Nature's Tenacity - Its a color violation, but I'm ok with it. I think to differentiate this from white counter-spell effects, you should drop the 'you control' clause.
Chaotic Mind - There is no way this card isn't broken somehow. I'll comment on it later.
Heracon - Interesting. I think its really cool actually.
Staff of Vile darkness - This is a broken card. Absolutely no chance its printable.
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Chaotic Mind is broken because you use all your good spells and dump all your bad spells, every turn. Thus, you will get every good card in your deck pretty quickly. You don't even need to pair it with anything, just put it in literally and red deck.
I looked it up and you're right. Summoning sickness is not an official MTG term in the rule jargon, so it cant be used on a card that way.
Nature's Tenacity - Its a color violation, but I'm ok with it. I think to differentiate this from white counter-spell effects, you should drop the 'you control' clause.
I thought the difference between this and a white counter was clear, as this cares only about creatures.
Chaotic Mind - There is no way this card isn't broken somehow. I'll comment on it later.
Broken or just under-costed? I went with the aggressive cost because I wanted to spark some chatter, but would it be unfair as 2RR? 3RR? I doubt it would be more than a casual card with a converted mana cost of 5.
Heracon - Interesting. I think its really cool actually.
Thanks!
Staff of Vile darkness - This is a broken card. Absolutely no chance its printable.
I figured it was undercosted still at this point, but I was curious if a life loss staff of domination would be feasible. I think the gist of the effects and life cost for most of the effects are near perfect, but the CC may have to break symmetry and cost more. That and maybe make the untap cost more life too.
Chaotic Mind is broken because you use all your good spells and dump all your bad spells, every turn. Thus, you will get every good card in your deck pretty quickly. You don't even need to pair it with anything, just put it in literally and red deck.
While Disphoria doesn't work as-is, I like the idea of forcing a creature to always have summoning sickness. EG
Disphoria21U
Enchantment - Aura (U)
Enchanted creature has "At the beginning of your upkeep, exile this creature and all Auras attached to it, then return them to the battlefield under their owners' control."
It plays really differently from your original card, but it does a lot of really subtle and sometimes crazy things. Not the least of which is that you can change your target when Disphoria2 re-enters the battlefield.
I thought the difference between this and a white counter was clear, as this cares only about creatures.
Honestly, I really dislike this card now. It isn't usefully different from "Put a +1/+1 counter on target creature and it gains hexproof until end of turn."
Broken or just under-costed? I went with the aggressive cost because I wanted to spark some chatter, but would it be unfair as 2RR? 3RR? I doubt it would be more than a casual card with a converted mana cost of 5.
Its just undercosted. Teferi's Puzzle Box is the closest equivalent but doesn't let you abuse graveyard strategies. It also triggers on upkeep instead of your card which triggers immediately. I think your card is correctly costed at 3RR
I figured it was undercosted still at this point, but I was curious if a life loss staff of domination would be feasible. I think the gist of the effects and life cost for most of the effects are near perfect, but the CC may have to break symmetry and cost more. That and maybe make the untap cost more life too.
So, this doesn't interact with Angel's grace the way I thought it did. That said, it is still a broken card because there is no cost at which it is fair. It will always be a broken or a dead card. there isn't really any in between for this. Life doesn't matter until you lose the game, so either a player doesn't care about their life total and abuses the card to the point of being broken, or the player does care about life in which case the card is dead. If I was trying to fix it, I'd go with...
Staff of Vile Darkness 1BB
Legendary Artifact (M)
Pay 1 Life, t : Exile Target card from a graveyard.
Pay 2 Life, t : Regenerate target creature.
Pay 3 Life, t : Target player draws a card.
Pay 4 Life, t : Destroy target creature.
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
1BB - Lose 5 life Draw 3
1BB - Lose 11 Life Draw 6
1BB - Lose 17 Life Draw 9
The second 2 modes, while heavy on the life, are simply way too powerful for the cost of 1BB. That and the fact that the staff is also
1BB- Lose 10 life, destroy a creature draw 3.
