Various ideas from the Strixhaven set.
They are varied power level wise, and are not meant to be treated as a cycle, just a bunch of ideas i had lying around
Express through Storms is pretty useless. Even in a storm deck, it's better to just play Grapeshot in most of the situations listed on the card. It's useless when you're not already causing the table to scoop.
Neat ideas, but definitely needs some power level and wording tweaks.
Archeologist is a flavor win for what Lorehold does, but the built in "discard then draw" of learn is going to be used more than getting lessons because it just adds more stuff to be cast/reanimated to the graveyard.
NeedsAMedic is right about Express, its too many hoops for not enough reward. I'd say it should untap with no restriction, tap at 5 spells and draw a card at 10.
Your opponents will never choose dissension with built in extort on the card. The vote should be something that only affects the player whose turn it is, so the players other than you and the active player choose between helping you and hurting them.
Creedmoor is right about Harrow. Its strong overloaded, but not 10 mana strong. I could see this at 4BBGG or maybe 3BBGG. Base cost should probably be 2BG also.
The problem with vectoral matrix is that you have to spell out all the possible counters you could put on it in the card text (see Kathril, Aspect Warper) because the game won't recognize "Keyword counters". Its really a cool idea, but I would be super tiny text if you had to use actual game templating for it.
alright, made various changes, as suggested:
Updated mana values on Spiralling Harrow
Changed the way Dissension side of High Class's Diplomacy Works
Completely updated Vectorial Matrix now to work with fractals (I mean fractals and vectors, why didn't I thought of that earlier) and avoid all kind of problems with keyword counters
Also sightly updated Boros card coz, i realised that "Comes into play", should be "Enters the battlefield", don't know why I used old templating there
About storm card:
You guys do realize that this card counts copied spells as well as regular spells into its own count right?
for example:
With a storm count of 10 Grapeshot would copy itself 10 times and end up doing 11 damage.
While express thought storms will copy 10 times too, but when resolving each one will count 11 spells casted and 10 copied so will actually end up drawing you 11 cards and tapping 11 thing, while getting to the untap part only requires a storm count of 25 - any number things copied
I dont see how it is THAT much weaker than other storm spells, sure it is not a finished like grapeshot but it is a nice extender
About storm card:
You guys do realize that this card counts copied spells as well as regular spells into its own count right?
First note I forgot before, this cannot be red/blue hybrid because it doesn't work as a mono-red card due to the card draw. If it rummaged or something that would be fine, but "Draw a card" by itself isn't red. It also needs to be a sorcery to balance for storm at this cost.
The issue with the storm card is that the payoff isn't worth the work you are putting in to get it. Tapping and untapping permanents is negligible, and at ten spells and for four mana I can just get 20 goblins. Your card is basically saying, "If you storm a bunch, now you get to storm a bunch more." rather than "If you storm a bunch, you win." The structure of the card is interesting, its the pay off that's not impressive. Even if the top end made a 1/1 Elemental or something, then it would be a solid reward for the effort.
Try this:
UURR
Sorcery
Create a treasure token. If you have cast or copied ten spells this turn, draw a card. If you have cast or copied twenty-five spells this turn, create a 1/1 blue and red Elemental creature token.
Storm
OR
(U/R)(U/R)(U/R)(U/R)
Sorcery
Create a treasure token. If you have cast or copied ten spells this turn, exile the top card of your library. Until end of turn, you may play that card. If you have cast or copied twenty-five spells this turn, create a 1/1 blue and red Elemental creature token.
Storm
This way, (a) it still has utility if its your only card and you have less than 10 spells, (b) it can enable more storming if needed and (c) if you do co off majorly it will create a board state you can potentially win from.
alright, made various changes, as suggested:
Updated mana values on Spiralling Harrow
Changed the way Dissension side of High Class's Diplomacy Works
Completely updated Vectorial Matrix now to work with fractals (I mean fractals and vectors, why didn't I thought of that earlier) and avoid all kind of problems with keyword counters
Also sightly updated Boros card coz, i realised that "Comes into play", should be "Enters the battlefield", don't know why I used old templating there
About storm card:
You guys do realize that this card counts copied spells as well as regular spells into its own count right?
for example:
With a storm count of 10 Grapeshot would copy itself 10 times and end up doing 11 damage.
While express thought storms will copy 10 times too, but when resolving each one will count 11 spells casted and 10 copied so will actually end up drawing you 11 cards and tapping 11 thing, while getting to the untap part only requires a storm count of 25 - any number things copied
I dont see how it is THAT much weaker than other storm spells, sure it is not a finished like grapeshot but it is a nice extender
It's a storm spell that doesn't start doing anything until you're already going to win. And then, unlike every other storm out, it still doesn't actually win.
