Segovian Colossus1R Minute Creature - Giant
Segovian Giant gets -1/-1 for each creature with equal or higher power on the battlefield. Crossing the planar gate put things into perspective for the titan.3/3
State of Anarchy2RRR Instant
Prevent all combat damage that would be dealt this turn. State of Anarchy deals that much damage to each creature and player.
And the controversial one:
Melting Bonds4R Sorcery
Each enchantment deals 3 damage to target creature or player of its controller's choice. Then, each player sacrifices each enchantment he or she controls.
Causality prevents this effect from being possible - at the moment of resolution you cannot determine the value of the damage that will be prevented.
It's not even a loop as you possibly wanted it to be. It is nothing.
Now go to the thread of MortalShell and tell him you are the reason no one replies to his thread!
greetings
Z
I was thinking that since it was combat damage, this could set up a delayed trigger, but hell if I know.
Maybe it could explicitly set-up a delayed trigger as in "at the end of combat..."
Segovian Colossus realizes how small it is and dies.
And how would you word the effect, then? I guess the best way is "Until end of turn, if a creature would deal combat damage, it deals that much damage to each creature and player instead."
Segovian Colossus1R Minute Creature - Giant
Segovian Giant gets -1/-1 for each creature with equal or higher power on the battlefield. Crossing the planar gate put things into perspective for the titan.3/3
Hmm, that's a tough one, but with enough enginuity anything is possible. Actually, with a little enginuity, it's a pretty cool card. Segovian Giant1R
Creature - Giant
Segovian Giant gets +1/+1 as long as there are no other creatures with power 2 or greater on the battlefield.
Segovian Giant gets +1/+1 as long as there are no other creatures with power 3 or greater on the battlefield.
1/1
State of Anarchy2RRR Instant
Prevent all combat damage that would be dealt this turn. State of Anarchy deals that much damage to each creature and player.
Easy enough to reword. A bit of redundency in it, but here you go:
State of Anarchy 2RRR
Instant
Prevent all combat damage that would be dealt by creatures this turn. For each 1 damage prevented this way, State of Anarchy deals 1 damage to each creature and player.
Melting Bonds4R Sorcery
Each enchantment deals 3 damage to target creature or player of its controller's choice. Then, each player sacrifices each enchantment he or she controls.
The color pie doesn't like this one very much. There's exactly one monored card that deals with enchantments.
The color pie doesn't like this one very much. There's exactly one monored card that deals with enchantments.
That's the thing, this doesn't deal with enchantments -- it helps you as much as Mercy Killing allows green to deal with a creature. So your opponent has three Pacifisms on your creatures? You can get rid of them -- but only transforming them into 9 damage that player can splash around.
That's the thing, this doesn't deal with enchantments -- it helps you as much as Mercy Killing allows green to deal with a creature. So your opponent has three Pacifisms on your creatures? You can get rid of them -- but only transforming them into 9 damage that player can splash around.
No, it's not even that. Red CANNOT destroy enchantments. At all, ever. (Can't believe I didn't notice that before when I commented on it.)
Even with a severe drawback such as this, it just simply cannot happen without breaking the color pie. Even Planar Chaos didn't breach this rule. It's as fundamental to Magic as is creatures attacking.
Easy enough to reword. A bit of redundency in it, but here you go:
State of Anarchy 2RRR
Instant
Prevent all combat damage that would be dealt by creatures this turn. For each 1 damage prevented this way, State of Anarchy deals 1 damage to each creature and player.
It should be a triggered ability: "Whenever damage is prevented this way, State of Anarchy deals that much damage to each creature and player."
Sorry that I didn't get here sooner, it seems as though these cards have been pretty much handled. Though I think that I may have an in pie solution for the last one
Incinerating BondsX2RR
Sorcery - (R)
Deal X damage to each creature that is enchanted, they can't be regenerated. Then for each creature put into a graveyard this way, it's controller may deal 3 damage to target creature or player.
should work and keep your main idea intact whilst honoring the pie.