It's too versatile and the life loss ins't as important as the CA it is giving you.
I had already admitted at this point that it's too aggressively costed. Perhaps making it a 5CC card? or Even 6? Both those cost would make it much more restrictive and still be quite elegant for it. I think 6 is possible.
While Disphoria doesn't work as-is, I like the idea of forcing a creature to always have summoning sickness. EG
Disphoria21U
Enchantment - Aura (U)
Enchanted creature has "At the beginning of your upkeep, exile this creature and all Auras attached to it, then return them to the battlefield under their owners' control."
It plays really differently from your original card, but it does a lot of really subtle and sometimes crazy things. Not the least of which is that you can change your target when Disphoria2 re-enters the battlefield.
Honestly, I really dislike this card now. It isn't usefully different from "Put a +1/+1 counter on target creature and it gains hexproof until end of turn."
It's the difference between a spell with one target and with three. Hexproof would protect the one permanent targeted while countering would protect all three. A subtle difference, but still there.
Its just undercosted. Teferi's Puzzle Box is the closest equivalent but doesn't let you abuse graveyard strategies. It also triggers on upkeep instead of your card which triggers immediately. I think your card is correctly costed at 3RR
4-5 is where it would probably fall and where I'd test it. It doesn't trigger "immediately."
I figured it was undercosted still at this point, but I was curious if a life loss staff of domination would be feasible. I think the gist of the effects and life cost for most of the effects are near perfect, but the CC may have to break symmetry and cost more. That and maybe make the untap cost more life too.
So, this doesn't interact with Angel's grace the way I thought it did. That said, it is still a broken card because there is no cost at which it is fair.
I doubt that. Upping its cost could easily solve a lot of problems. It doesn't have the 1:1 ration of Grislebrand.
It will always be a broken or a dead card. there isn't really any in between for this. Life doesn't matter until you lose the game, so either a player doesn't care about their life total and abuses the card to the point of being broken, or the player does care about life in which case the card is dead. If I was trying to fix it,
There is plenty of inbetween. A card that cost so much life can easily cause you to overextend. It's the black temptation vice. Sure, you can dump 10+ life into this to take control of the game, but that doesnt stop the burn spell to the dome, the hexproof creature, or the token army staring your opponent sprouts the next turn. And maybe after you pay the life and draw your cards, you dont get the answer you need. This card is a numbers game, as your attempt to fix it indicates that perhaps there IS a cost it's fair.
The solution your card offers is getting rid of the untap clause. Perhaps that is the right answer. But perhaps just making it cost more upfront is too. It's a development game, not a "broken beauce there is no fair cost." scenario like a "You win the game" card.
4-5 is where it would probably fall and where I'd test it. It doesn't trigger "immediately."
4 is still broken. 5 is pushed. 6 is still reasonable but relegates it to casual/EDH. I say it triggers 'immediately' because the card triggers at end of turn. Meaning that the first that happens when a player casts your spell (99% of the time) is to discard their hand and draw cards. It happens immediately virtually always. You really don't seem to understand how powerful your card is.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
4-5 is where it would probably fall and where I'd test it. It doesn't trigger "immediately."
4 is still broken. 5 is pushed. 6 is still reasonable but relegates it to casual/EDH. I say it triggers 'immediately' because the card triggers at end of turn. Meaning that the first that happens when a player casts your spell (99% of the time) is to discard their hand and draw cards. It happens immediately virtually always. You really don't seem to understand how powerful your card is.
You really don't seem to understand that you don't have omnipotent mana cost gauging abilities NOR the ability to playtest in your head to perfect conclusions. Additionally the environment such a card is placed in would heavily influence its cost. I find your absolute statements both tiresome and faulty. You're not adding anything at this point.
Icarii with the mic drop. At the end of the day, even if 4 is broken, it requires Johnny to jump through hoops to really make it broken, and that excites Johnny.
FWIW I really liked your Vile Staff concept, and wanted to port it into a project I'm working on, so here's my version:
Markov Scepter1BB
Legendary Artifact (M)
Pay 1 life, T: Target creature gets -1/-1 until end of turn.
