Gust of Erosion I2WW
Sorcery
Exile up to two target artifacts.
Cycling W(W, Discard this card: Draw a card.)
Gust of Erosion IIWW
Sorcery
Exile up to two target artifacts.
Cycling 2W(2W, Discard this card: Draw a card.)
Basically I'm trying to get a better idea of costing cards with abilities, including why one option/method is better than the other. How do you like to do this when designing your own cards and sets? Any input/discussion is appreciated.
First is pretty bad. 4cc for something that whacks 2 artifacts? Keep in mind that effects like these are almost strictly sideboard material, and thus I won't be cycling it because I NEED the the primary effect. Hell, I'll be mulliganing to make sure I have a sideboard card in my opening hand rather than contemplate cycling it if I draw it early.
Second is much more playable. Like I said, this is almost entirely sideboard material that I want to draw rather than cycle.
Private Mod Note
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Rollback Post to RevisionRollBack
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
In what kind of format are you looking at these in? In a standard where its likely but not guaranteed I would need to exile artifacts I would snap run the first one, while the danger from artifacts would have to be far higher to get me to run the second one. In something like EDH I would run both due to the restrictive nature but would prefer the second due to is radically higher power level. For modern, legacy, or vintage the cycling ability is irrelevant and only the second one would be run due to the insanely low price for exiling two artifacts.
Return to Dust gets run in commander, so the second one costing 2 less than that is unfair in that context while the first makes up for a lack of timing versatility with cycling instead, which is fair.
The second card should only exile a single target for that cost. Sideboards in 60-card usually only need to kill 1 specific artifact/enchantment (and if the opponent has multiple of it, he'll probably keep the other in his hand), so they'd still rather play the second card even with a nerf to be only single-target.
Gust of Erosion I 2WW
Sorcery
Exile up to two target artifacts.
Cycling W (W, Discard this card: Draw a card.)
Gust of Erosion II WW
Sorcery
Exile up to two target artifacts.
Cycling 2W (2W, Discard this card: Draw a card.)
Basically I'm trying to get a better idea of costing cards with abilities, including why one option/method is better than the other. How do you like to do this when designing your own cards and sets? Any input/discussion is appreciated.
Second is much more playable. Like I said, this is almost entirely sideboard material that I want to draw rather than cycle.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
The second card should only exile a single target for that cost. Sideboards in 60-card usually only need to kill 1 specific artifact/enchantment (and if the opponent has multiple of it, he'll probably keep the other in his hand), so they'd still rather play the second card even with a nerf to be only single-target.
- Rabid Wombat