Lotus Keeper1GG
Creature – Human Druid
Metalcraft – As long as you control three or more artifacts, this has ” T : Add three mana of any one color”.
2/2
Blinding LightW
Instant
The next time a source of your choice would deal damage to you or a permanent you control, it deals damage to target permanent you don’t control instead.
White CancelW
Instant
The next time an ability or spell you don’t control would cause you to lose life, you gain 3 life and draw a card instead.
Unwavering FaithW
Instant
The next time a source of your choice would deal damage to you or a permanent you control this turn, it deals 0 damage instead. Draw a card.
Mean Cancel1UU
Instant
Counter target spell. The next spell its controller casts costs 2 more to cast.
Mana BounceU
Instant
Counter target spell with mana value 3 or less. If that spell is countered this way, return it to its owner’s hand instead of putting it into its owner’s graveyard.
Crumbling World1BB
Enchantment
Players can’t gain life.
At the beginning of each player’s end step, if that player hasn’t lost life this turn, that player loses 1 life.
Troop’s Betrayal2BB
Sorcery
Target player loses 1 life for each creature and/or planeswalker they control. You gain that much life.
Deceptive Gamble1B
Sorcery
Search your library for two cards with different names and reveal them, then shuffle your library. An opponent chooses one. Put the chosen card on the top of your library. Put the other in your graveyard.
Wishing Fire2R
Sorcery
Name a card. Reveal the top 3 cards of your library. If the named card is revealed this way, put it in your hand and the rest in your graveyard. Otherwise, this deals 3 damage to any target.
Burning Magic1R
Instant
The next spell you cast this turn has “when you cast this, it deals damage equal to its mana value to any target”.
Delayed Lightning3R
Enchantment
At the beginning of your upkeep, sacrifice this. If you do, this deals 5 damage to any target.
Lightning Hellion4RR
Creature – Hellion
When this enters the battlefield, it deals X damage to each other creature. Where x is the number of creatures on the battlefield.
4/4
Dragon’s Rage2RR
Sorcery
Choose target creature. This deals damage equal to the chosen creature’s power to all creatures. If a creature dealt damage this way would die this turn, exile it instead.
Psych RansomUUBB
Sorcery
Name a nonland card. Target player reveals the top 10 cards of their library. If the named card is among them, you may cast it without paying its mana cost unless its owner pays 5 life. Put the rest of the cards revealed this way in its owner’s graveyard.
Valkyre Reborn1
Sorcery
Exile target creature card from target player’s graveyard. Then creature a white and black 4/4 Valkyre token with flying and lifelink.
Apathy Field
Enchantment
Combat damage don’t cause abilities to trigger.
Ghost AnthemxWB
Enchantment
As an additional cost to cast this, pay X life.
This enters the battlefield with X counters.
Creatures you control get +X/+X, where x is the number of counters on this.
Null Box3
Legendary Artifact
When this enters the battlefield, choose a card type.
Cards on the chosen type entering the battlefield don’t cause abilities to trigger.
Triggered abilities of cards of the chosen type can’t trigger.
Amulet of Protection2
Artifact
If a source you control you deal damage to you, prevent 1 of that damage.
Void Vault3
Artifact
Whenever a player draws a card, they exile a card from their graveyard. If they can’t, this deals 1 damage to them.
Torture Ring2
Artifact
At the beginning of your upkeep, if you have more cards in your hand than any opponent, this deals 2 damage to you.
Discard a card: Target player gains control of this.
Dual land drawbacks
At the beginning of your end step, untap it if it came to the battlefield since the beginning of the turn. (enters tapped)
[name] enters the battlefield tapped unless you control a permanent with converted mana cost 2 or more.
[name] enters the battlefield tapped unless there are no cards in your graveyard.
[name] enters the battlefield tapped unless a permanent you control left the battlefield this turn.
At the beginning of your end step, if you don’t control a plains or an island, this deals 1 damage to you. (enters untapped)
Lotus Keeper1GG
Creature – Human Druid
Metalcraft – As long as you control three or more artifacts, this has ” T : Add three mana of any one color”.
