I think Rift Through Spacetime could be improved by saying "Shuffle your library, then for each Mountain returned this way, exile the top card of your library. Put each permanent card exiled this way onto the battlefield." With this version you only have to shuffle your library once.
Desire might be fine making B instead of BB. It's a little too upfront about being a card for degenerate combo decks to find their Ad Nauseam, and I don't much like that you only need three swamps to net a profit.
Judge only destroys things when you've returned a plains, right? (And destroys things many times in the case of regeneration, I suppose?) Else it'd be a five mana Planar Cleansing with upside; I wonder if the card would be fine if you exiled one nonland permanent for each plains returned.
Right, but the point is that it's not as adaptable as other keywords.
The potential is incredibly limited, and it tempts a person to go far out of the way to try to do something fancy or new with it.
No, the point is his whole purpose was to create cards with the existing ability, not create something new. Your post was unhelpful and completely off the topic at hand.
To the spells themselves, I dislike the lack of consistency in how the effects are carried out. The Black and White ones have effects that do something regardless of how you sweep, but sweeping makes them better and I like that usage of the land returning as a sort of "kicker" to an effect. Green/Red/Blue, on the other hand, aren't that exciting (especially Green, which doesn't make sense to me as an effect that is worth playing).
The challenge of Sweep is that it sets you back on board so much if you maximize it, that the payoff has to be BIG. Your first two accomplish that, but the rest don't.
To the spells themselves, I dislike the lack of consistency in how the effects are carried out. The Black and White ones have effects that do something regardless of how you sweep, but sweeping makes them better and I like that usage of the land returning as a sort of "kicker" to an effect. Green/Red/Blue, on the other hand, aren't that exciting (especially Green, which doesn't make sense to me as an effect that is worth playing).
The challenge of Sweep is that it sets you back on board so much if you maximize it, that the payoff has to be BIG. Your first two accomplish that, but the rest don't.
I can't agree on the assement of the powerlevel of the green one. Green and Black seem to me incredibly powerful. Black puts Dark Petition to shame and that's already a very powerful card. It's basically Rain of Filth and dark petition stapled together and that is insanely powerful. And green isn't far off that in terms of ritual potential. At 6 lands it's dark ritual. With any sort of mana doubling effect it's a cheaper palinchron. I don't know if that would make it good enough for anything but generating that much mana is something that always scares me. The beauty of the green one is that unless it's countered it doesn't set your board back at all. It's actually a really clever design for a green ritual, I just get antsy designing big rituals. Compare it to Brass's Bounty, while you can't carry the mana between turns 4 is a lot less than 7.
I like the black and white ones (and, yes, black is very powerful, probably should be 3BBB or 4BB) because they do something regardless how much you sweep. Black should actually be formatted:
Desire upon Morals 3BB
Sorcery - Arcane
Search your library for a card, put that card into your hand, then shuffle. Sweep — Return any number of Swamps you control to their owner's hand. For each Swamp returned this way add BB.
Green, yes it ramps you 1 mana with 5 lands out, but mana-doublers are already powerful without this effect. Unless you're looking for lots of landfall triggers, this just isnt worth it for the cost. I'd like to see it have a static effect on the game at base cost, and then bonus for how much you sweep.
The blue one is close, but I'd like it better if it got the spell recursion regardless and then the sweeping islands was an opportunity to find something you could choose to take or not.
Thought over Matter
Sorcery - Arcane Sweep - Return any number of Islands you control to their owner's hand. Each opponent mills three cards for each Island returned this way.
Choose an instant or sorcery card in an opponent's graveyard. You may cast that card without paying its mana cost.
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Why not something like,
As long as you control 4 lands or less, you may return a LAND TYPE to your hand. If you do, BIG MODEST EFFECT.
Maybe will need, "cast for free". To ride a primary effect and cost to go with it.
Sweep is an existing ability and that is how it works
Desire might be fine making B instead of BB. It's a little too upfront about being a card for degenerate combo decks to find their Ad Nauseam, and I don't much like that you only need three swamps to net a profit.
Judge only destroys things when you've returned a plains, right? (And destroys things many times in the case of regeneration, I suppose?) Else it'd be a five mana Planar Cleansing with upside; I wonder if the card would be fine if you exiled one nonland permanent for each plains returned.
Right, but the point is that it's not as adaptable as other keywords.
The potential is incredibly limited, and it tempts a person to go far out of the way to try to do something fancy or new with it.
No, the point is his whole purpose was to create cards with the existing ability, not create something new. Your post was unhelpful and completely off the topic at hand.
To the spells themselves, I dislike the lack of consistency in how the effects are carried out. The Black and White ones have effects that do something regardless of how you sweep, but sweeping makes them better and I like that usage of the land returning as a sort of "kicker" to an effect. Green/Red/Blue, on the other hand, aren't that exciting (especially Green, which doesn't make sense to me as an effect that is worth playing).
The challenge of Sweep is that it sets you back on board so much if you maximize it, that the payoff has to be BIG. Your first two accomplish that, but the rest don't.
I can't agree on the assement of the powerlevel of the green one. Green and Black seem to me incredibly powerful. Black puts Dark Petition to shame and that's already a very powerful card. It's basically Rain of Filth and dark petition stapled together and that is insanely powerful. And green isn't far off that in terms of ritual potential. At 6 lands it's dark ritual. With any sort of mana doubling effect it's a cheaper palinchron. I don't know if that would make it good enough for anything but generating that much mana is something that always scares me. The beauty of the green one is that unless it's countered it doesn't set your board back at all. It's actually a really clever design for a green ritual, I just get antsy designing big rituals. Compare it to Brass's Bounty, while you can't carry the mana between turns 4 is a lot less than 7.
Desire upon Morals 3BB
Sorcery - Arcane
Search your library for a card, put that card into your hand, then shuffle.
Sweep — Return any number of Swamps you control to their owner's hand. For each Swamp returned this way add BB.
Green, yes it ramps you 1 mana with 5 lands out, but mana-doublers are already powerful without this effect. Unless you're looking for lots of landfall triggers, this just isnt worth it for the cost. I'd like to see it have a static effect on the game at base cost, and then bonus for how much you sweep.
The blue one is close, but I'd like it better if it got the spell recursion regardless and then the sweeping islands was an opportunity to find something you could choose to take or not.
Thought over Matter
Sorcery - Arcane
Sweep - Return any number of Islands you control to their owner's hand. Each opponent mills three cards for each Island returned this way.
Choose an instant or sorcery card in an opponent's graveyard. You may cast that card without paying its mana cost.