Also AzureShadow you nearly had me fall out of my chair from laughter at this one.
No, it's not even that. Red CANNOT destroy enchantments. At all, ever. (Can't believe I didn't notice that before when I commented on it.)
Even with a severe drawback such as this, it just simply cannot happen without breaking the color pie. Even Planar Chaos didn't breach this rule. It's as fundamental to Magic as is creatures attacking.
If white/green/blue can get creature destruction with a drawback, why can't red with a fitting drawback get enchantment hate?
Flavorwise, this card would be creating so much heat it vaporizes the magic that binds enchantments together, and they become deadly aether shrapnel in a way.
Minute Creature - Giant
Segovian Giant gets -1/-1 for each creature with equal or higher power on the battlefield.
Crossing the planar gate put things into perspective for the titan. 3/3
State of Anarchy 2RRR
Instant
Prevent all combat damage that would be dealt this turn. State of Anarchy deals that much damage to each creature and player.
And the controversial one:
Melting Bonds 4R
Sorcery
Each enchantment deals 3 damage to target creature or player of its controller's choice. Then, each player sacrifices each enchantment he or she controls.
At first glance it seems overpowered, but then I remembered no-one plays enchantments, much less red ones, so it's hard to build around.
I was thinking that since it was combat damage, this could set up a delayed trigger, but hell if I know.
Maybe it could explicitly set-up a delayed trigger as in "at the end of combat..."
And how would you word the effect, then? I guess the best way is "Until end of turn, if a creature would deal combat damage, it deals that much damage to each creature and player instead."
Hmm, that's a tough one, but with enough enginuity anything is possible. Actually, with a little enginuity, it's a pretty cool card.
Segovian Giant 1R
Creature - Giant
Segovian Giant gets +1/+1 as long as there are no other creatures with power 2 or greater on the battlefield.
Segovian Giant gets +1/+1 as long as there are no other creatures with power 3 or greater on the battlefield.
1/1
Easy enough to reword. A bit of redundency in it, but here you go:
State of Anarchy 2RRR
Instant
Prevent all combat damage that would be dealt by creatures this turn. For each 1 damage prevented this way, State of Anarchy deals 1 damage to each creature and player.
The color pie doesn't like this one very much. There's exactly one monored card that deals with enchantments.
That's the thing, this doesn't deal with enchantments -- it helps you as much as Mercy Killing allows green to deal with a creature. So your opponent has three Pacifisms on your creatures? You can get rid of them -- but only transforming them into 9 damage that player can splash around.
No, it's not even that. Red CANNOT destroy enchantments. At all, ever. (Can't believe I didn't notice that before when I commented on it.)
Even with a severe drawback such as this, it just simply cannot happen without breaking the color pie. Even Planar Chaos didn't breach this rule. It's as fundamental to Magic as is creatures attacking.
It should be a triggered ability: "Whenever damage is prevented this way, State of Anarchy deals that much damage to each creature and player."
Misguided Rage. I'll agree that Melting Bonds is a no-no, though.
candidus inperti; si nil, his utere mecum.
Wizards has admitted that was a mistake several times, particularly when talking about Planar Chaos and why they didn't red-shift enchantment hate.
Also, it gives the player options, never specifying enchantments.
Incinerating Bonds X2RR
Sorcery - (R)
Deal X damage to each creature that is enchanted, they can't be regenerated. Then for each creature put into a graveyard this way, it's controller may deal 3 damage to target creature or player.
should work and keep your main idea intact whilst honoring the pie.
Also AzureShadow you nearly had me fall out of my chair from laughter at this one.
Running a single game all the time. Check it out. Always happy so see a new face.
Pfft, it has happened tons of times.
Misguided Rage, Anarchy, Apocalypse, Crack the Earth, Capricious Efreet.
If white/green/blue can get creature destruction with a drawback, why can't red with a fitting drawback get enchantment hate?
Flavorwise, this card would be creating so much heat it vaporizes the magic that binds enchantments together, and they become deadly aether shrapnel in a way.