent of other things in the deck. I don't think I even have to discuss JTMS.
Staple planeswalkers violate what was said about mythics, but whatever, they've been breaking that rule for a while. But what is worse is that staple mythics can get interactions on TOP of being so strong in a vacuum, and then they just get sick. You can't try to kill the stuff it needs to interact with to win, like by Infesting Ajani's token deck, dumping your hand against Liliana, or killing Garruk's overruners, because those cards are also good in a vacuum, so they get good best case scenarios and worst case scenarios that are way too OK.
Ok... guys +0 to rebound a big spell like Time Warp or TIME STRETCH??? or any big spell WOW... LOL would be crazy for EDH... Take 4 additional turn! But if the card already have rebound... does it gain Rebound 2 time?
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Kakwann, Lvl 39 Sorcerer
Currently Playing
Standard:GWRU 4C Collected Company Modern:GUWRB Bloom Titan Legacy:BUG SHARDLESS BUG
EDH : GR BORBORYGMOS ENRAGED GU PRIME SPEAKER ZEGENA UWR ZEDRUU THE GREATHEARTED UBR MISHRA ARTIFICER PRODIGY B SHEOLDRED WHISPERING ONE R ASHLING THE PILGRIM
this guy is pretty terrible, tbh. That being said I love the flavor, artwork, etc.
But for actual game mechanics:
He has no way to protect himself. You can only start to set things up after you've cleared a board or have some way to stop him from getting bombarded. Otherwise, you are going to be able to Winds of Change when tapping out. This may help an opponent as much as you.
Assuming you play him late game instead, and he is able to be protected, you still could be casting other more powerful spells to take over and win a game. In the mid-game, you could cast him with some mana open and use his 0 ability, which is good card advantage since they have to kill him. However, you're using a lot of mana to do this when something else may be much better.
I think he'd be the weakest PW printed to date, competing with Sorin and Chandra Ablaze.
Repeated Shuffling? Annoying but powerful.
Free Fork? Nasty Powerful.
Ultimate? Stops all counter spells? Delays everything else? STOOPID Powerful.
I can't ever see this card in real life.
I like the card, but he is definitely not overpowered, or even "good". Today he'd see play in one standard/extended deck (pyro) and that's pretty much it.
Interesting card. Start with the obvious- great art. Is that by a member of MTGS?
Shuffling seems decent. You pick when to do it, so if it helps the opponent that's really just luck. If they are manascrewed you would probably just use his other move to pummel them with double spells, if they seem to have a plan and you could do better, shuffling seems pretty good (they can hold on to lands if he's out, hoping to swap em out, but that doesn't even seem awful, since you might not shuffle). Also, good with Cosi's Trickster :p. Doubling spells is fun, especially the timewarps. Any burn spells become serious bzns with rebound too. Emblem would -probably- be gg, but that seems to be how PW are developed so it isn't really worrying. He would need protecting anyway.
Powerful? Not in most formats probably. Seems slow. Pay 5 mana to shuffle your library. That's it if they have 5 evasive/burn/other trick (5 loyalty might be high enough, though he also comes out later). If you shuffle into a timewarp and play it on your next turn, 5 mana for a time warp... Seems fair.
I think he would see most play in EDH though. More people to dispatch them, but politics may prevent it. Depends what sort've obscene things you can do. Shuffling everyone may just let him stick around a while. Doubling some nasty 8 mana cost spell may get him dealt with (unless it's time stretch, cause he will be fat if they ever get another turn). Imagine Cosi's in EDH with this guy. +X/+X each turn.
I agree the mana cost is weird but thats what they were stuck with.
I think his +1 ability would be so annoying. Imagine having to shuffle your deck every single turn.
The zero ability is my favorite. I would love to see this ability on a planeswalker. I think this ability captures UR well.
The ultimate is a little clunky and i think proliferate could break this ability. I would rather given him a +2 ability and made the ultimate cost 8 or 9.
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Rise and shine, Mr. Freeman. Rise and shine. Not that I wish to imply you have been sleeping on the job. No-one is more deserving of a rest. And all the effort in the world would have gone to waste until... well, let's just say your hour has come again. The right man in the wrong place can make all the difference in the world. So, wake up, Mr. Freeman. Wake up and smell the ashes. - The G-Man
First: why is the small minus ability a zero ability? While not a big deal, it seems to be good enough to at least cost one loyalty counter.
Second: The emblem seems a little lack luster if the emblem you get bypasses them from paying the converted mana costs. For me, I think it'd read better if the emblem said, "When an opponent casts a spell from their hand, exile that spell and put 3 time counters on it. If the spell does not have suspend, it gains suspend."