2/2
Blinding LightW
Instant
The next time a source of your choice would deal damage to you or a permanent you control, it deals damage to target permanent you don’t control instead.
This is really hard to judge for two reasons.
1. Mono white has not received damage redirection for a decently long time (I can only think of a tiny number after shining shoal as most of those effects like spitemare, deflecting palm, and boros reckoner are firmly boros) so I'm not positive whether it's in flavor or not.
2. The power level is kind of hard to judge. While it relies on your opponents doing things, this card doesn't have the downside of cards like condemn of actually needing the hated card to attack (you can just redirect damage to a mana dork or utility creature your opponents hold back). I can imagine this card frequently scoring 2-for-1s (whether by redirecting an opponent's bolt to one of their creature or by allowing what should be a fair combat trade to kill off two of your opponent's creatures and none of your own), which puts this card in the vague ball park of swords to plowshares in formats like pioneer or historic... not exactly a good power level to shoot for in most cases.
White CancelW
Instant
The next time an ability or spell you don’t control would cause you to lose life, you gain 3 life and draw a card instead.
This card, meanwhile, seems perfectly fair. It's a cantrip that blanks a single effect and comes with minor life gain. It's weak enough that I don't know how much play it would really see.
Unwavering FaithW
Instant
The next time a source of your choice would deal damage to you or a permanent you control this turn, it deals 0 damage instead. Draw a card.
Mean Cancel1UU
Instant
Counter target spell. The next spell its controller casts costs 2 more to cast.
To prevent memory issues, it would likely have to be increase the cost of the next spell the controller cases this turn. Otherwise, I can't imagine something like this seeing the light of day.
Mana BounceU
Instant
Counter target spell with mana value 3 or less. If that spell is countered this way, return it to its owner’s hand instead of putting it into its owner’s graveyard.
While I think it would see a fair deal of play, I think that this thing is relatively reasonable.
Crumbling World1BB
Enchantment
Players can’t gain life.
At the beginning of each player’s end step, if that player hasn’t lost life this turn, that player loses 1 life.
Deceptive Gamble1B
Sorcery
Search your library for two cards with different names and reveal them, then shuffle your library. An opponent chooses one. Put the chosen card on the top of your library. Put the other in your graveyard.
I mean, it's broken? Like, transparently broken.
1. Only two choices rather than 3-4 means that it is much easier for players to set up a no-win scenario (such as forcing opponents to either give them a creature or a reanimation spell for that creature).
2. Putting the others into the graveyard rather than exiling them or shuffling them back into the library means that this card will often act like a double demonic tutor. The fact that black is the color of reanimation (as mentioned above) does not help things.
3. While punisher mechanics are typically weaker than the original (Letting your opponent choose the creature if they have kill or the reanimation spell if they have tormod's crypt, for example) but it is still too powerful to print.
Wishing Fire2R
Sorcery
Name a card. Reveal the top 3 cards of your library. If the named card is revealed this way, put it in your hand and the rest in your graveyard. Otherwise, this deals 3 damage to any target.
What happens if you reveal multiple cards with the chosen name? If it adds all of them... that's still okay. While the dream of adding three mountains to your hand for 3 is decent, it will often be a bad burn spell or a bad mana search spell. Seems fair.
Lightning Hellion4RR
Creature – Hellion
When this enters the battlefield, it deals X damage to each other creature. Where x is the number of creatures on the battlefield.
4/4
chain reaction on a body? Huh... It doesn't combo too well with Feldon or anything so I'm not seeing much harm here.
Dragon’s Rage2RR
Sorcery
Choose target creature. This deals damage equal to the chosen creature’s power to all creatures. If a creature dealt damage this way would die this turn, exile it instead.
Psych RansomUUBB
Sorcery
Name a nonland card. Target player reveals the top 10 cards of their library. If the named card is among them, you may cast it without paying its mana cost unless its owner pays 5 life. Put the rest of the cards revealed this way in its owner’s graveyard.
