Hi, from time to time, an inspiration strikes me so I invent cards. Usually for modern. So, without much talk I'll just post them here. Please, comment constructively.
The non-red cards or my take on non-red lightning bolts that I think could be modern viable. In the presence of Inquisition of Kozilek and Thoughtseize, Rot seems like an overkill although it has more flexibility: player can target himself to discard. Divine Light is sth I really want to see in modern.
Searing Vision is my attempt to provide burn decks with edgy and viable card draw but I guess it could be used in other decks as well
Saering vision is too much. At the very least, it's a 1cc burn spell that cantrips. Even if it dealt 2 damage, it would be FAR over the curve (ember shot is stupid, but it should give you an idea what wizards thinks of a cantripping burn spell). And it certainly won't do just 2 damage because why would you toss a low cc card? It won't be played in burn decks, but midrange.
Apotheosis and Vile Vampirisim - This is an attempt to provide white colour with viable life-gaining strategies. Inspiration in Defiant Bloodlord and Sanguine Bond and Vizkopa Guildmage.
Forgotten Ideas - white Goryo's Vengeance for instants and sorceries. Cause I would really like white to have a powerful card for graveyard shenenigans.
Celestial Imposition - blue has so many 1mana and 2manacantrips (sleight of hand, opt, remand, serum visions). Red gets 1 mana cantrip in every expansion recently: Crash Through , Expedite, Warlord's Fury. What does white get that could be powerful enough to use in modern. Revitalize? Ok. Howabout a 1mana instant that prohibits an opponent from drawing cards for a turn.
Celestial Imposition's anti-discard clause doesn't work. Cards can't function in hidden zones without first being revealed, at which point the card would already be on the way to the gy if discarded.
Forgotten Ideas is broken and not white. The color simply doesn't get instant and sorcery recursion, and casting one for free is vastly different from getting a creature back for a turn.
Impose Temporal Limits is a 3 drop Time Walk, which is also beyond broken.
Also, slapping can't-be-countered clauses on everything is tacky. Interaction is a good, healthy thing for this game, not a flaw to be scrubbed out.
Apotheosis feels like it should be one of those weird cards that costs like WWW or something and also gain life instead of prevent itself from being countered... just because of its nature.
Look at impose temoral limits. Not only does it do what time stop does, it add a "Can't be countered clause". At half the cost of time stop.
It isn't white, and certainly worth more than 6cc.
The amount of "can't be countered" is ugly. AT most, maybe one or two such spells should exist per set. And likely in blue's opposing colors (green and red).
Forgotten ideas -- not white, and undercosted. Compare to recoup which can only affect sorceries, and you still have to pay for the spell.
The only card out of these that's reasonable at all is Mental Blow. Rot would also be okay if it were a sorcery, but WotC doesn't like cheap instant-speed discard anymore.
Divine Light and Forestmeld would also be okay if you fix their wordings (the regeneration is redundant on Divine Light, Forestmeld should be 'gains hexproof' rather than 'becomes hexproof')
These cards really need text versions, because it would make them easier to review.
Divine Light needs a wording fix, and should lose Regenerate because it's both redundant with Indestructible and not used any more.
Forestmeld needs a wording fix.
Mental Blow: I think this is fine? I don't play mill much tho.
Rot: Instant discard can lock players out of turns, so it's not recommended. -1/-1 counters suggest something special about set design but are otherwise fine.
Searing Vision: Needs to be higher cost otherwise it's a one mana combo finisher for mono red.
Apotheosis is an interesting alternate wincon, but it doesn't need counter prevention and it probably wants to be slightly more expensive to weaken solitaire combo decks. Wizards also generally uses "starting life total" now, because Two Headed Giant and Commander both have higher starting totals than 20.
Celestial Imposition shouldn't exist because it locks players out of turns, and even if it did exist it wouldn't be white @ 1 CMC.