Otherwise as it reads now, it could be as interpreted as opponents could just exile all their non-lands from their hand for 0 and then drop everything three turns later, which would be bad with cards like Emrakul, the Aeons Torn... among others... floating around the game.
However those aside, this is an awesome planeswalker, and I hope they print it.
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
The first ability is properly worded as "Each player shuffles their hand into their library, then draws that many cards."
This is just the proper compostition in my opinion. If you like it better this way, please use it. Otherwise, don't bother.
The second ability is properly worded as "The next instant or sorcery spell you cast this turn has rebound."
This is just the proper compostition in my opinion. If you like it better this way, please use it. Otherwise, don't bother.
The third ability uses emblems, I'm netural toward emblems. However, I would like to let you know that a design is best kept appealing.
As the text gets small and uneven, the appeal of the text composistion is reduced. If you would like, I invented this design space I named,
"Planeswalker Loyalty Enabled Abilities". This design space was specially created to add to the function and flavor of planeswalkers.
I have included the comprehensive rulings and a sample design from my custom set Bloodlines of the Orient II. Please consider it.
PLANESWALKER LOYALTY ENABLED ABILITIES
Loyalty enabled abilities are a few planeswalker function that opens design space for planeswalker designs.
The characteristics and reasoning behind this was to add to the depth of planeswalker characters.
These abilities are like special powers that planeswalker are capable of
as long as they have enough power (loyalty) to fuel them.
Comprehensive Rulings:
2010: Any positive number on a planeswalker’s activation requirement zone above 0 without a + or — sign before it indicates
a loyalty enabled ability. If it there is a 0 there, it is not a loyalty enabled ability, it is an activated ability
as seen on Gideon Jura.
2010: When a planeswalker has a number of loyalty counters on it equal to or greater than the number in the requirement zone.
The ability in the corresponding text box becomes active and valid.
For example, if the number in the requirement zone is 13, the planeswalker must have 13 loyalty counters on it
for the ability in the text box to the right of it to be active and valid.
2010: If a loyalty enabled ability is active and valid while spells or abilities are on the stack,
but before they resolve the loyalty enabled ability becomes invalid and inactive,
(For example, due to the planeswalker losing an amount of loyalty rendering the total of
loyalty counters on the planeswalker to be below the required amount.)
those spells and abilities are not effected by the loyalty enabled ability and
any effects the ability may have rendered on those spells and abilities is countered and they resolve as normal.
2010: If a loyalty enabled ability becomes active and valid while spells or abilities are on the stack,
the loyalty enabled ability takes precedence and effects all spells and abilities on the stack while and when resolving.
2010: Static conditions of loyalty enabled abilities resolve as a state-based effect,
their effects cannot be countered or lose precedence once they have been enabled.
For example, if the ability would cause you to win the game, when the condition is met,
you win the game as a state-based effect and players cannot respond with any spell or ability
in an attempt to reduce the amount of loyalty on the planeswalker to render the ability inactive.
The ultimate is a little clunky and i think proliferate could break this ability. I would rather given him a +2 ability and made the ultimate cost 8 or 9.
Proliferate cannot interact with exiled cards, only with players and permanents.
Second: The emblem seems a little lack luster if the emblem you get bypasses them from paying the converted mana costs. For me, I think it'd read better if the emblem said, "When an opponent casts a spell from their hand, exile that spell and put 3 time counters on it. If the spell does not have suspend, it gains suspend."
Otherwise as it reads now, it could be as interpreted as opponents could just exile all their non-lands from their hand for 0 and then drop everything three turns later,
I suppose that's a reasonable interpretation of the wording. If this were printed, there would just be an entry in the FAQ to clarify that you still must go through the steps of casting the spell. Replacement abilities can't replace things that haven't happened; you don't get to simply announce your intent to cast a spell and then say "oh look, it gets exiles with time counters".
But yeah, any time you manage to combine replacement abilities with optional effects it gets confusing. This particular one is especially unclear because there are so many steps involved with casting a card, it's not like just replacing a card draw.
The first ability is properly worded as "Each player shuffles their hand into their library, then draws that many cards."
This is just the proper compostition in my opinion.
Your opinion is wrong. This ability uses the same template as Winds of Change and no cards use the template "shuffles their hand".
The second ability is properly worded as "The next instant or sorcery spell you cast this turn has rebound."
This is just the proper compostition in my opinion.
We've already been over the usage of has versus gains.
