Magic Trap Box5 Artifact
Flash 0: Exchange all abilities of ~ with all spell abilities of target instant or sorcery an opponent controls, except they gain activation cost in addition to any of their other costs.
Here is a palette swap of the Chaos-Born Nemesis ability aimed to target spells. It was designed after the Ghostbusters Ghost Trap Box. It effectively steals any spell and turns it into a tap ability, while interestingly enables your opponent to possibly turn their spell into any other spell you might have on the stack for free. I have another one for green (a power toughness exchange spell). Yet another one for black (which is a soul stealing exchange spell that adds 'Pay 2 life' each turn to the soul you steal). And yet another one for lands that exchanges the text from a nonbasic land.
The exchange part is irrelevant. There will be so very few cases where you will actually have something to steal back from and even if they would have something to steal back they wouldn't work since they would have a tap cost that cannot be paied tacked on to them. So it's simply a broken ability.
There are a few iffy cases with stealing spell abilities on a permanent on top of the broken nature of the card aswell.
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Rules Advisor
Is it meant to be a spelljack for instants or sorceries that also acts like a free to activate isochron scepter?
The exchange part does nothing and giving spell abilities to permanents can be iffy and I would go the Isochron Scepter route:
Magic Trap Box
Artifact
Flash imprint - When MTB enters the battlefield exile target instant or sorcery spell an opponent controls.
:You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
It would still be waaayy too strong imo. A counterspell coupled with card and mana advantage is very strong.
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Rules Advisor
Spells don't have abilities, for starters. They only have text.
HugSeal's version works, but as stated already an off-color counterspell is sketchy. Not of This World was a stretch, and only defends permanents you control. You'd probably want this to be an enchantment (or colored artifact) with a one-time use.
Magic Suspension Field 2UU
Enchantment
Flash
When ~ enters the battlefield, exile target instant or sorcery spell. U, sacrifice ~: You may cast the exiled card without paying its mana cost.
Spells don't have abilities, for starters. They only have text.
Negative.
Also, I think using imprint makes it tacky and lack-luster.
You may think it is tacky. Personally I prefer cards that work over cards that doesn't.
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Rules Advisor
I mean, they can have abilities like flashback or cycling, but I don't think that's what you're trying to copy here. You're trying to, for example, copy the "Lightning bolt deals 3 damage to any target" part of Lightning Bolt, correct?
That's not an ability. The comprehensive rules do define what an ability is. You should read them.
But in summary, there are activated, triggered, and static abilities. Instant and sorcery spells first and foremost have text that describes game actions to perform, but these are not 'abilities' in game terms.
Hrm, rather it seems I should read them. I learned something new, at least.
Regardless, you are conflating spell abilities with activated abilities when, historically and practically, it is easier to just create a copy of the spell.
Also, I think using imprint makes it tacky and lack-luster.
HugSeal's design is precisely in line with how Magic has historically used the 'imprint' keyword. It clarifies things for the player when including like abilities among other permanents in a set.
If printed outside the set it probably wouldn't use the 'imprint' term, but the wording would be identical and use of the word wouldn't really qualify as 'tacky' or 'lack-luster'. Those words would be better used to describe a card that haphazardly executes an idea with disregard for good form.
I mean, they can have abilities like flashback or cycling, but I don't think that's what you're trying to copy here. You're trying to, for example, copy the "Lightning bolt deals 3 damage to any target" part of Lightning Bolt, correct?
That's not an ability. The comprehensive rules do define what an ability is. You should read them.
But in summary, there are activated, triggered, and static abilities. Instant and sorcery spells first and foremost have text that describes game actions to perform, but these are not 'abilities' in game terms.
They did quote the exact rule for you that says that text is a Spell Ability. It may not be an Activated, Triggered, or Static ability, but it is an ability nonetheless because the rules says it is.
I do agree that the card, as designed by the OP, is not very well thought out in terms of the rules. And I agree that the Imprint method seems the least "clunky". But saying that Bolt's "Deal 3 Damage" isn't an ability just isn't true.
