Meteor Blitz :2mana::symr::symr: (r)
Sorcery
When you play Meteor Blitz, remove the top five cards of your library from the game. Copy Meteor Blitz for each red mana symbol in the mana costs of the removed cards.
Meteor Blitz deals 1 damage to target creature or player.
[edit: now only removes the top 5 cards, the original version removed 8]
The "copy itself" wording (rather than just having it deal divided damage equal to the red mana symbols) is purely for flavor reasons. I like the image of a mage launching a bunch of little meteors at someone, each one being a separate little spell. It also makes it difficult/impossible to counter, because they would have to block each spell. The "no more spells" clause is to prevent the combo with storm cards.
The only question is the balancing...does it end up dealing too much damage? How much is it worth it to build a dedicated red-symbol deck around this? I want to keep the cost at 4, but I could lower the number of removed cards...
BONUS RED CARDS!
Ruiner Mage :2mana::symr: (c)
Creature – Human Wizard
2/2
Protection from white
When Ruiner Mage is put into a graveyard from play, target player sacrifices a nonbasic land.
Hellsquall :3mana::symr: (u)
Creature – Elemental
1/5
Haste
Sacrifice a permanent: Hellsquall gains trample until end of turn.
Discard a card at random: Switch Hellsquall’s power and toughness until end of turn. Play this ability only once each turn.
[edits: changed cost from 2RR to 3R; gave it built-in haste; made discard random and increased toughness to 5]
There is no combo with Storm cards. You're not playing the copies, so they don't count Storm.
The card itself though... man, do I like that...
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When editing cards in the first post of a thread, PLEASE leave the original so that everyone can comment on the thread and not just those who saw the original. Those who did not see the original can't leave comments as we don't have any idea WTF is going on.
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Meteor Blitz :2mana::symr::symr: (r)
Sorcery
When you play Meteor Blitz, remove the top eight cards of your library from the game. Copy Meteor Blitz for each red mana symbol in the mana costs of the removed cards.
Meteor Blitz deals 1 damage to target creature or player. You can’t play any more spells this turn.
Oh yes it does "hell" to much dmg.
If you run it you will play it in "big red" decks, full of red mana symbols.
Demigod of Revenge 4x, Deus of Calamatiy 4x, Flame Javelin 4x, Copies of this card, Flamebreak, Volcanic Fallout, Boggard-Ramgang, Ashenmoor G., just a bunch of red cards that "possible" could make the cut.
Revealing (8) cards is way to much, if you reveal just 4 cards with 5 red mana you killed your opponent allmost.
If you reveal "only" 3 its still potentially 4 damage burn and still pretty good, it has the potential to blast a lot more damage, in worst case you will play cards to stack the wanted cards on top before you play this card.
All in all the kind of red burn i hate like nothing, simply because it can go for 0 damage, or for a 1-Shot kill.
Ruiner Mage :2mana::symr: (c)
Creature – Human Wizard
Protection from red
When Ruiner Mage comes into play, each player sacrifices a nonbasic land.
2/1
Sounds weak, i would even go and make it 2/1 prot red and give it the ability as a both sided comes into play effect.
I dont see why it needs "prot white" if it wants to hate non-basics, prot red allows at least to play it with some Mass Removal you more or less "must" play today (Volcanic Fallout) and it hates non-basics overall making it a stronger card for multiplayer (2HG).
Hellsquall :2mana::symr::symr: (u)
Creature – Elemental
Sacrifice a permanent: Hellsquall gains haste and trample until end of turn.
Discard a card: Switch Hellsquall’s power and toughness until end of turn. Play this ability only once each turn.
1/4
Sounds pretty lame, its a discard outlet if you want red to have Madness in the set (or delve, unearth whatever), the sacrifice is pretty lame as you will use it only to get haste or later to hit with trample.
The p/t switch is something in red/blue, so the "normal" way you would go for a Multicolor card with mana costs as activation abilities, which allow a cheaper cost.
Look at the UR hybrid card in Shadowmoor, it was like 2/4 for 3 mana and had the p/t switch, but overall just a medicore card with nothing new or existing.
Meteor Blitz is a very interesting card. I really like it.
Ruiner Mage seems right on.
Hellsquall, on the other hand, doesn't seem right with the discard ability. If you made it black and red then it would be ok.
Glad you guys like the blitz!
for hellsquall, I think discard is ok on a red card. All colors have had discard outlets at some point, red moreso than most others (though generally random). I think the card could be red/black, but doesn't need to be.