Again, you need to use language to specify what happens if more than one card with the chosen name is revealed (such as saying "you may cast a card with the chosen name from among those cards without paying its...". As normal, punisher effects tend to be pretty fair.
Valkyre Reborn1
Sorcery
Exile target creature card from target player’s graveyard. Then creature a white and black 4/4 Valkyre token with flying and lifelink.
A substantially bigger shamble back, huh? Think you meant to say "create" instead of "creature" but this card otherwise falls into what is possible... if just barely.
Ghost AnthemxWB
Enchantment
As an additional cost to cast this, pay X life.
This enters the battlefield with X counters.
Creatures you control get +X/+X, where x is the number of counters on this.
So... a more flexible and efficient anthem/collective blessing in B/W? Probably isn't overpowered.
Null Box3
Legendary Artifact
When this enters the battlefield, choose a card type.
Cards on the chosen type entering the battlefield don’t cause abilities to trigger.
Triggered abilities of cards of the chosen type can’t trigger.
I get the distinct impression that this card would be abused in some way (Images of lotus fields, phryexian dreadnought and the like come to mind). 3 mana is certainly more than what amulet of vigor costs, though there is precedent for 3-mana artifacts making games miserable as well (trinisphere, for example). I imagine that this is the type of card that wizards may take a gamble on, though I would not bat an eye if it was banned later on.
Torture Ring2
Artifact
At the beginning of your upkeep, if you have more cards in your hand than any opponent, this deals 2 damage to you.
Discard a card: Target player gains control of this.
At the beginning of your end step, untap it if it came to the battlefield since the beginning of the turn. (enters tapped)
[name] enters the battlefield tapped unless you control a permanent with converted mana cost 2 or more.
[name] enters the battlefield tapped unless there are no cards in your graveyard.
[name] enters the battlefield tapped unless a permanent you control left the battlefield this turn.
At the beginning of your end step, if you don’t control a plains or an island, this deals 1 damage to you. (enters untapped)
1. Would be more powerful for the blue multi-lands as it would enable counter magic to be open, which probably isn't the best.
2. Would need to specify "nonland permanent" to avoid the obvious workaround. Not sure about this otherwise.
3. Doesn't seem too different from the fastland cycle unless you have a mechanic like Escape in a set.
4 Ooh, Revolt lands. This would actually be pretty nice for an innistrad set.
5. So... painlands that hurt you even if you cast nothing... but they eventually stop hurting you. Seems pretty darn powerful but I can appreciate the design.
Blinding Light is fine in mono-white, since Boros Reckoner and Spitemare are red/white hybrid, the ability can fit in mono white or mono red without requiring both colors. Not being able to hit players means its fine power-wise as well.
Deceptive Gamble needs to be worded so that the opponent chooses the card to be put into the graveyard. Whenever you search your library for a card with a specific quality (here, a different name) you always have the option not to find it. As currently written, you can search a card and "not find" another one with a different name, and then your opponent has to choose the one you did find to put into your hand.
Wishing Fire needs to exile the cards and they be castable until end of turn or end of next turn. Red doesn't do straight-to-hand card advantage like that.
Valkyre Reborn is WAAAY undercosted.
The revolt lands need to not have basic land types if they are in an environment with fetches.
Deceptive Gamble: I had a feeling that it was too good and undercosted.
Dual land 1: I could add a life loss like this (two life would make it worse than shocklands)
At the beginning of your end step you may pay 1 life if it came to the battlefield since the beginning of the turn. If you do, untap it.
Apathy Field: I thought this could be a 2 mana mono white cleric or priest.
Burning Magic 1R
Instant
The next spell you cast this turn has “when you cast this, it deals damage equal to its mana value to any target”.
The spell has "When you CAST THIS SPELL,..." It triggers when you cast the spell and resolves as an ability separate from the spell.
You get the extra turn from Emrakul even if it's countered. The exact same thing happens here. Make a post in the rules forum if you don't believe me. I'm not going to argue this in someone else's thread.
