Inevitable Victory2B M
Sorcery
Reveal your hand.
Target opponent names up to five* cards, then searches your library for any number of cards with those names. Exile those cards and shuffle the library afterwards.
Draw 7 cards.
A limited game winning card (hence mythic), but difficult to play in most constructed without changes in deckbuilding strategies.
*Lowering the number makes it much stronger, and 3 is probably too much.
It seems unplayable in normal decks and game breaking in specialized decks, or in 100 card singleton formats. Also, It demands too much skill from opponent, so it crushes new players, and is near useless against players that know the deck (all relevant cards that could be drawn are exiled). I wouldn't want this card in any format I can think of.
My judgment is harsh, but I think you know you made a card that can create such reactions
Same complaint; only balanced if the opponent knows what deck you're playing, flagrantly broken otherwise or in singleton. You should probably just have them search your library for 20 individual cards instead of playing a guessing game.
This wants to be skills testing, but it probably won't. If you can find a resilient combo then it's an overwhelming enabler, though the more likely home is a strong midrange deck that utilizes many 1 ofs where the general power level of each card is porpotinal so that this is just a way to gas up and bury the opponent.
I can't really add much to what others have said; basically, this is never going to be a fair card in addition to having a bunch of busywork associated with it. Back to the drawing board.
Perhaps just let them search and exile rather than naming cards. Maybe somethig like:
Inevitable Victory (Common) 1BB
Sorcery
Put all cards from your graveyard and hand on top of your
library. Target opponent searches your library for up to
five cards and exiles them face down. Shuffle your library.
Then draw seven cards.
Still pretty busted, but not quite as skill testing as the original.
It seems unplayable in normal decks and game breaking in specialized decks, or in 100 card singleton formats.
Yes. That's the point.
Also, It demands too much skill from opponent, so it crushes new players
Adimittedly, I did not think of that.
That's a feature, not a bug.
My judgment is harsh, but I think you know you made a card that can create such reactions
Yep.
You should probably just have them search your library for 20 individual cards instead of playing a guessing game.
No, that would make it unplayable in limited. The mean time to draw a specific 1-of in a limited deck is turn 20, which would mean the library is empty and the player loses because they can no longer draw. At the very most, it should be 13, and even then that makes it still almost unplayable because that gives a 1 turn window to win (less, if fetches are used) to win. Anything less will break in constructed.
the more likely home is a strong midrange deck that utilizes many 1 ofs where the general power level of each card is porpotinal so that this is just a way to gas up and bury the opponent.
Yes. That is, in fact, the point of the card -- the opponent can exile all he wants, but the idea is that the deck is varied but not redundant aggro to gas up.
having a bunch of busywork associated with it
That's a fair assessment. It is a lot of busywork.
Other than the crushing the noobs and busywork, all the other criticisms are not criticisms, but affirmations of what I wanted the card to do.
Still pretty busted, but not quite as skill testing as the original.
I just don't think any card that breaks Limited games should cost three mana regardless of rarity. Even if the chance of opening this card is disappearingly small, it would ruin any Limited game it got played in.
Maybe have them only search 8 specific cards to exile? That's two full playsets in constructed, and most of your bombs in limited. In limited this would become a build-around card since you need abnormally high threat density (and probably lower land count) to make it work, which is ideally what a mythic should do in limited.
Having them name cards in this way is just bad design. Being not just strong, but flat-out broken in specialized decks is not a design goal. Crushing anyone who hasn't memorized the meta is absolutely a bug, not a feature.
Sorcery
Reveal your hand.
Target opponent names up to five* cards, then searches your library for any number of cards with those names. Exile those cards and shuffle the library afterwards.
Draw 7 cards.
A limited game winning card (hence mythic), but difficult to play in most constructed without changes in deckbuilding strategies.
*Lowering the number makes it much stronger, and 3 is probably too much.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
My judgment is harsh, but I think you know you made a card that can create such reactions
- Rabid Wombat
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Inevitable Victory (Common)
1BB
Sorcery
Put all cards from your graveyard and hand on top of your
library. Target opponent searches your library for up to
five cards and exiles them face down. Shuffle your library.
Then draw seven cards.
Still pretty busted, but not quite as skill testing as the original.
Yes. That's the point.
Adimittedly, I did not think of that.
That's a feature, not a bug.
Yep.
No, that would make it unplayable in limited. The mean time to draw a specific 1-of in a limited deck is turn 20, which would mean the library is empty and the player loses because they can no longer draw. At the very most, it should be 13, and even then that makes it still almost unplayable because that gives a 1 turn window to win (less, if fetches are used) to win. Anything less will break in constructed.
Yes. That is, in fact, the point of the card -- the opponent can exile all he wants, but the idea is that the deck is varied but not redundant aggro to gas up.
That's a fair assessment. It is a lot of busywork.
Other than the crushing the noobs and busywork, all the other criticisms are not criticisms, but affirmations of what I wanted the card to do.
That's almost timetwister, or a stronger dimisnishing returns
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Having them name cards in this way is just bad design. Being not just strong, but flat-out broken in specialized decks is not a design goal. Crushing anyone who hasn't memorized the meta is absolutely a bug, not a feature.
- Rabid Wombat