@theonlyone:
I was making meteor blitz with Sanity Grinding in mind. I guess the difference is that the cards with heavy red mana symbols are more playable already. I can lower the number to 6 perhaps, but I feel like just revealing 3 or 4 is too low. Remember, about a third to a half of the cards are going to be lands. And outside of shadowmoor/eventide block, it's very rare to have that many mana symbol heavy cards. I'm not designing cards in a vacuum, but at the same time I'm not designing cards that have to fit with a specific block. What happens when shadowmoor rotates out?
Sounds weak, i would even go and make it 2/1 prot red and give it the ability as a both sided comes into play effect.
I dont see why it needs "prot white" if it wants to hate non-basics, prot red allows at least to play it with some Mass Removal you more or less "must" play today (Volcanic Fallout)
I don't know why you'd randomly change his protection to a friendly (i.e. the same) color, especially when that makes the creature harder to kill with your own volcanic fallout, when you might want it to die for its trigger. (I don't know why you changed the landkill ability either) My thought was that its death ability upsets a lot of decks, but as a 2/2 prot white it is tough for other types of decks (white weenie) to deal with. Each ability is problematic for different decks.
The changes you suggested make it into an entirely different card.
The p/t switch is something in red/blue, so the "normal" way you would go for a Multicolor card with mana costs as activation abilities, which allow a cheaper cost.
Look at the UR hybrid card in Shadowmoor, it was like 2/4 for 3 mana and had the p/t switch, but overall just a medicore card with nothing new or existing.
Why would you suggest I make hellsquall multicolor (and thus more like the eventide card) when the eventide card was "nothing new or exciting"? Also, there is absolutely no reason to make a card red/blue just because its ability could exist in red or blue. That just makes cards needlessly multicolored. It isn't "normal" at all to make this blue/red, and there's no reason to make it have a mana activation simply because that's been done before. And changing to a mana activation wouldn't necessarily dictate a cheaper casting cost, anyway.
Hellsquall is actually a ball lightning variant, by the way. It costs a little more (in mana and cards), but can stick around, and has a bigger butt on other turns so is harder to kill. It wasn't meant to be as strong as ball lightning, it was just a modest card that could sometimes hit your opponent for a lot.
Hellsqually could easily cost 3R as he's not strictly better than Lightning Elemental. I don't know if he's constructed good, but at 3R he has very useful limited applications.
Ruiner Mage... it's fine. I'd only change his ability to "destroy target nonbasic land" so that he has the potential to backfire. ie: if you're the only one with a nonbasic land, you must target that land, rather than target an opponent with no nonbasic lands. Otherwise I think it's a really decent red common (which is a rarity).
Meteor Blitz excites me beyond all belief. I really appreciate your exploration of red's chaotic nature with this card. Don't listen to whoever said this card is broken with shadowmoor cards: It's a really solid johnny card. My only concern is the power-level. Without much effort, this card can turn into a one-sided wrath effect for 4 mana (if I understand correctly.. that is: you can choose new targets for each copy.). If this is the case, the card should probably cost 3RR or even 2RRR (in case you reveal antoher copy). If you can't choose new targets for the copies, your costing is perfect.
Overall well done. I'm always excited to see red cards that aren't simply "Deal X damage".
Meteor Blitz = Eight cards seems like a few too many... it can easily get you double-digit amounts of damage. Five should be plenty, I'd think. Also, should you be able to change the targets of the copies? That seems to fit the concept better.
Hellsquall = I'd say this could come with haste and trample built-in.
As I worded the card, each new copy should be able to choose new targets, as it is a separate spell. I think this already fits your suggestion, Scuirimancer.
I like the idea of 2RRR for the card, but may just lower the number of revealed cards to something like five, as scuiri suggested.
hellsquall - hmm, maybe I will give him built-in haste, but still require an activation for trample. 3R might still work as a cost, too.
If I made ruiner mage target a land, it could backfire, but on the other hand would make him better against someone who had multiple nonbasics. It would also make him more similar to Fulminator Mage, but maybe that is ok.
I always forget about pyromancer's swath. That would make a great combo with the blitz...maybe even worth building a deck around!
OK, you have more examples on your side, but nonetheless I don't think red discard has to be random. If I made hellsquall's discard random, I would probably remove the "play only once a turn" clause, or maybe even up its toughness to 5. But I think it could work just fine as non-random too.
The random discard fits the flavor better. Red is about "act now, think later" and the idea of dicarding randomly as opposed to just discarding (like other colors) helps define that. Probably because I'm a big Vorthos, but a card named "Hellsquall" seems like the flavor of the random discard would fit it so much better.