I didn't think about the rules for Burning Magic. The idea for how it works came from overmaster. I think there is an issue with "resolve" because some cards had this rules about the spell resolving, which was later removed from the text.
Valkyre Reborn: too cheap, yes. I thought that having to have to exile target creature from a player's graveyard could offset the low mana value of it.
There is a drawback for a dual land that I forgot to mention. Negative scry. The temple cycle gives you scry. Negative scry would do the opposite, you choose between having the land enter untapped and giving scry for every opponent or having it enter tapped iwth no additional penalties.
Burning Magic 1R
Instant
The next spell you cast this turn has “when you cast this, it deals damage equal to its mana value to any target”.
The spell has "When you CAST THIS SPELL,..." It triggers when you cast the spell and resolves as an ability separate from the spell.
You get the extra turn from Emrakul even if it's countered. The exact same thing happens here. Make a post in the rules forum if you don't believe me. I'm not going to argue this in someone else's thread.
No, it's granting lines of text to the next spell.
Overmaster is a delayed trigger effect, because it doesn't say, "The next spell gains these lines of text".
It says, "The next spell is subject to these lines of text right here."
No, it's granting lines of text to the next spell.
Overmaster is a delayed trigger effect, because it doesn't say, "The next spell gains these lines of text".
It says, "The next spell is subject to these lines of text right here."
You are slightly right but mostly wrong.
It is granting lines of text to the next spell, but the lines it grants are a triggered ability that triggers when that spell is cast. So if you cast Lightning Bolt next the bolt will effectively say.
Lightning Bolt R
Instant
When you cast this, it deals damage equal to its mana value to any target.
Lightning Bolt deals 3 damage to ant target.
As anyone who plays magic understands, because it is a triggered ability, it goes on the stack after the lightning bolt is cast and, because it went on the stack above the bolt, it resolves before the bolt.
At triggered ability has a specific rules definition,
In the same vein, Overmaster doesn't create a "delayed trigger" because nothing goes on the stack from Overmaster the next time a spell is cast. It just creates a static effect that prevents the next instant or sorcery spell that turn from being countered. If it were a trigger, the other player could simply respond to it by countering the effected spell before the triggered ability made it uncounterable.
I recommend you review the rules further and maybe, I dunno, play the game before you argue with people about how Magic works.
You've changed the functionality with that edit. Now you CAN counter the damage by countering the targeted spell.
Compare this to Refuse // Cooperate. It should probably cost at least as much as Refuse since it's more versatile.
I just realized that counterspell and copy spell are always cast AFTER target spell. What if
Burning Magic1R
Instant
[name] deals x damage to any target, where x is target spell's mana value.
This way you can repond to some other spell you didn't cast.
You could actually use the same template as Teach By Example, which would avoid the issues of adding the text to the spell (I'm not sure if that would actually work or not, since the spell has to be cast to have the text, but the ability in the text triggers when its cast). Teach By Example set up an actual delayed trigger so the same thing could be used here.
Burning Magic 1R
Instant
When you cast your next spell this turn, that spell deals damage equal to its mana value to any target.
As to costing, Refuse // Cooperate costs a premium because its essentially not costing you a card since you can play the second half later in the game. 1R or RR is probably right for this sort of effect, since it can hit more targets but only off spells you cast and doesn't have the aftermath card advantage.
You've changed the functionality with that edit. Now you CAN counter the damage by countering the targeted spell.
Compare this to Refuse // Cooperate. It should probably cost at least as much as Refuse since it's more versatile.
I was going to say, I see what you mean with the [When you cast this spell] added, but it still shouldn't be that way.
The original function would want to be apart, such as,
Up to once this turn, Burning Magic deals damage to any target equal to the converted mana cost of the next spell you cast this turn.
[Up to once anytime this turn] possibly for coherence of the time lapse
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Creature – Human Druid
Metalcraft – As long as you control three or more artifacts, this has ” T : Add three mana of any one color”.