Pay 2 life, T: Put a 1/1 black Vampire creature token with lifelink onto the battlefield.
Pay 3 life, T: Draw a card.
How is this any different from any pacify card? you are complicating things for no reason.
This prevents activated abilities that require the creature to tap, but does not prevent blocking. In addition, the newer version requires players to re-equip equipments to it each turn (probably makes this overpowered, but could be fixed) and allows you to change targets each turn.
Disphoria: Clever and elegant. Natures Tenacity: A color bend that I'm not sure is needed. Whats the context here? Chaotic Mind Probably a tiny bit pushed but we have seen similar effects before in red. I wonder if using Impulsive draw tech could help if your worried about red mass discard. Heracon, The Pacifier Doesn't work currently due to CDA's. Brings up the debate about what happens to Tarmogoyf etc when you play this. Now be aware changing the rules is a possibility but its something that WOTC currently doesn't think is worth exploring. Staff of Vile Darknes: I think this needs cost tweaking but the core idea of a black Staff of Domination is good.
Heracon, The Pacifier Doesn't work currently due to CDA's. Brings up the debate about what happens to Tarmogoyf etc when you play this. Now be aware changing the rules is a possibility but its something that WOTC currently doesn't think is worth exploring.
This is false. Yixlid Jailer causes Tarmogoyf cards in graveyards to be 0/1. Heracon works perfectly well within the rules.
I can understand the confusion created when there's nothing for a * to reference, but I'm not sure where the claim that the rules don't support this lack of reference came from.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
This is false. Yixlid Jailer causes Tarmogoyf cards in graveyards to be 0/1. Heracon works perfectly well within the rules.
I can understand the confusion created when there's nothing for a * to reference, but I'm not sure where the claim that the rules don't support this lack of reference came from.
You are correct, but consider how prolific a custom card creator Doombringer is and that he still gets this wrong despite the fact that on this board alone the topic has been discussed dozen of times. Now imagine what the average player will know about this. I bet you that even among the players that are dimly aware that the rules support the interaction there are still many that will not be able to tell you with certainty what the exact result is.
So now you know - thanks to Doombringer - that you have to take special care the card gets played correctly. I will be so bold andsuggest reminder text. "(Numbers no longer defined this way are 0.)" is an option from the top of my head, though I wonder whether this is good enough for players to play the mentioned Tarmogoyf correctly - going through previous mentions of the mechanic the greatest confusion with this mechanic is whether the star alone becomes undefined and 1*0 = 1+0 = 1, or whether the whole term gets undefined and replaced as a whole 1+* = 0.
The rules are quiet implicit about the distinction. People reading the correct passages in the rules have been unable to unambisuously interpret the implications. (This is were the claim comes from that the rules do not support the scenario; the rules never were adapted to resolve the perceived ambiguity to satisfaction of a sufficient portion of aware people. Also before Yixlid Jailer it was less common to have an official Judge make a ruling on the issue.)
Note that the specific rules matter with Yixlid Jailer only by combining three cards over multiple zones, while your card will make it much more likely that a scenario where the distinction matter occurs.
You are correct, but consider how prolific a custom card creator Doombringer is and that he still gets this wrong despite the fact that on this board alone the topic has been discussed dozen of times. Now imagine what the average player will know about this. I bet you that even among the players that are dimly aware that the rules support the interaction there are still many that will not be able to tell you with certainty what the exact result is.
So now you know - thanks to Doombringer - that you have to take special care the card gets played correctly. I will be so bold andsuggest reminder text. "(Numbers no longer defined this way are 0.)" is an option from the top of my head, though I wonder whether this is good enough for players to play the mentioned Tarmogoyf correctly - going through previous mentions of the mechanic the greatest confusion with this mechanic is whether the star alone becomes undefined and 1*0 = 1+0 = 1, or whether the whole term gets undefined and replaced as a whole 1+* = 0.