Meteor Blitz :2mana::symr::symr: (r)
Sorcery
When you play Meteor Blitz, remove the top five cards of your library from the game. Copy Meteor Blitz for each red mana symbol in the mana costs of the removed cards.
Meteor Blitz deals 1 damage to target creature or player.
I know you like the card but the cards "primary" problem is that it can shoot players, its like Shivan Meteor could target a player, to be true this card is even more than 13 damage.
In every deck you run this card you will get at least "5" damage as you run as much of the 5 red mana creatures you can i said how a deck with this "Might" look like, theirs a lot of red cards full of red mana symbols.
If a 4 mana burn "can" shoot 20 damage to the head its allready broken, no matter what the cost is (yes potentially Mana Clash can, i have seen a person do a first turn kill with it, but thats legendary anyway).
All in all a burn should never go for a 1-shoot kill.
If you just go to shoot creatures you can make this spell a lot cheaper, even RRR would do it and it becomes a save card that will do Wrath the opponent.
A better way might be to give it a 1 damage to all creatures instead of targeting, simply that its more a Wrath and not one-sided.
Allways keep in mind that its enough to reveal just 5 red mana symbols to get a lot of burn.
Meteor Blitz :symr::symr::symr: (r)
Instant
Chroma - When you play Meteor Blitz, remove the top three cards of your library from the game. Copy Meteor Blitz for each red mana symbol in the mana costs of the removed cards.
Meteor Blitz deals 1 damage to each creature.
If you play this card in red deck with enough red in it it will pretty much allways kill all your opponent creatures.
if you want to hit a player with it, it must be very expensive, otherwise it is just to powerfull, even if you just reveal 4 cards you are able to go for the 20-damage shoot, so it simply cant have this number to prevent this kind of problem.
If you think its not hard enough to get 4 Demigods on top of your library, dont underestimate Magic, theirs Insidious Dreams and a pack of green tutors that do the job allready, and like i said its enough to reveal just 2, 10 damage is fair too (not).
Alright, if you are having to build an entire deck around four Demigods being put on top of your library, I think that counts as "reasonable effort" to get a combo going. Wizards doesn't like two card combos that do that, but they say three or more is acceptable. Blitz plus four Demigods plus the tutor is six cards. I think that is more than enough work to get it to go off for 20 damage.
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When editing cards in the first post of a thread, PLEASE leave the original so that everyone can comment on the thread and not just those who saw the original. Those who did not see the original can't leave comments as we don't have any idea WTF is going on.
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
I really like this design, but shouldn't Meteor Blitz be keyworded with Chroma?
Yeah probably, but Chroma is my least favorite keyword/ability word. Aside from "looking at mana symbols," there is nothing common among the chroma cards. Some have you look on cards in play, others on cards you reveal, maybe not even on your cards. The effects are always different. Basically I just don't think it should have been given an ability word name, because it doesn't tell you anything helpful about the card.
I'm gonna go with nemephosis's interpretation of meteor blitz. I'm just not worried about any "combo" with it. The heavy-:symr: cards are all strong on their own, so this would certainly be a powerful addition to that type of deck (for the next few months before shadowmoor rotates), but whatever. Are you going to play four copies each of deus and demigod in the hope that a couple are at the top when you play this?
*and if you have multiple demigods at the top of your library, wouldn't it also be kinda awesome to actually play them instead of removing them from the game?
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Sorcery
When you play Meteor Blitz, remove the top five cards of your library from the game. Copy Meteor Blitz for each red mana symbol in the mana costs of the removed cards.
Meteor Blitz deals 1 damage to target creature or player.
[edit: now only removes the top 5 cards, the original version removed 8]
The "copy itself" wording (rather than just having it deal divided damage equal to the red mana symbols) is purely for flavor reasons. I like the image of a mage launching a bunch of little meteors at someone, each one being a separate little spell. It also makes it difficult/impossible to counter, because they would have to block each spell. The "no more spells" clause is to prevent the combo with storm cards.
The only question is the balancing...does it end up dealing too much damage? How much is it worth it to build a dedicated red-symbol deck around this? I want to keep the cost at 4, but I could lower the number of removed cards...
BONUS RED CARDS!
Ruiner Mage :2mana::symr: (c)
Creature – Human Wizard
2/2
Protection from white
When Ruiner Mage is put into a graveyard from play, target player sacrifices a nonbasic land.
Hellsquall :3mana::symr: (u)
Creature – Elemental
1/5
Haste
Sacrifice a permanent: Hellsquall gains trample until end of turn.
Discard a card at random: Switch Hellsquall’s power and toughness until end of turn. Play this ability only once each turn.