2/2
Blinding Light W
Instant
The next time a source of your choice would deal damage to you or a permanent you control, it deals damage to target permanent you don’t control instead.
White Cancel W
Instant
The next time an ability or spell you don’t control would cause you to lose life, you gain 3 life and draw a card instead.
Unwavering Faith W
Instant
The next time a source of your choice would deal damage to you or a permanent you control this turn, it deals 0 damage instead. Draw a card.
Mean Cancel 1UU
Instant
Counter target spell. The next spell its controller casts costs 2 more to cast.
Mana Bounce U
Instant
Counter target spell with mana value 3 or less. If that spell is countered this way, return it to its owner’s hand instead of putting it into its owner’s graveyard.
Crumbling World 1BB
Enchantment
Players can’t gain life.
At the beginning of each player’s end step, if that player hasn’t lost life this turn, that player loses 1 life.
Troop’s Betrayal 2BB
Sorcery
Target player loses 1 life for each creature and/or planeswalker they control. You gain that much life.
Deceptive Gamble 1B
Sorcery
Search your library for two cards with different names and reveal them, then shuffle your library. An opponent chooses one. Put the chosen card on the top of your library. Put the other in your graveyard.
Wishing Fire 2R
Sorcery
Name a card. Reveal the top 3 cards of your library. If the named card is revealed this way, put it in your hand and the rest in your graveyard. Otherwise, this deals 3 damage to any target.
Burning Magic 1R
Instant
The next spell you cast this turn has “when you cast this, it deals damage equal to its mana value to any target”.
Delayed Lightning 3R
Enchantment
At the beginning of your upkeep, sacrifice this. If you do, this deals 5 damage to any target.
Lightning Hellion 4RR
Creature – Hellion
When this enters the battlefield, it deals X damage to each other creature. Where x is the number of creatures on the battlefield.
4/4
Dragon’s Rage 2RR
Sorcery
Choose target creature. This deals damage equal to the chosen creature’s power to all creatures. If a creature dealt damage this way would die this turn, exile it instead.
Psych Ransom UUBB
Sorcery
Name a nonland card. Target player reveals the top 10 cards of their library. If the named card is among them, you may cast it without paying its mana cost unless its owner pays 5 life. Put the rest of the cards revealed this way in its owner’s graveyard.
Valkyre Reborn 1
Sorcery
Exile target creature card from target player’s graveyard. Then creature a white and black 4/4 Valkyre token with flying and lifelink.
Apathy Field
Enchantment
Combat damage don’t cause abilities to trigger.
Ghost Anthem xWB
Enchantment
As an additional cost to cast this, pay X life.
This enters the battlefield with X counters.
Creatures you control get +X/+X, where x is the number of counters on this.
Null Box 3
Legendary Artifact
When this enters the battlefield, choose a card type.
Cards on the chosen type entering the battlefield don’t cause abilities to trigger.
Triggered abilities of cards of the chosen type can’t trigger.
Amulet of Protection 2
Artifact
If a source you control you deal damage to you, prevent 1 of that damage.
Void Vault 3
Artifact
Whenever a player draws a card, they exile a card from their graveyard. If they can’t, this deals 1 damage to them.
Torture Ring 2
Artifact
At the beginning of your upkeep, if you have more cards in your hand than any opponent, this deals 2 damage to you.
Discard a card: Target player gains control of this.
Dual land drawbacks
Perfectly balanced.
Heck, you could probably get away with a birds of paradise / noble hierarch type build for MV 1.
This is really hard to judge for two reasons.
1. Mono white has not received damage redirection for a decently long time (I can only think of a tiny number after shining shoal as most of those effects like spitemare, deflecting palm, and boros reckoner are firmly boros) so I'm not positive whether it's in flavor or not.
