I lowered the count from 3 to two 2 mainly because all enchantments cost colored mana and there are no zero mana enchantments (excluding the few colorless ones).
Divine Insight1UU
Sorcery
Draw two cards.
Auracraft — If you control two or more enchantments, draw four cards instead.
I tried scry but, nesting one keyword in another is bad.
Djin of Wonders1U
Creature - Djin
Auracraft — As long as you control two or more enchantments, Djin of Wonders gets +1/+1 and has flying.
2/2
Honorable Paladin1W
Creature - Human Knight
Vigilance
Auracraft — As long as you control two or more enchantments, Honorable Paladin gets +0/+2 and have double strike.
2/2
Flame Caster1R
Creature - ???
Auracraft — When Flame Caster enters the battlefield, if you control two or more enchantments, choose one —
• Destroy target artifact
• Flame Caster deals 2 damage to any target
2/2
Specter of the Night1B
Creature - Specter
Menace
Auracraft — As long as you control two or more enchantments, Specter of the Night gets +2/+2 and has “When Specter of the Night deals combat damage to a player, that player discards a card”.
1/1
Enchanted Rhino1G
Creature - Rhino
Trample
Auracraft — When Enchanted Rhino enters the battlefield, if you control two or more enchantments, distribute two +1/+1 counters on up to two target creatures.
2/2
Natural Grwoth2G
Enchantment
Auracraft — Whenever you cast a creature spell, if you control two or more enchantments, draw a card.
Helio Ring1
Artifact
Auracraft — As long as you control two or more enchantments, ~ has "T: Add CC."
Obviously, but to zoom in on it, Divine Insight is (could be) "wombo combo" level of cartoonishness... the line of them being so, as not being completely dead within a nested structure of lower version-higher version (where one may as well be the other... it's very good). The enchantments cost colored mana but can all be crazy color pie inclusive cards that black and red cannot kill. (What is at issue is what they CAN be, not the record of artifacts actually being nuttier... being Skullclamps and whatnot). Three would be the actual similarity. Two would maybe be print Divine Insight at draw only three cards. Maybe it would be safe as is, and maybe not. Zero mana not helping very much the case. And yet maybe you do have it exactly right here. I am drawn to comment by the difficulty of evaluating Divine Insight within the thought experiment of total similarity and what's the point to the card if it's only three. Meditate makes you skip a turn. Divine Insight asks you to cast Sylvan Library after casting Unbridled Growth or Land Tax on turn 1. At which point you go into stratospheric card territory. Let's say you had gotten City of Solitude out. This would be no joke. All you'd need is something like Earthcraft. Time Spiral would be possible. You might High Tide with this.
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"Warning: Um, warning. This is going to be a game state violation. And a taking extra turns and drawing extra cards violation, pretty much, a whole bunch of violations. Look at me, I'm the DCI."
I lowered the count from 3 to two 2 mainly because all enchantments cost colored mana and there are no zero mana enchantments (excluding the few colorless ones).
Divine Insight1UU
Sorcery
Draw two cards.
Auracraft — If you control two or more enchantments, draw four cards instead.
I tried scry but, nesting one keyword in another is bad.
You apparently don't understand what a keyword is, nor why nesting keywords is considered bad. Auracraft, like metalcraft, heroic, threshold etc., is an ability word and hence specifically not a keyword. The nesting of keywords is mostly problematic in the sense that you shouldn't use a keyword that is not fundamental to the game to explain another keyword in e. g. reminder text, because otherwise you end up with the need for nested reminder text as well - and you create a dependeny where one keyword is not meaningful without the other (ehich is why fundamental keywords like reach and flying can refer to each other and bestow can refer to enchant - some keyword knowledge is more fundamental to the game than other - you cannot remove enchant from the game anymore without breaking how a subtype that's omnipresent works).
As abilitywords themselves a) don't use reminder text, but are markers for abilities written out in full and b) are (usually? always? I'd have to refresh my memory for exceptions - imprint comes to mind) relegated more to being the condition half of a condition-effect pair, there is no conflict situation like would be when a keyword includes another keyword whole and wants to be nested inside its reminder text.