[edits: changed cost from 2RR to 3R; gave it built-in haste; made discard random and increased toughness to 5]
The card itself though... man, do I like that...
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Ruiner Mage seems right on.
Hellsquall, on the other hand, doesn't seem right with the discard ability. If you made it black and red then it would be ok.
Sorcery
When you play Meteor Blitz, remove the top eight cards of your library from the game. Copy Meteor Blitz for each red mana symbol in the mana costs of the removed cards.
Meteor Blitz deals 1 damage to target creature or player. You can’t play any more spells this turn.
Oh yes it does "hell" to much dmg.
If you run it you will play it in "big red" decks, full of red mana symbols.
Demigod of Revenge 4x, Deus of Calamatiy 4x, Flame Javelin 4x, Copies of this card, Flamebreak, Volcanic Fallout, Boggard-Ramgang, Ashenmoor G., just a bunch of red cards that "possible" could make the cut.
Revealing (8) cards is way to much, if you reveal just 4 cards with 5 red mana you killed your opponent allmost.
If you reveal "only" 3 its still potentially 4 damage burn and still pretty good, it has the potential to blast a lot more damage, in worst case you will play cards to stack the wanted cards on top before you play this card.
All in all the kind of red burn i hate like nothing, simply because it can go for 0 damage, or for a 1-Shot kill.
Ruiner Mage :2mana::symr: (c)
Creature – Human Wizard
Protection from red
When Ruiner Mage comes into play, each player sacrifices a nonbasic land.
2/1
Sounds weak, i would even go and make it 2/1 prot red and give it the ability as a both sided comes into play effect.
I dont see why it needs "prot white" if it wants to hate non-basics, prot red allows at least to play it with some Mass Removal you more or less "must" play today (Volcanic Fallout) and it hates non-basics overall making it a stronger card for multiplayer (2HG).
Hellsquall :2mana::symr::symr: (u)
Creature – Elemental
Sacrifice a permanent: Hellsquall gains haste and trample until end of turn.
Discard a card: Switch Hellsquall’s power and toughness until end of turn. Play this ability only once each turn.
1/4
Sounds pretty lame, its a discard outlet if you want red to have Madness in the set (or delve, unearth whatever), the sacrifice is pretty lame as you will use it only to get haste or later to hit with trample.
The p/t switch is something in red/blue, so the "normal" way you would go for a Multicolor card with mana costs as activation abilities, which allow a cheaper cost.
Look at the UR hybrid card in Shadowmoor, it was like 2/4 for 3 mana and had the p/t switch, but overall just a medicore card with nothing new or existing.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Ah, yes you're right. So I'll remove that "no more spells" clause.
Glad you guys like the blitz!
for hellsquall, I think discard is ok on a red card. All colors have had discard outlets at some point, red moreso than most others (though generally random). I think the card could be red/black, but doesn't need to be.
@theonlyone:
I was making meteor blitz with Sanity Grinding in mind. I guess the difference is that the cards with heavy red mana symbols are more playable already. I can lower the number to 6 perhaps, but I feel like just revealing 3 or 4 is too low. Remember, about a third to a half of the cards are going to be lands. And outside of shadowmoor/eventide block, it's very rare to have that many mana symbol heavy cards. I'm not designing cards in a vacuum, but at the same time I'm not designing cards that have to fit with a specific block. What happens when shadowmoor rotates out?
I don't know why you'd randomly change his protection to a friendly (i.e. the same) color, especially when that makes the creature harder to kill with your own volcanic fallout, when you might want it to die for its trigger. (I don't know why you changed the landkill ability either) My thought was that its death ability upsets a lot of decks, but as a 2/2 prot white it is tough for other types of decks (white weenie) to deal with. Each ability is problematic for different decks.
The changes you suggested make it into an entirely different card.
Why would you suggest I make hellsquall multicolor (and thus more like the eventide card) when the eventide card was "nothing new or exciting"? Also, there is absolutely no reason to make a card red/blue just because its ability could exist in red or blue. That just makes cards needlessly multicolored. It isn't "normal" at all to make this blue/red, and there's no reason to make it have a mana activation simply because that's been done before. And changing to a mana activation wouldn't necessarily dictate a cheaper casting cost, anyway.
Hellsquall is actually a ball lightning variant, by the way. It costs a little more (in mana and cards), but can stick around, and has a bigger butt on other turns so is harder to kill. It wasn't meant to be as strong as ball lightning, it was just a modest card that could sometimes hit your opponent for a lot.