2. The power level is kind of hard to judge. While it relies on your opponents doing things, this card doesn't have the downside of cards like condemn of actually needing the hated card to attack (you can just redirect damage to a mana dork or utility creature your opponents hold back). I can imagine this card frequently scoring 2-for-1s (whether by redirecting an opponent's bolt to one of their creature or by allowing what should be a fair combat trade to kill off two of your opponent's creatures and none of your own), which puts this card in the vague ball park of swords to plowshares in formats like pioneer or historic... not exactly a good power level to shoot for in most cases.
This card, meanwhile, seems perfectly fair. It's a cantrip that blanks a single effect and comes with minor life gain. It's weak enough that I don't know how much play it would really see.
Similarly reasonable.
To prevent memory issues, it would likely have to be increase the cost of the next spell the controller cases this turn. Otherwise, I can't imagine something like this seeing the light of day.
While I think it would see a fair deal of play, I think that this thing is relatively reasonable.
A much slower sulfuric vortex. I mean, sure?
A super fair card. You could probably even say "each opponent" for that mana value.
I mean, it's broken? Like, transparently broken.
1. Only two choices rather than 3-4 means that it is much easier for players to set up a no-win scenario (such as forcing opponents to either give them a creature or a reanimation spell for that creature).
2. Putting the others into the graveyard rather than exiling them or shuffling them back into the library means that this card will often act like a double demonic tutor. The fact that black is the color of reanimation (as mentioned above) does not help things.
3. While punisher mechanics are typically weaker than the original (Letting your opponent choose the creature if they have kill or the reanimation spell if they have tormod's crypt, for example) but it is still too powerful to print.
What happens if you reveal multiple cards with the chosen name? If it adds all of them... that's still okay. While the dream of adding three mountains to your hand for 3 is decent, it will often be a bad burn spell or a bad mana search spell. Seems fair.
Seems fair.
Again, seems like a fair magic card.
chain reaction on a body? Huh... It doesn't combo too well with Feldon or anything so I'm not seeing much harm here.
A totally fair, if boring, red wrath.
Again, you need to use language to specify what happens if more than one card with the chosen name is revealed (such as saying "you may cast a card with the chosen name from among those cards without paying its...". As normal, punisher effects tend to be pretty fair.
A substantially bigger shamble back, huh? Think you meant to say "create" instead of "creature" but this card otherwise falls into what is possible... if just barely.
Fascinating ability. While it may seem redundant, I would specify "Creatures dealing combat damage doesn't..."
So... a more flexible and efficient anthem/collective blessing in B/W? Probably isn't overpowered.
I get the distinct impression that this card would be abused in some way (Images of lotus fields, phryexian dreadnought and the like come to mind). 3 mana is certainly more than what amulet of vigor costs, though there is precedent for 3-mana artifacts making games miserable as well (trinisphere, for example). I imagine that this is the type of card that wizards may take a gamble on, though I would not bat an eye if it was banned later on.
If thunderstaff were produced today, this is probably what it would look like. No problem with it.
A fun little thing. I like it.
Probably fine.
1. Would be more powerful for the blue multi-lands as it would enable counter magic to be open, which probably isn't the best.
2. Would need to specify "nonland permanent" to avoid the obvious workaround. Not sure about this otherwise.
3. Doesn't seem too different from the fastland cycle unless you have a mechanic like Escape in a set.
4 Ooh, Revolt lands. This would actually be pretty nice for an innistrad set.
5. So... painlands that hurt you even if you cast nothing... but they eventually stop hurting you. Seems pretty darn powerful but I can appreciate the design.
Blinding Light is fine in mono-white, since Boros Reckoner and Spitemare are red/white hybrid, the ability can fit in mono white or mono red without requiring both colors. Not being able to hit players means its fine power-wise as well.
Deceptive Gamble needs to be worded so that the opponent chooses the card to be put into the graveyard. Whenever you search your library for a card with a specific quality (here, a different name) you always have the option not to find it. As currently written, you can search a card and "not find" another one with a different name, and then your opponent has to choose the one you did find to put into your hand.
Wishing Fire needs to exile the cards and they be castable until end of turn or end of next turn. Red doesn't do straight-to-hand card advantage like that.