Forgotten Ideas is both overpowered and very off-colour. It should be Blue and/or Red, and either allow you to play the exiled card by paying again, or cost much more than 2 CMC. If it recurred a creature which died this turn it would be more within White's zone of play.
Vile Vampirism needs to cost more. Aside from that I like it.
Also: don't just put "can't be countered/discarded" on already powerful cards. Discard and Counterspells are something you need to learn to play around.
If you want your cards to have an element of recurring threat then using the "+e%3Aroe%2Fen&v=card&s=cname">Eldrazi Titan shuffle ability is better than just blocking your opponents from interacting.
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The non-red cards or my take on non-red lightning bolts that I think could be modern viable. In the presence of Inquisition of Kozilek and Thoughtseize, Rot seems like an overkill although it has more flexibility: player can target himself to discard. Divine Light is sth I really want to see in modern.
Searing Vision is my attempt to provide burn decks with edgy and viable card draw but I guess it could be used in other decks as well
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Forgotten Ideas - white Goryo's Vengeance for instants and sorceries. Cause I would really like white to have a powerful card for graveyard shenenigans.
Celestial Imposition - blue has so many 1mana and 2manacantrips (sleight of hand, opt, remand, serum visions). Red gets 1 mana cantrip in every expansion recently: Crash Through , Expedite, Warlord's Fury. What does white get that could be powerful enough to use in modern. Revitalize? Ok. Howabout a 1mana instant that prohibits an opponent from drawing cards for a turn.
Forgotten Ideas is broken and not white. The color simply doesn't get instant and sorcery recursion, and casting one for free is vastly different from getting a creature back for a turn.
Impose Temporal Limits is a 3 drop Time Walk, which is also beyond broken.
Also, slapping can't-be-countered clauses on everything is tacky. Interaction is a good, healthy thing for this game, not a flaw to be scrubbed out.
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Look at impose temoral limits. Not only does it do what time stop does, it add a "Can't be countered clause". At half the cost of time stop.
It isn't white, and certainly worth more than 6cc.
The amount of "can't be countered" is ugly. AT most, maybe one or two such spells should exist per set. And likely in blue's opposing colors (green and red).
Forgotten ideas -- not white, and undercosted. Compare to recoup which can only affect sorceries, and you still have to pay for the spell.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Divine Light and Forestmeld would also be okay if you fix their wordings (the regeneration is redundant on Divine Light, Forestmeld should be 'gains hexproof' rather than 'becomes hexproof')
- Rabid Wombat
Divine Light needs a wording fix, and should lose Regenerate because it's both redundant with Indestructible and not used any more.
Forestmeld needs a wording fix.
Mental Blow: I think this is fine? I don't play mill much tho.
Rot: Instant discard can lock players out of turns, so it's not recommended. -1/-1 counters suggest something special about set design but are otherwise fine.
Searing Vision: Needs to be higher cost otherwise it's a one mana combo finisher for mono red.
Apotheosis is an interesting alternate wincon, but it doesn't need counter prevention and it probably wants to be slightly more expensive to weaken solitaire combo decks. Wizards also generally uses "starting life total" now, because Two Headed Giant and Commander both have higher starting totals than 20.
Celestial Imposition shouldn't exist because it locks players out of turns, and even if it did exist it wouldn't be white @ 1 CMC.
Forgotten Ideas is both overpowered and very off-colour. It should be Blue and/or Red, and either allow you to play the exiled card by paying again, or cost much more than 2 CMC. If it recurred a creature which died this turn it would be more within White's zone of play.
Impose Temporal Limits + Archaeomancer + Conjurer's Closet locks a player out of the game for the low cost of 1WW per turn and a little setup.
Vile Vampirism needs to cost more. Aside from that I like it.
Also: don't just put "can't be countered/discarded" on already powerful cards. Discard and Counterspells are something you need to learn to play around.
If you want your cards to have an element of recurring threat then using the "+e%3Aroe%2Fen&v=card&s=cname">Eldrazi Titan shuffle ability is better than just blocking your opponents from interacting.
Art is life itself.