So it's a narrow effect, that only goes in 1 deck type, and even there, it doesn't do anything until you're already 100% going to win, and even then, it doesn't actually win. Counting copied spells is the least relevant point here. If I've cast or copied 50 spells in a turn, why do I need to untap 50 permanents? Heck, drawing 50 cards will likely cause me to lose the game even.
The Masterclasses are flavorful, but exiling an extra card to get the effect is a high price for what some of these cards do.
The graduations seem mostly balanced.
As an aside, can you please post text rather than the card mockups? The card images take up a lot of screen space and cannot be copy/pasted if there are edits or corrections we want to show.
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They are varied power level wise, and are not meant to be treated as a cycle, just a bunch of ideas i had lying around
NEW:::
Masterclasses
Graduations
I really like the red white card
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Archeologist is a flavor win for what Lorehold does, but the built in "discard then draw" of learn is going to be used more than getting lessons because it just adds more stuff to be cast/reanimated to the graveyard.
NeedsAMedic is right about Express, its too many hoops for not enough reward. I'd say it should untap with no restriction, tap at 5 spells and draw a card at 10.
Your opponents will never choose dissension with built in extort on the card. The vote should be something that only affects the player whose turn it is, so the players other than you and the active player choose between helping you and hurting them.
Creedmoor is right about Harrow. Its strong overloaded, but not 10 mana strong. I could see this at 4BBGG or maybe 3BBGG. Base cost should probably be 2BG also.
The problem with vectoral matrix is that you have to spell out all the possible counters you could put on it in the card text (see
Kathril, Aspect Warper) because the game won't recognize "Keyword counters". Its really a cool idea, but I would be super tiny text if you had to use actual game templating for it.
Updated mana values on Spiralling Harrow
Changed the way Dissension side of High Class's Diplomacy Works
Completely updated Vectorial Matrix now to work with fractals (I mean fractals and vectors, why didn't I thought of that earlier) and avoid all kind of problems with keyword counters
Also sightly updated Boros card coz, i realised that "Comes into play", should be "Enters the battlefield", don't know why I used old templating there
About storm card:
You guys do realize that this card counts copied spells as well as regular spells into its own count right?
for example:
With a storm count of 10 Grapeshot would copy itself 10 times and end up doing 11 damage.
While express thought storms will copy 10 times too, but when resolving each one will count 11 spells casted and 10 copied so will actually end up drawing you 11 cards and tapping 11 thing, while getting to the untap part only requires a storm count of 25 - any number things copied
I dont see how it is THAT much weaker than other storm spells, sure it is not a finished like grapeshot but it is a nice extender
First note I forgot before, this cannot be red/blue hybrid because it doesn't work as a mono-red card due to the card draw. If it rummaged or something that would be fine, but "Draw a card" by itself isn't red. It also needs to be a sorcery to balance for storm at this cost.
The issue with the storm card is that the payoff isn't worth the work you are putting in to get it. Tapping and untapping permanents is negligible, and at ten spells and for four mana I can just get 20 goblins. Your card is basically saying, "If you storm a bunch, now you get to storm a bunch more." rather than "If you storm a bunch, you win." The structure of the card is interesting, its the pay off that's not impressive. Even if the top end made a 1/1 Elemental or something, then it would be a solid reward for the effort.
Try this:
UURR
Sorcery
Create a treasure token. If you have cast or copied ten spells this turn, draw a card. If you have cast or copied twenty-five spells this turn, create a 1/1 blue and red Elemental creature token.
Storm
OR
(U/R)(U/R)(U/R)(U/R)
Sorcery
Create a treasure token. If you have cast or copied ten spells this turn, exile the top card of your library. Until end of turn, you may play that card. If you have cast or copied twenty-five spells this turn, create a 1/1 blue and red Elemental creature token.
Storm
This way, (a) it still has utility if its your only card and you have less than 10 spells, (b) it can enable more storming if needed and (c) if you do co off majorly it will create a board state you can potentially win from.
It's a storm spell that doesn't start doing anything until you're already going to win. And then, unlike every other storm out, it still doesn't actually win.
So it's a narrow effect, that only goes in 1 deck type, and even there, it doesn't do anything until you're already 100% going to win, and even then, it doesn't actually win. Counting copied spells is the least relevant point here. If I've cast or copied 50 spells in a turn, why do I need to untap 50 permanents? Heck, drawing 50 cards will likely cause me to lose the game even.
MEANWHILE, I added another cycle to the mix, this time we are taking advanced classes.
The graduations seem mostly balanced.
As an aside, can you please post text rather than the card mockups? The card images take up a lot of screen space and cannot be copy/pasted if there are edits or corrections we want to show.