Send to Banishment - I don't get how the pieces of the card work together. Also, why does white skip a turn? That was last done in Chronosavant which should really have been a blue card.
Ruminate - Meditate that's better for 3+ players could probably be a 1UU instant at rare.
Private Mod Note
():
Rollback Post to RevisionRollBack
Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Using turns as a resource is interesting but I'm not certain Send To Banishment is the right place to use it, otherwise I really like the card.
Ruminate, this screams "Ignore my downside, win right now!!, which is worrying. To keep it splashy I would make it cost UU and give it the Day's Undoing rider.
I don't see why White can't skip a turn. It's design space that has been sparsely explored so the sky's the limit. The flavor behind this is the creature/prisoner is being sent to banishment and the caster of the spell has to send them to banishment which takes time.
I don't see why White can't skip a turn. It's design space that has been sparsely explored so the sky's the limit. The flavor behind this is the creature/prisoner is being sent to banishment and the caster of the spell has to send them to banishment which takes time.
So it takes time to send someone to prison, but you can still get a combat phase and post-combat main phase? If it takes so much time shouldn't the turn end right there? Or why isn't the spell a sorcery that can only be cast in the pre-combat main and skips your next combat phase? More importanty are you trying to use flavor to trump game balance?
Like Path to Exile your card is overpowered and unbalanced. It cheaply removes a threat/blocker whenever it is most appropriate for you with little downside. No one would use the card till they could kill the opponent so they wouldn't have to worry about losing a turn. Not only that but you've negated the downside by having the caster gain life so that the opponent has to get through that first. Thats literally what made Swords to Plowshares fair. You got to remove something, but had to work through the extra life you gave them first. I've played so many games with Path and rarely has getting a land, a basic at that, where they have to wait till my turn is done to even use, benefited them enough to come back and win.
Private Mod Note
():
Rollback Post to RevisionRollBack
WOut of the ground,I rise to grace...W BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
On a tangent, I feel like the flavor of the original white card should be "Put on Trial". Though with that name, I feel like it should use the voting mechanic... which if that doesn't exist as a card, it should.
At any rate, I don't feel like you'll find a target audience that's willing to skip a turn to exile a creature. It'll come up in very niche high-power environments, but typically skipping a turn is tantamount to losing anyway if you happened to need a 1-mana removal spell to survive anyway.
Unconditional removal really shouldn't exist at this price point to begin with, unfortunately.
I like it, and get the flavor. All makes sense. Like one of the above posters said you get the skip a turn effect which is bad, but you gain the life they have to beat through. (Actually they spoke about swords, but the inverse is what this card does so still applies) Seems balanced. Wouldn't be the formats dominating removal spell, but would help some decks.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Send To Banishment W
Instant [R]
Exile target creature. You gain life equal to its power. You skip your next turn.
Ruminate 1UU
Sorcery [MR]
Draw four cards. Target opponent takes an extra turn after this one. Exile Ruminate.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Ruminate - Meditate that's better for 3+ players could probably be a 1UU instant at rare.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Ruminate, this screams "Ignore my downside, win right now!!, which is worrying. To keep it splashy I would make it cost UU and give it the Day's Undoing rider.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
So it takes time to send someone to prison, but you can still get a combat phase and post-combat main phase? If it takes so much time shouldn't the turn end right there? Or why isn't the spell a sorcery that can only be cast in the pre-combat main and skips your next combat phase? More importanty are you trying to use flavor to trump game balance?
Like Path to Exile your card is overpowered and unbalanced. It cheaply removes a threat/blocker whenever it is most appropriate for you with little downside. No one would use the card till they could kill the opponent so they wouldn't have to worry about losing a turn. Not only that but you've negated the downside by having the caster gain life so that the opponent has to get through that first. Thats literally what made Swords to Plowshares fair. You got to remove something, but had to work through the extra life you gave them first. I've played so many games with Path and rarely has getting a land, a basic at that, where they have to wait till my turn is done to even use, benefited them enough to come back and win.
BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
At any rate, I don't feel like you'll find a target audience that's willing to skip a turn to exile a creature. It'll come up in very niche high-power environments, but typically skipping a turn is tantamount to losing anyway if you happened to need a 1-mana removal spell to survive anyway.
Unconditional removal really shouldn't exist at this price point to begin with, unfortunately.
Older Magic as a Board Game: Panglacial Wurm , Mill