The rule you try not to violate doesn't apply here any more than it does on Chorus of the Tides.
Your suggested card would be strong enough if the upgraded version drew three cards. Four seems outrageous considering the base effect is not actually less mana efficient than Divination, but just more color intensive. Maybe if you go back from drawing two additional cards to scry 2 (as I assume you intended) before the draw, you come closer to a reasonable cost-effect ratio.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Is wordleviathan a real person?? It looks like a random text generator.
Some possible balance changes to Divine Insight: up the cost to 2UU. The previous version was "draw 1. If you have auracraft, scry 3 then draw 1".
Ah, right, you reminded me about vigilance, protection, first strike, etc. Nesting in that case would be something like "protection from creatures with first strike".
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Divine Insight 1UU
Sorcery
Draw two cards.
Auracraft — If you control two or more enchantments, draw four cards instead.
I tried scry but, nesting one keyword in another is bad.
Djin of Wonders 1U
Creature - Djin
Auracraft — As long as you control two or more enchantments, Djin of Wonders gets +1/+1 and has flying.
2/2
Honorable Paladin 1W
Creature - Human Knight
Vigilance
Auracraft — As long as you control two or more enchantments, Honorable Paladin gets +0/+2 and have double strike.
2/2
Flame Caster 1R
Creature - ???
Auracraft — When Flame Caster enters the battlefield, if you control two or more enchantments, choose one —
• Destroy target artifact
• Flame Caster deals 2 damage to any target
2/2
Specter of the Night 1B
Creature - Specter
Menace
Auracraft — As long as you control two or more enchantments, Specter of the Night gets +2/+2 and has “When Specter of the Night deals combat damage to a player, that player discards a card”.
1/1
Enchanted Rhino 1G
Creature - Rhino
Trample
Auracraft — When Enchanted Rhino enters the battlefield, if you control two or more enchantments, distribute two +1/+1 counters on up to two target creatures.
2/2
Natural Grwoth 2G
Enchantment
Auracraft — Whenever you cast a creature spell, if you control two or more enchantments, draw a card.
Helio Ring 1
Artifact
Auracraft — As long as you control two or more enchantments, ~ has "T: Add CC."
You apparently don't understand what a keyword is, nor why nesting keywords is considered bad. Auracraft, like metalcraft, heroic, threshold etc., is an ability word and hence specifically not a keyword. The nesting of keywords is mostly problematic in the sense that you shouldn't use a keyword that is not fundamental to the game to explain another keyword in e. g. reminder text, because otherwise you end up with the need for nested reminder text as well - and you create a dependeny where one keyword is not meaningful without the other (ehich is why fundamental keywords like reach and flying can refer to each other and bestow can refer to enchant - some keyword knowledge is more fundamental to the game than other - you cannot remove enchant from the game anymore without breaking how a subtype that's omnipresent works).
As abilitywords themselves a) don't use reminder text, but are markers for abilities written out in full and b) are (usually? always? I'd have to refresh my memory for exceptions - imprint comes to mind) relegated more to being the condition half of a condition-effect pair, there is no conflict situation like would be when a keyword includes another keyword whole and wants to be nested inside its reminder text.
The rule you try not to violate doesn't apply here any more than it does on Chorus of the Tides.
Your suggested card would be strong enough if the upgraded version drew three cards. Four seems outrageous considering the base effect is not actually less mana efficient than Divination, but just more color intensive. Maybe if you go back from drawing two additional cards to scry 2 (as I assume you intended) before the draw, you come closer to a reasonable cost-effect ratio.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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Some possible balance changes to Divine Insight: up the cost to 2UU. The previous version was "draw 1. If you have auracraft, scry 3 then draw 1".
Ah, right, you reminded me about vigilance, protection, first strike, etc. Nesting in that case would be something like "protection from creatures with first strike".