The CountdownB
Legendary Enchantment (R)
The Countdown comes into play under target opponent's control.
At the begining of your upkeep, you lose 1 life. Time; the reason for, and the solution to, all of life's problems.
And some other discussions:
Poisoned Palm
Land (R)
Poisoned Palm comes into play tapped.
At the begining of your upkeep, Poisoned Palm deals 1 damage to you. T: Add 2 or one mana of any color to your mana pool. "The poisoned Palm-trees are known for the reach sweetness they hold inside them. But they're more known for the poison dripping from them on whomever tries to take the sweets." -Journals of Rag Delis, Master Biomancer
Time Portal3UUU
Sorcery (R)
Remove all permanents from the game with two time counters on them. Those cards gain "Suspend 2". "A giant portal big as the skies themselves suddeny bursted from the air, swallowing everything in its path, including the essence of time itself. And then we found ourselves in a place worst than hell were every second lasted forever." -A citizen of Dominaria
Feedback on the flavor texts as well will be appreciated as well.
The Countdown: I'd up the cost 1, and the flavor text should read: Time; the reason for, and the solution to, all of life's problems.
Poisoned Palm: Pretty fair, I think. You could add/substitute "sacrifice an untapped land" instead of the CIPT. That makes it less of a turn-1 bomb. The one damage a turn is easily negated in aggro and life gain decks, but still enough of a drawback.
Time Portal: BAAAAD idea! Play this at the end of your opponents turn, and you'll get all your permanents back before your opponent, meaning a major alpha strike, could easily win the game. You could try to do something tricky, but either way you do it, someone's getting everything back while the other has nothing. I want to say scrap the idea, but...
Time Portal would be very fair and cool as a sorcery.
Any land that can produce more than one mana is potentially scary; however, this one seems fair enough, since it comes into play tapped. (The Karoos are proof that a land can produce more than one mana and not have a horrible drawback and still be both cool and not too too powerful.) Note that unlike the Karoos, however, this is acceleration, which makes it a little scary.
The Countdown: I'd up the cost 1, and the flavor text should read:
Poisoned Palm: Pretty fair, I think. You could add/substitute "sacrifice an untapped land" instead of the CIPT. That makes it less of a turn-1 bomb. The one damage a turn is easily negated in aggro and life gain decks, but still enough of a drawback.
Time Portal: BAAAAD idea! Play this at the end of your opponents turn, and you'll get all your permanents back before your opponent, meaning a major alpha strike, could easily win the game. You could try to do something tricky, but either way you do it, someone's getting everything back while the other has nothing. I want to say scrap the idea, but...
Tnx, I edited the flavor text
And about what you said about the land being a turn 1 bomb- well it comes into play tapped, so...
Anyway, thank you all. I applies some of your changes.
And about what you said about the land being a turn 1 bomb- well it comes into play tapped, so...
Not so much worried about turn 1, but that you'l have access to three mana turn two, which may not be that bad, but I've playtested with a land that CIPT and produces 2 mana. It's insane what being able to play spells 1 turn earlier than intended can be, not matter a 1-life a turn drawback. Just keep that in mind.
Not so much worried about turn 1, but that you'l have access to three mana turn two, which may not be that bad, but I've playtested with a land that CIPT and produces 2 mana. It's insane what being able to play spells 1 turn earlier than intended can be, not matter a 1-life a turn drawback. Just keep that in mind.
Umm... BoP? Evles? yeah, they're so broken... I mean, three mana turn 2 is insane... BoP, elves, and the like should be banned.
Acually it is pretty broken. Wizards does on occation print 2 mana lands, but they are made obsene to use for a reason. The 1 life isn't enough of a drawback to justify the card. And CitPt still isn't enough. The Karoo's work, because they are card disadvantage. They kill your manabase when you play one. (Infact that's a favorite strategy of mine. Bounce/Destroy them as they come into play.)
In order to make it fair, up the damage to 3 life, comes into play, and/or a sac a land.
Poisoned Palm v.2.0.0
Land
~ comes into play tapped.
As this comes into play, tap an untapped land you control or sacrifice ~.
At the beggining of your upkeep, loose 2 life.
T: Add 2 to your mana pool.
Legendary Enchantment (R)
The Countdown comes into play under target opponent's control.
At the begining of your upkeep, you lose 1 life.
Time; the reason for, and the solution to, all of life's problems.
And some other discussions:
Poisoned Palm
Land (R)
Poisoned Palm comes into play tapped.
At the begining of your upkeep, Poisoned Palm deals 1 damage to you.
T: Add 2 or one mana of any color to your mana pool.
"The poisoned Palm-trees are known for the reach sweetness they hold inside them. But they're more known for the poison dripping from them on whomever tries to take the sweets." -Journals of Rag Delis, Master Biomancer
Time Portal 3UUU
Sorcery (R)
Remove all permanents from the game with two time counters on them. Those cards gain "Suspend 2".
"A giant portal big as the skies themselves suddeny bursted from the air, swallowing everything in its path, including the essence of time itself. And then we found ourselves in a place worst than hell were every second lasted forever." -A citizen of Dominaria
Feedback on the flavor texts as well will be appreciated as well.
Avatar & banner made by myself
Poisoned Palm: Pretty fair, I think. You could add/substitute "sacrifice an untapped land" instead of the CIPT. That makes it less of a turn-1 bomb. The one damage a turn is easily negated in aggro and life gain decks, but still enough of a drawback.
Time Portal: BAAAAD idea! Play this at the end of your opponents turn, and you'll get all your permanents back before your opponent, meaning a major alpha strike, could easily win the game. You could try to do something tricky, but either way you do it, someone's getting everything back while the other has nothing. I want to say scrap the idea, but...
Any land that can produce more than one mana is potentially scary; however, this one seems fair enough, since it comes into play tapped. (The Karoos are proof that a land can produce more than one mana and not have a horrible drawback and still be both cool and not too too powerful.) Note that unlike the Karoos, however, this is acceleration, which makes it a little scary.
Otherwise, things look good.
Thanks to R&Doom at Ye Olde Sig and Avatar Shoppe for the banner.
Tnx, I edited the flavor text
And about what you said about the land being a turn 1 bomb- well it comes into play tapped, so...
Anyway, thank you all. I applies some of your changes.
Avatar & banner made by myself
Ah, it should be a colon instead of a semicolon, i.e.:
Time: The reason for, and the solution to, all of life's problems.
Or a long dash:
Time—The reason for, and the solution to, all of life's problems.
Very Well Then I Contradict Myself.
Not so much worried about turn 1, but that you'l have access to three mana turn two, which may not be that bad, but I've playtested with a land that CIPT and produces 2 mana. It's insane what being able to play spells 1 turn earlier than intended can be, not matter a 1-life a turn drawback. Just keep that in mind.
Umm... BoP? Evles? yeah, they're so broken... I mean, three mana turn 2 is insane... BoP, elves, and the like should be banned.
Avatar & banner made by myself
In order to make it fair, up the damage to 3 life, comes into play, and/or a sac a land.
Poisoned Palm v.2.0.0
Land
~ comes into play tapped.
As this comes into play, tap an untapped land you control or sacrifice ~.
At the beggining of your upkeep, loose 2 life.
T: Add 2 to your mana pool.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.