YMTC is inspiring me to come up with a Red enchantment so I am posting this.
Flames of Shiv - 1RR
Enchantment
At the end of your turn, if you dealt 5 or more damage to any opponent, return Flames of Shiv from your graveyard to your hand. X, T, Sacrifice Flames of Shiv: Flames of Shiv deals X damage to each player.
For limited, its pretty dang strong. Make it a rare and its still powerful, but not that backbreaking. It can'y be common because it is too easy to just draw games with it, which can be pretty annoying,
Tapping is pointless except in corner cases. Besides. a tapping enchantment is weird. You can remove the tap symbol and the functionality is the same.
YMTC is inspiring me to come up with a Red enchantment so I am posting this.
Flames of Shiv - 1RR
Enchantment
At the end of your turn, if you dealt 5 or more damage to any opponent, return Flames of Shiv from your graveyard to your hand. X, T, Sacrifice Flames of Shiv: Flames of Shiv deals X damage to each player.
The fact that it can constantly bring itself back as long as you pay 5 mana into it is too warping for limited. Change the return to hand condition to something else.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
in a vacuum outside of YTMC, would you design this card as an enchantment instead of a sorcery that recurs itself? if no, then its not a good enchantment design.
The fact that it can constantly bring itself back as long as you pay 5 mana into it is too warping for limited. Change the return to hand condition to something else.
Disagree. At first I thought it was just fireball-on-an-enchantment but it's not; it's Flame Rift. Even being able to bring itself back is okay since it can't just sweep their team (I would say Tower of Calamities is far worse than this for limited). It's strong, yes, but not overwhelmingly so.
In fact I was thinking about potential other ways to make this, but the more I think about it the more I think this is the right design for the effect you want.
If you wanted to give it some more hoops, you could make the recursion trigger whenever a spell deals damage to an opponent--that way it can never recur itself but it can also recur for less damage.
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I think the source of damage has to be stipulated differently. Something more like "...if 5 or more damage was dealt to an opponent by sources you control..." or maybe "...if sources you control dealt 5 or more damage to your opponents..."
The best arguments against this card is that it does nothing while in play so it isn't really an enchantment. A side argument is the causing draws thing, which is fixed by having it deal damage to you first before dealing damage to other players. I also did like the point that you could make it recur when a red instant or sorcery dealt damage to an opponent (I was kind of struggling with how to make it not recur itself).
When designing for red, you want to do things that speed up the game. A card with too many requirements, such as Five-Alarm Fire, does not do this. Cards that cost too much but does too little or is too random, such as Guild Feud or Tin Street Market, do not do this. I guess I'm thinking constructed, but when a red deck is invoved, the game is determined within the first 5 turns. If an enchantment does not provide the same or greater impact as a creature, then it will flop.
I just don't want to see us make a crappy red enchantment (should red be the color), so I wanted to think about the right power/cost ratio.
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Flames of Shiv - 1RR
Enchantment
At the end of your turn, if you dealt 5 or more damage to any opponent, return Flames of Shiv from your graveyard to your hand.
X, T, Sacrifice Flames of Shiv: Flames of Shiv deals X damage to each player.
For limited, its pretty dang strong. Make it a rare and its still powerful, but not that backbreaking. It can'y be common because it is too easy to just draw games with it, which can be pretty annoying,
Tapping is pointless except in corner cases. Besides. a tapping enchantment is weird. You can remove the tap symbol and the functionality is the same.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
The fact that it can constantly bring itself back as long as you pay 5 mana into it is too warping for limited. Change the return to hand condition to something else.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
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Disagree. At first I thought it was just fireball-on-an-enchantment but it's not; it's Flame Rift. Even being able to bring itself back is okay since it can't just sweep their team (I would say Tower of Calamities is far worse than this for limited). It's strong, yes, but not overwhelmingly so.
In fact I was thinking about potential other ways to make this, but the more I think about it the more I think this is the right design for the effect you want.
If you wanted to give it some more hoops, you could make the recursion trigger whenever a spell deals damage to an opponent--that way it can never recur itself but it can also recur for less damage.
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When designing for red, you want to do things that speed up the game. A card with too many requirements, such as Five-Alarm Fire, does not do this. Cards that cost too much but does too little or is too random, such as Guild Feud or Tin Street Market, do not do this. I guess I'm thinking constructed, but when a red deck is invoved, the game is determined within the first 5 turns. If an enchantment does not provide the same or greater impact as a creature, then it will flop.
I just don't want to see us make a crappy red enchantment (should red be the color), so I wanted to think about the right power/cost ratio.