Valkyre Reborn is WAAAY undercosted.
The revolt lands need to not have basic land types if they are in an environment with fetches.
Dual land 1: I could add a life loss like this (two life would make it worse than shocklands)
At the beginning of your end step you may pay 1 life if it came to the battlefield since the beginning of the turn. If you do, untap it.
Apathy Field: I thought this could be a 2 mana mono white cleric or priest.
Otherwise, a person knows to counter the next spell, and the desired effect with it won't resolve either.
Ex.
Burning Magic deals damage to any target equal to the mana value of the last spell you cast this turn.
This is not how it works. The delayed trigger will go on the stack when the next spell is cast and resolve independently of the spell.
It says, "The next spell you cast has, "blaaaaaa".
Which is granting the next spell you cast that ability, not the context of a separate effect by any means.
No different than "Put a creature with "blaaaaa". An effect that is not separate from the card that gains "blaaaaaa".
Instant
The next spell you cast this turn has “when you cast this, it deals damage equal to its mana value to any target”.
The spell has "When you CAST THIS SPELL,..." It triggers when you cast the spell and resolves as an ability separate from the spell.
You get the extra turn from Emrakul even if it's countered. The exact same thing happens here. Make a post in the rules forum if you don't believe me. I'm not going to argue this in someone else's thread.
Valkyre Reborn: too cheap, yes. I thought that having to have to exile target creature from a player's graveyard could offset the low mana value of it.
There is a drawback for a dual land that I forgot to mention. Negative scry. The temple cycle gives you scry. Negative scry would do the opposite, you choose between having the land enter untapped and giving scry for every opponent or having it enter tapped iwth no additional penalties.
No, it's granting lines of text to the next spell.
Overmaster is a delayed trigger effect, because it doesn't say, "The next spell gains these lines of text".
It says, "The next spell is subject to these lines of text right here."
You are slightly right but mostly wrong.
It is granting lines of text to the next spell, but the lines it grants are a triggered ability that triggers when that spell is cast. So if you cast Lightning Bolt next the bolt will effectively say.
Lightning Bolt R
Instant
When you cast this, it deals damage equal to its mana value to any target.
Lightning Bolt deals 3 damage to ant target.
As anyone who plays magic understands, because it is a triggered ability, it goes on the stack after the lightning bolt is cast and, because it went on the stack above the bolt, it resolves before the bolt.
At triggered ability has a specific rules definition,
In the same vein, Overmaster doesn't create a "delayed trigger" because nothing goes on the stack from Overmaster the next time a spell is cast. It just creates a static effect that prevents the next instant or sorcery spell that turn from being countered. If it were a trigger, the other player could simply respond to it by countering the effected spell before the triggered ability made it uncounterable.
I recommend you review the rules further and maybe, I dunno, play the game before you argue with people about how Magic works.
Burning Magic 1R
Instant
[name] deals x damage to any target, where x is target spell's mana value.
This way you can repond to some other spell you didn't cast.
Compare this to Refuse // Cooperate. It should probably cost at least as much as Refuse since it's more versatile.
You could actually use the same template as Teach By Example, which would avoid the issues of adding the text to the spell (I'm not sure if that would actually work or not, since the spell has to be cast to have the text, but the ability in the text triggers when its cast). Teach By Example set up an actual delayed trigger so the same thing could be used here.
Burning Magic 1R
Instant
When you cast your next spell this turn, that spell deals damage equal to its mana value to any target.
As to costing, Refuse // Cooperate costs a premium because its essentially not costing you a card since you can play the second half later in the game. 1R or RR is probably right for this sort of effect, since it can hit more targets but only off spells you cast and doesn't have the aftermath card advantage.
I was going to say, I see what you mean with the [When you cast this spell] added, but it still shouldn't be that way.
The original function would want to be apart, such as,
Up to once this turn, Burning Magic deals damage to any target equal to the converted mana cost of the next spell you cast this turn.
[Up to once anytime this turn] possibly for coherence of the time lapse