If you would like, I invented this design space I named,
"Planeswalker Loyalty Enabled Abilities". This design space was specially created to add to the function and flavor of planeswalkers.
I have included the comprehensive rulings and a sample design from my custom set Bloodlines of the Orient II. Please consider it.
I think there are some minor issues that arise with this but overall I like the concept. Blending the functionality of level up and loyalty counters seems like a natural fit. However, you'd be adding a significant amount of complexity to an already highly complex card type for the sake of removing "you get an emblem with" from the text box. Meh. It also greatly changes the functionality, which may or may not be a good thing, I'm just saying.
While I'm at it, your example card is worded incorrectly. "You control the named cards" does not work. Only permanents and spells have controllers, and once a card is on the stack it is not longer referred to as a card it is a spell; same for permanents on the battlefield. It would have to be: "You control all permanents with a chosen name."
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The Golden Rule of forums: If you're going to be rude, be right. If you might be wrong, be polite.
Is it just me, or does that hourglass in his hand look a little awkward?
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Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
While I'm at it, your example card is worded incorrectly. "You control the named cards" does not work. Only permanents and spells have controllers, and once a card is on the stack it is not longer referred to as a card it is a spell; same for permanents on the battlefield. It would have to be: "You control all permanents with a chosen name."
You know it would only take a single card ruling like, "2010: You control the named cards when they are/become spells/permanents. This wording was only used for space/composition reasonings. "
the image corresponds to "mitos y leyendas" a latin american ccg that was discontinued during the las year due to financial problems, the game was the leader of the chilean and mexcan market for quite a long time...
i was surprised to see that you used that art... it was kinda nostalgic for me...
2 keywords that need reminder text in the block they're in and a powerup ability that involves both players shuffling. All that wrapped up in a planeswalker, the most complicated card type in the game.
This card is everything Wizards wouldn't do with a card.
You know it would only take a single card ruling like, "2010: You control the named cards when they are/become spells/permanents. This wording was only used for space/composition reasonings. "
If they think a card is too lengthy to see print, they just won't print it; they aren't going to purposely template a card wrong to save space. They can't issue a ruling saying that without changing the game rules, due to the fact there's no way it could be correctly interpreted like that under the current game rules. Rulings are for clarification, not to change how the card is printed. That's what changing the oracle text is for.
I think a better cost would be 3RU though, not sure I like the hybridness on it. still really nice work on making a pretty balanced and fun walker (though the first ability seems pretty strong..too strong? idk)
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
I agree, I actually like the design a lot. But what's with the love of hybrid costs? 3UR makes a lot more sense to me. Even that piece of UW removal A few months back was hybrid when it should have been multi.
Current New Favorite Person™: Mallory Archer
She knows why.
you mean for multiplayer problems?
yeah... this screws over every other remaining player, as opposed to just that one.
RU: Rusty_Brain
GB: Worm Paint
WUR: Zedruu EHD
[edit] i know this is off-topic, but @popsofctown that is the best signature ever.
Caps means it's serious. Although it would be nice if the had an ability to protect himself/do something to the board. I guess that's what the 0 ability is for, mega card advantage boobens.
JAMMIT DIM! I'm a DOCTOR not a DECKBUILDER!
I would disagree that you need 7 mana to make his +0 useful. If you rebound something like Preordain or Ponder you're getting CA+1 and a 4 loyalty guy on the board (not the magic number 3). Double lightning bolt isn't so bad either.
However, I do agree that this guy might be weak. But, I think he's the kind of weak that planeswalkers should be designed to come in at. Ajani Goldmane, Liliana Vess, and Garruk Wildspeaker were aroundabout this range in a vacuum. Ajani Goldmane seems very dependent on creatures to go with him for him to be good, in a vacuum, Liliana Vess has a useful ability for decks that would need something after turn 5 and a fallback ability, and Garruk looks like he has a grim fate against a deck with direct burn or fliers, but two abilities that could be neat. Ajani Goldmane turned out to be useful in a very specific deck, B/W tokens, (don't know how many other times he's turned up), and adding some unique character to that archetype. Liliana Vess turned out useless, it would take a deck that very frequently snatches the last card with her +1 and has specific things to look for with her -2 to use her, and that hasn't turned up. There is a risk of planeswalkers like this not panning out. And Garruk turned out useful all over the place, but still allowed green decks to be built without him.