Ruiner Mage... it's fine. I'd only change his ability to "destroy target nonbasic land" so that he has the potential to backfire. ie: if you're the only one with a nonbasic land, you must target that land, rather than target an opponent with no nonbasic lands. Otherwise I think it's a really decent red common (which is a rarity).
Meteor Blitz excites me beyond all belief. I really appreciate your exploration of red's chaotic nature with this card. Don't listen to whoever said this card is broken with shadowmoor cards: It's a really solid johnny card. My only concern is the power-level. Without much effort, this card can turn into a one-sided wrath effect for 4 mana (if I understand correctly.. that is: you can choose new targets for each copy.). If this is the case, the card should probably cost 3RR or even 2RRR (in case you reveal antoher copy). If you can't choose new targets for the copies, your costing is perfect.
Overall well done. I'm always excited to see red cards that aren't simply "Deal X damage".
Hellsquall = I'd say this could come with haste and trample built-in.
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Thanks! That means a lot to me!
As I worded the card, each new copy should be able to choose new targets, as it is a separate spell. I think this already fits your suggestion, Scuirimancer.
I like the idea of 2RRR for the card, but may just lower the number of revealed cards to something like five, as scuiri suggested.
hellsquall - hmm, maybe I will give him built-in haste, but still require an activation for trample. 3R might still work as a cost, too.
If I made ruiner mage target a land, it could backfire, but on the other hand would make him better against someone who had multiple nonbasics. It would also make him more similar to Fulminator Mage, but maybe that is ok.
I always forget about pyromancer's swath. That would make a great combo with the blitz...maybe even worth building a deck around!
I can do a gatherer search too!
OK, you have more examples on your side, but nonetheless I don't think red discard has to be random. If I made hellsquall's discard random, I would probably remove the "play only once a turn" clause, or maybe even up its toughness to 5. But I think it could work just fine as non-random too.
I think I'm going to make it a 1/5 now, that shouldn't make it too powerful.
I can only imagine if Knollstorm had this back when it was legal.
Sorcery
When you play Meteor Blitz, remove the top five cards of your library from the game. Copy Meteor Blitz for each red mana symbol in the mana costs of the removed cards.
Meteor Blitz deals 1 damage to target creature or player.
I know you like the card but the cards "primary" problem is that it can shoot players, its like Shivan Meteor could target a player, to be true this card is even more than 13 damage.
In every deck you run this card you will get at least "5" damage as you run as much of the 5 red mana creatures you can i said how a deck with this "Might" look like, theirs a lot of red cards full of red mana symbols.
If a 4 mana burn "can" shoot 20 damage to the head its allready broken, no matter what the cost is (yes potentially Mana Clash can, i have seen a person do a first turn kill with it, but thats legendary anyway).
All in all a burn should never go for a 1-shoot kill.
If you just go to shoot creatures you can make this spell a lot cheaper, even RRR would do it and it becomes a save card that will do Wrath the opponent.
A better way might be to give it a 1 damage to all creatures instead of targeting, simply that its more a Wrath and not one-sided.
Allways keep in mind that its enough to reveal just 5 red mana symbols to get a lot of burn.
Meteor Blitz :symr::symr::symr: (r)
Instant
Chroma - When you play Meteor Blitz, remove the top three cards of your library from the game. Copy Meteor Blitz for each red mana symbol in the mana costs of the removed cards.
Meteor Blitz deals 1 damage to each creature.
If you play this card in red deck with enough red in it it will pretty much allways kill all your opponent creatures.
if you want to hit a player with it, it must be very expensive, otherwise it is just to powerfull, even if you just reveal 4 cards you are able to go for the 20-damage shoot, so it simply cant have this number to prevent this kind of problem.
If you think its not hard enough to get 4 Demigods on top of your library, dont underestimate Magic, theirs Insidious Dreams and a pack of green tutors that do the job allready, and like i said its enough to reveal just 2, 10 damage is fair too (not).
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Yeah probably, but Chroma is my least favorite keyword/ability word. Aside from "looking at mana symbols," there is nothing common among the chroma cards. Some have you look on cards in play, others on cards you reveal, maybe not even on your cards. The effects are always different. Basically I just don't think it should have been given an ability word name, because it doesn't tell you anything helpful about the card.
I'm gonna go with nemephosis's interpretation of meteor blitz. I'm just not worried about any "combo" with it. The heavy-:symr: cards are all strong on their own, so this would certainly be a powerful addition to that type of deck (for the next few months before shadowmoor rotates), but whatever. Are you going to play four copies each of deus and demigod in the hope that a couple are at the top when you play this?
*and if you have multiple demigods at the top of your library, wouldn't it also be kinda awesome to actually play them instead of removing them from the game?