I do agree that the card, as designed by the OP, is not very well thought out in terms of the rules. And I agree that the Imprint method seems the least "clunky". But saying that Bolt's "Deal 3 Damage" isn't an ability just isn't true.
But "This spell deals 3 damage to any target" isn't an ability a permanent can meaningfully have.
Artifact
Flash
0: Exchange all abilities of ~ with all spell abilities of target instant or sorcery an opponent controls, except they gain activation cost in addition to any of their other costs.
Here is a palette swap of the Chaos-Born Nemesis ability aimed to target spells. It was designed after the Ghostbusters Ghost Trap Box. It effectively steals any spell and turns it into a tap ability, while interestingly enables your opponent to possibly turn their spell into any other spell you might have on the stack for free. I have another one for green (a power toughness exchange spell). Yet another one for black (which is a soul stealing exchange spell that adds 'Pay 2 life' each turn to the soul you steal). And yet another one for lands that exchanges the text from a nonbasic land.
So is this simply meant to be a Spelljack/Isochron Scepter combo on one single card?
There are a few iffy cases with stealing spell abilities on a permanent on top of the broken nature of the card aswell.
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Rules Advisor
It's not Spelljack, because you can't steal player's fancy powerful creatures, or planeswalkers, or other goodies. That alone makes worlds of difference.
Hence why I called it a spelljack/scepter combo.
Is it meant to be a spelljack for instants or sorceries that also acts like a free to activate isochron scepter?
The exchange part does nothing and giving spell abilities to permanents can be iffy and I would go the Isochron Scepter route:
Magic Trap Box
Artifact
Flash
imprint - When MTB enters the battlefield exile target instant or sorcery spell an opponent controls.
:You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
It would still be waaayy too strong imo. A counterspell coupled with card and mana advantage is very strong.
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Any new cool Daretti cards printed in the latest set? Tell me about it!
Rules Advisor
HugSeal's version works, but as stated already an off-color counterspell is sketchy. Not of This World was a stretch, and only defends permanents you control. You'd probably want this to be an enchantment (or colored artifact) with a one-time use.
Magic Suspension Field 2UU
Enchantment
Flash
When ~ enters the battlefield, exile target instant or sorcery spell.
U, sacrifice ~: You may cast the exiled card without paying its mana cost.
- Rabid Wombat
Negative.
Also, I think using imprint makes it tacky and lack-luster.
You may think it is tacky. Personally I prefer cards that work over cards that doesn't.
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Rules Advisor
If this was printed in an Asian-theme set, it would probably be a scroll or a spell tag.
... positive?
I mean, they can have abilities like flashback or cycling, but I don't think that's what you're trying to copy here. You're trying to, for example, copy the "Lightning bolt deals 3 damage to any target" part of Lightning Bolt, correct?
That's not an ability. The comprehensive rules do define what an ability is. You should read them.
But in summary, there are activated, triggered, and static abilities. Instant and sorcery spells first and foremost have text that describes game actions to perform, but these are not 'abilities' in game terms.
Hrm, rather it seems I should read them. I learned something new, at least.
Regardless, you are conflating spell abilities with activated abilities when, historically and practically, it is easier to just create a copy of the spell.
HugSeal's design is precisely in line with how Magic has historically used the 'imprint' keyword. It clarifies things for the player when including like abilities among other permanents in a set.
If printed outside the set it probably wouldn't use the 'imprint' term, but the wording would be identical and use of the word wouldn't really qualify as 'tacky' or 'lack-luster'. Those words would be better used to describe a card that haphazardly executes an idea with disregard for good form.
- Rabid Wombat
I do agree that the card, as designed by the OP, is not very well thought out in terms of the rules. And I agree that the Imprint method seems the least "clunky". But saying that Bolt's "Deal 3 Damage" isn't an ability just isn't true.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
- Rabid Wombat