Stuff like Ajani Vengeant, Elspeth, and JTMS is not the right range for planeswalker development, even though that's what WotC wants to do anyway apparently. Ajani Vengeant is powerful before you even know what a single other card in the deck is, if your opponent doesn't have any /3s for you to helix, he probably has just the one creature you can tap down, or land to nail down. Elspeth improves board position against everything but 5 evasive power, which isn't a turn 4 norm at all, so she's very independent of other things in the deck. I don't think I even have to discuss JTMS.
Staple planeswalkers violate what was said about mythics, but whatever, they've been breaking that rule for a while. But what is worse is that staple mythics can get interactions on TOP of being so strong in a vacuum, and then they just get sick. You can't try to kill the stuff it needs to interact with to win, like by Infesting Ajani's token deck, dumping your hand against Liliana, or killing Garruk's overruners, because those cards are also good in a vacuum, so they get good best case scenarios and worst case scenarios that are way too OK.
Standard: GWRU 4C Collected Company
Modern: GUWRB Bloom Titan
Legacy: BUG SHARDLESS BUG
EDH :
GR BORBORYGMOS ENRAGED
GU PRIME SPEAKER ZEGENA
UWR ZEDRUU THE GREATHEARTED
UBR MISHRA ARTIFICER PRODIGY
B SHEOLDRED WHISPERING ONE
R ASHLING THE PILGRIM
But for actual game mechanics:
He has no way to protect himself. You can only start to set things up after you've cleared a board or have some way to stop him from getting bombarded. Otherwise, you are going to be able to Winds of Change when tapping out. This may help an opponent as much as you.
Assuming you play him late game instead, and he is able to be protected, you still could be casting other more powerful spells to take over and win a game. In the mid-game, you could cast him with some mana open and use his 0 ability, which is good card advantage since they have to kill him. However, you're using a lot of mana to do this when something else may be much better.
I think he'd be the weakest PW printed to date, competing with Sorin and Chandra Ablaze.
~M
I like the card, but he is definitely not overpowered, or even "good". Today he'd see play in one standard/extended deck (pyro) and that's pretty much it.
Interesting card. Start with the obvious- great art. Is that by a member of MTGS?
Shuffling seems decent. You pick when to do it, so if it helps the opponent that's really just luck. If they are manascrewed you would probably just use his other move to pummel them with double spells, if they seem to have a plan and you could do better, shuffling seems pretty good (they can hold on to lands if he's out, hoping to swap em out, but that doesn't even seem awful, since you might not shuffle). Also, good with Cosi's Trickster :p. Doubling spells is fun, especially the timewarps. Any burn spells become serious bzns with rebound too. Emblem would -probably- be gg, but that seems to be how PW are developed so it isn't really worrying. He would need protecting anyway.
Powerful? Not in most formats probably. Seems slow. Pay 5 mana to shuffle your library. That's it if they have 5 evasive/burn/other trick (5 loyalty might be high enough, though he also comes out later). If you shuffle into a timewarp and play it on your next turn, 5 mana for a time warp... Seems fair.
I think he would see most play in EDH though. More people to dispatch them, but politics may prevent it. Depends what sort've obscene things you can do. Shuffling everyone may just let him stick around a while. Doubling some nasty 8 mana cost spell may get him dealt with (unless it's time stretch, cause he will be fat if they ever get another turn). Imagine Cosi's in EDH with this guy. +X/+X each turn.
I think his +1 ability would be so annoying. Imagine having to shuffle your deck every single turn.
The zero ability is my favorite. I would love to see this ability on a planeswalker. I think this ability captures UR well.
The ultimate is a little clunky and i think proliferate could break this ability. I would rather given him a +2 ability and made the ultimate cost 8 or 9.
First: why is the small minus ability a zero ability? While not a big deal, it seems to be good enough to at least cost one loyalty counter.
Second: The emblem seems a little lack luster if the emblem you get bypasses them from paying the converted mana costs. For me, I think it'd read better if the emblem said, "When an opponent casts a spell from their hand, exile that spell and put 3 time counters on it. If the spell does not have suspend, it gains suspend."
Otherwise as it reads now, it could be as interpreted as opponents could just exile all their non-lands from their hand for 0 and then drop everything three turns later, which would be bad with cards like Emrakul, the Aeons Torn... among others... floating around the game.
However those aside, this is an awesome planeswalker, and I hope they print it.
candidus inperti; si nil, his utere mecum.
~~~~~
The first ability is properly worded as "Each player shuffles their hand into their library, then draws that many cards."
This is just the proper compostition in my opinion. If you like it better this way, please use it. Otherwise, don't bother.
The second ability is properly worded as "The next instant or sorcery spell you cast this turn has rebound."
This is just the proper compostition in my opinion. If you like it better this way, please use it. Otherwise, don't bother.