The rules are quiet implicit about the distinction. People reading the correct passages in the rules have been unable to unambisuously interpret the implications. (This is were the claim comes from that the rules do not support the scenario; the rules never were adapted to resolve the perceived ambiguity to satisfaction of a sufficient portion of aware people. Also before Yixlid Jailer it was less common to have an official Judge make a ruling on the issue.)
Note that the specific rules matter with Yixlid Jailer only by combining three cards over multiple zones, while your card will make it much more likely that a scenario where the distinction matter occurs.
I feel there is a disadvantage to putting the reminder text in the text box. Having the reminder text in there may alienate newer players and make them think how an ability could ever define power or toughness if they've never seen CDA's before. This isn't so bad if there are CDA's at common and uncommon (which can be done depending on set or block bias), but it's something to consider.
Given the oddly elegant assortment in the OP, that implies -- at least to me -- that these cards are willing to set foot on rather unventured territory. That's probably why Heracon was posted without its reminder text in the first place.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
* Green has had some countering before in terms of enemy colors/unatural things. EXpanding it a bit to occasional include protecting its creatures didn't seem like a huge stretch. Just experimenting with peoples palettes.
* The Red enchantment in the OP is undercosted. Don't want exile tech.
* The Staff in the OP is undercosted and needs adjustment, already admitted that.
* I feel reminder text on the legend is probably only for niche scenarios and should be consider only if there are relevant cards in the set it's in.
As has already been said, Chaotic Mind is mostly a one-sided Teferi's Puzzle Box, a card that's not tearing up any formats. I think it would actually be more acceptable if it affected all players, making everyone play Red's game and messing up a control opponent's carefully constructed hand. Unlike the puzzle box, this card could then deck your opponent because of the discard, but at the same time they're getting access to the same accelerated card flow that you are so I think it would be alright. 2RR seems right.
Heracon, The Pacifier Doesn't work currently due to CDA's. Brings up the debate about what happens to Tarmogoyf etc when you play this. Now be aware changing the rules is a possibility but its something that WOTC currently doesn't think is worth exploring.
This is false. Yixlid Jailer causes Tarmogoyf cards in graveyards to be 0/1. Heracon works perfectly well within the rules.
Heracon, The Pacifier Doesn't work currently due to CDA's. Brings up the debate about what happens to Tarmogoyf etc when you play this. Now be aware changing the rules is a possibility but its something that WOTC currently doesn't think is worth exploring.
This is false. Yixlid Jailer causes Tarmogoyf cards in graveyards to be 0/1. Heracon works perfectly well within the rules.
Source?
107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.
"Anything" covers not only abilities (which Tarmogoyf would no longer have), but also game rules. After each sublayer within layer 7, the game needs to calculate the power and toughness of a creature up to and including the evaluation of that layer so that it knows what numbers to add, subtract, or switch when evaluating the next layer. When the game finishes evaluating layer 7a, there is no characteristic-defining ability that defines *, but the * is still there, so the value of * is 0. This makes Tarmogoyf be a 0/1 at the end of layer 7a.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
To post a comment, please login or register a new account.
Disphoria 2U
Enchantment - Aura(C)
Enchant creature
Enchanted creature has summoning sickness.
Natures Tenacity 1G
Instant (U)
Counter target spell that targets a creature you control. You may then put a +1/+1 counter on that creature.
Chaotic Mind 1RR
Enchantment (R)
At the beginning of each end step, discard your hand. Then draw that many cards.
Heracon, The Pacifier 3UW
Legendary Creature - Human Cleric (R)
Vigilance
Other creatures have no abilities.
4/4
Staff of Vile Darkness 1BB
Legendary Artifact (M)
Pay 1 Life: Untap Staff of Vile Darkness.
Pay 2 life, T: Exile all graveyards.
Pay 3 life, T: Regenerate target creature.
Pay 4 life, T: Destroy target creature.
Pay 5 life, T: Draw 3 cards.
Nature's Tenacity - Its a color violation, but I'm ok with it. I think to differentiate this from white counter-spell effects, you should drop the 'you control' clause.
Chaotic Mind - There is no way this card isn't broken somehow. I'll comment on it later.