The third ability uses emblems, I'm netural toward emblems. However, I would like to let you know that a design is best kept appealing.
As the text gets small and uneven, the appeal of the text composistion is reduced. If you would like, I invented this design space I named,
"Planeswalker Loyalty Enabled Abilities". This design space was specially created to add to the function and flavor of planeswalkers.
I have included the comprehensive rulings and a sample design from my custom set Bloodlines of the Orient II. Please consider it.
PLANESWALKER LOYALTY ENABLED ABILITIES
Loyalty enabled abilities are a few planeswalker function that opens design space for planeswalker designs.
The characteristics and reasoning behind this was to add to the depth of planeswalker characters.
These abilities are like special powers that planeswalker are capable of
as long as they have enough power (loyalty) to fuel them.
Comprehensive Rulings:
2010: Any positive number on a planeswalker’s activation requirement zone above 0 without a + or — sign before it indicates
a loyalty enabled ability. If it there is a 0 there, it is not a loyalty enabled ability, it is an activated ability
as seen on Gideon Jura.
2010: When a planeswalker has a number of loyalty counters on it equal to or greater than the number in the requirement zone.
The ability in the corresponding text box becomes active and valid.
For example, if the number in the requirement zone is 13, the planeswalker must have 13 loyalty counters on it
for the ability in the text box to the right of it to be active and valid.
2010: If a loyalty enabled ability is active and valid while spells or abilities are on the stack,
but before they resolve the loyalty enabled ability becomes invalid and inactive,
(For example, due to the planeswalker losing an amount of loyalty rendering the total of
loyalty counters on the planeswalker to be below the required amount.)
those spells and abilities are not effected by the loyalty enabled ability and
any effects the ability may have rendered on those spells and abilities is countered and they resolve as normal.
2010: If a loyalty enabled ability becomes active and valid while spells or abilities are on the stack,
the loyalty enabled ability takes precedence and effects all spells and abilities on the stack while and when resolving.
2010: Static conditions of loyalty enabled abilities resolve as a state-based effect,
their effects cannot be countered or lose precedence once they have been enabled.
For example, if the ability would cause you to win the game, when the condition is met,
you win the game as a state-based effect and players cannot respond with any spell or ability
in an attempt to reduce the amount of loyalty on the planeswalker to render the ability inactive.
Proliferate cannot interact with exiled cards, only with players and permanents.
I suppose that's a reasonable interpretation of the wording. If this were printed, there would just be an entry in the FAQ to clarify that you still must go through the steps of casting the spell. Replacement abilities can't replace things that haven't happened; you don't get to simply announce your intent to cast a spell and then say "oh look, it gets exiles with time counters".
But yeah, any time you manage to combine replacement abilities with optional effects it gets confusing. This particular one is especially unclear because there are so many steps involved with casting a card, it's not like just replacing a card draw.
Your opinion is wrong. This ability uses the same template as Winds of Change and no cards use the template "shuffles their hand".
We've already been over the usage of has versus gains.
I think there are some minor issues that arise with this but overall I like the concept. Blending the functionality of level up and loyalty counters seems like a natural fit. However, you'd be adding a significant amount of complexity to an already highly complex card type for the sake of removing "you get an emblem with" from the text box. Meh. It also greatly changes the functionality, which may or may not be a good thing, I'm just saying.
While I'm at it, your example card is worded incorrectly. "You control the named cards" does not work. Only permanents and spells have controllers, and once a card is on the stack it is not longer referred to as a card it is a spell; same for permanents on the battlefield. It would have to be: "You control all permanents with a chosen name."
Current New Favorite Person™: Mallory Archer
She knows why.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
If you look closesly, he isn't actually gripping anything - the scythe and hourglass are floating on his hands.
It is true that the ultimate should probably have used Delay's wording though...
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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You know it would only take a single card ruling like, "2010: You control the named cards when they are/become spells/permanents. This wording was only used for space/composition reasonings. "
the image corresponds to "mitos y leyendas" a latin american ccg that was discontinued during the las year due to financial problems, the game was the leader of the chilean and mexcan market for quite a long time...
i was surprised to see that you used that art... it was kinda nostalgic for me...
Chile!
This card is everything Wizards wouldn't do with a card.
If they think a card is too lengthy to see print, they just won't print it; they aren't going to purposely template a card wrong to save space. They can't issue a ruling saying that without changing the game rules, due to the fact there's no way it could be correctly interpreted like that under the current game rules. Rulings are for clarification, not to change how the card is printed. That's what changing the oracle text is for.