Heracon - Interesting. I think its really cool actually.
Staff of Vile darkness - This is a broken card. Absolutely no chance its printable.
- Manite
I looked it up and you're right. Summoning sickness is not an official MTG term in the rule jargon, so it cant be used on a card that way.
I thought the difference between this and a white counter was clear, as this cares only about creatures.
Broken or just under-costed? I went with the aggressive cost because I wanted to spark some chatter, but would it be unfair as 2RR? 3RR? I doubt it would be more than a casual card with a converted mana cost of 5.
Thanks!
I figured it was undercosted still at this point, but I was curious if a life loss staff of domination would be feasible. I think the gist of the effects and life cost for most of the effects are near perfect, but the CC may have to break symmetry and cost more. That and maybe make the untap cost more life too.
See above comments. Broken, or just under-costed?
1BB - Lose 5 life Draw 3
1BB - Lose 11 Life Draw 6
1BB - Lose 17 Life Draw 9
The second 2 modes, while heavy on the life, are simply way too powerful for the cost of 1BB. That and the fact that the staff is also
1BB- Lose 10 life, destroy a creature draw 3.
It's too versatile and the life loss ins't as important as the CA it is giving you.
Disphoria2 1U
Enchantment - Aura (U)
Enchanted creature has "At the beginning of your upkeep, exile this creature and all Auras attached to it, then return them to the battlefield under their owners' control."
It plays really differently from your original card, but it does a lot of really subtle and sometimes crazy things. Not the least of which is that you can change your target when Disphoria2 re-enters the battlefield.
Its just undercosted. Teferi's Puzzle Box is the closest equivalent but doesn't let you abuse graveyard strategies. It also triggers on upkeep instead of your card which triggers immediately. I think your card is correctly costed at 3RR
So, this doesn't interact with Angel's grace the way I thought it did. That said, it is still a broken card because there is no cost at which it is fair. It will always be a broken or a dead card. there isn't really any in between for this. Life doesn't matter until you lose the game, so either a player doesn't care about their life total and abuses the card to the point of being broken, or the player does care about life in which case the card is dead. If I was trying to fix it, I'd go with...
Staff of Vile Darkness 1BB
Legendary Artifact (M)
Pay 1 Life, t : Exile Target card from a graveyard.
Pay 2 Life, t : Regenerate target creature.
Pay 3 Life, t : Target player draws a card.
Pay 4 Life, t : Destroy target creature.
- Manite
I had already admitted at this point that it's too aggressively costed. Perhaps making it a 5CC card? or Even 6? Both those cost would make it much more restrictive and still be quite elegant for it. I think 6 is possible.
That's a cool take on it. I like it.
It's the difference between a spell with one target and with three. Hexproof would protect the one permanent targeted while countering would protect all three. A subtle difference, but still there.
4-5 is where it would probably fall and where I'd test it. It doesn't trigger "immediately."
I doubt that. Upping its cost could easily solve a lot of problems. It doesn't have the 1:1 ration of Grislebrand.
There is plenty of inbetween. A card that cost so much life can easily cause you to overextend. It's the black temptation vice. Sure, you can dump 10+ life into this to take control of the game, but that doesnt stop the burn spell to the dome, the hexproof creature, or the token army staring your opponent sprouts the next turn. And maybe after you pay the life and draw your cards, you dont get the answer you need. This card is a numbers game, as your attempt to fix it indicates that perhaps there IS a cost it's fair.
The solution your card offers is getting rid of the untap clause. Perhaps that is the right answer. But perhaps just making it cost more upfront is too. It's a development game, not a "broken beauce there is no fair cost." scenario like a "You win the game" card.
- Manite
You really don't seem to understand that you don't have omnipotent mana cost gauging abilities NOR the ability to playtest in your head to perfect conclusions. Additionally the environment such a card is placed in would heavily influence its cost. I find your absolute statements both tiresome and faulty. You're not adding anything at this point.
Thanks for your opinion.
FWIW I really liked your Vile Staff concept, and wanted to port it into a project I'm working on, so here's my version:
Markov Scepter 1BB
Legendary Artifact (M)
Pay 1 life, T: Target creature gets -1/-1 until end of turn.
Pay 2 life, T: Put a 1/1 black Vampire creature token with lifelink onto the battlefield.
Pay 3 life, T: Draw a card.
This prevents activated abilities that require the creature to tap, but does not prevent blocking. In addition, the newer version requires players to re-equip equipments to it each turn (probably makes this overpowered, but could be fixed) and allows you to change targets each turn.
Natures Tenacity: A color bend that I'm not sure is needed. Whats the context here?
Chaotic Mind Probably a tiny bit pushed but we have seen similar effects before in red. I wonder if using Impulsive draw tech could help if your worried about red mass discard.
Heracon, The Pacifier Doesn't work currently due to CDA's. Brings up the debate about what happens to Tarmogoyf etc when you play this. Now be aware changing the rules is a possibility but its something that WOTC currently doesn't think is worth exploring.
Staff of Vile Darknes: I think this needs cost tweaking but the core idea of a black Staff of Domination is good.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
This is false. Yixlid Jailer causes Tarmogoyf cards in graveyards to be 0/1. Heracon works perfectly well within the rules.
I can understand the confusion created when there's nothing for a * to reference, but I'm not sure where the claim that the rules don't support this lack of reference came from.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
You are correct, but consider how prolific a custom card creator Doombringer is and that he still gets this wrong despite the fact that on this board alone the topic has been discussed dozen of times. Now imagine what the average player will know about this. I bet you that even among the players that are dimly aware that the rules support the interaction there are still many that will not be able to tell you with certainty what the exact result is.
So now you know - thanks to Doombringer - that you have to take special care the card gets played correctly. I will be so bold andsuggest reminder text. "(Numbers no longer defined this way are 0.)" is an option from the top of my head, though I wonder whether this is good enough for players to play the mentioned Tarmogoyf correctly - going through previous mentions of the mechanic the greatest confusion with this mechanic is whether the star alone becomes undefined and 1*0 = 1+0 = 1, or whether the whole term gets undefined and replaced as a whole 1+* = 0.
The rules are quiet implicit about the distinction. People reading the correct passages in the rules have been unable to unambisuously interpret the implications. (This is were the claim comes from that the rules do not support the scenario; the rules never were adapted to resolve the perceived ambiguity to satisfaction of a sufficient portion of aware people. Also before Yixlid Jailer it was less common to have an official Judge make a ruling on the issue.)
Note that the specific rules matter with Yixlid Jailer only by combining three cards over multiple zones, while your card will make it much more likely that a scenario where the distinction matter occurs.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I feel there is a disadvantage to putting the reminder text in the text box. Having the reminder text in there may alienate newer players and make them think how an ability could ever define power or toughness if they've never seen CDA's before. This isn't so bad if there are CDA's at common and uncommon (which can be done depending on set or block bias), but it's something to consider.
Given the oddly elegant assortment in the OP, that implies -- at least to me -- that these cards are willing to set foot on rather unventured territory. That's probably why Heracon was posted without its reminder text in the first place.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Just some general comments:
* Green has had some countering before in terms of enemy colors/unatural things. EXpanding it a bit to occasional include protecting its creatures didn't seem like a huge stretch. Just experimenting with peoples palettes.
* The Red enchantment in the OP is undercosted. Don't want exile tech.
* The Staff in the OP is undercosted and needs adjustment, already admitted that.
* I feel reminder text on the legend is probably only for niche scenarios and should be consider only if there are relevant cards in the set it's in.
107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.
"Anything" covers not only abilities (which Tarmogoyf would no longer have), but also game rules. After each sublayer within layer 7, the game needs to calculate the power and toughness of a creature up to and including the evaluation of that layer so that it knows what numbers to add, subtract, or switch when evaluating the next layer. When the game finishes evaluating layer 7a, there is no characteristic-defining ability that defines *, but the * is still there, so the value of * is 0. This makes Tarmogoyf be a 0/1 at the end of layer 7a.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall