Impulsive Wish Sorcery
As you cast Impulsive Wish, you may exile the top four cards of your library.
Put a random card you own from exile into your hand. He wished for disgrace, but not for the means to foresee his own.
Final version.
Enables repeatable flush of cards off the top, to enable [something better than nothing] option, at the cost of random success probability increase.
Can be used to 'cut the fat' of excess content that might be of little to no use.
Uses unique 'place outside of the game' context to enable use with other wishes.
Impulsive Wish Sorcery
As you cast Impulsive Wish, you may place the top four cards of your library outside of the game.
Put a random card placed outside of the game by a card named Impulsive Wish into your hand. He wished for disgrace, but not for the means to foresee his own.
As a random card its not worth more than 1 mana. Also Wish has a fairly specific meaning in magic. Using it for something thst isn't a wish while possible shouldn't be done.
Also, you need to learn templating so you can template your cards to function the way you want them to. Not exiled with ~ but exiled by a card named ~.
I don't agree with the one mana gig, even if it is random. Although, it is possible also; especially with the 'outside of the game' clause, since there's no way to get those cards back (via something like Sway of the Stars).
There are plenty of ways to copy it and have the effect go haywire.
I would reduce it to one not for that reason, but for the uniqueness of being the first single mana wish card.
I have given a decent amount of brainpower in how this should be explained.
Reap, I want you to meet maggot carrier. If Maggot Carrier enters the battlefield, each player loses 1 life. If a player plays a second maggot carrier when the first is still on the battlefield, I think that we can agree that each player loses another 1 life. Even though the first maggot carrier reads "when maggot carrier enters the battlefield", we know that it is not triggered a second time when another card named maggot carrier enters the battlefield as well. For all intents and purposes, the card means "Whenever THIS CARD enters the battlefield".
In all cases where a card refers to CARDNAME and not to "a card/permanent/creature named CARDNEAME", we can plug in the words THIS CARD and get the functionality of that card. That is how the rules of this game work and having some cards function like this and not others would be too confusing.
With that in mind, consider your card
I assume your intent is that the first casting gets one of four cards, the second gets one of the remaining three, and so on. Because you don't say "a card named impulsive wish", this is what your card actually does.
Impulsive Wish
Sorcery
The first time you cast this card, exile the top four cards of your library.
Put a random card exiled with this card into your hand.
The first time you cast an Impulsive wish, you exile 3 of the top 4 cards of your library at random and put the 4th into your hand. Or, put differently, you made a vastly worse Thought Scour.
The second time you cast an Impulsive wish, meanwhile, you exile 3 of the top 4 cards of your library at random and put the 4th into your hand. Or, put differently, you made a vastly worse Thought Scour.
Yeah, the exact same thing happens. That is what happens when you say "impulsive wish" instead of "a card named impulsive wish". I am feeding you the literal cause and effect of your wording choice.
To reiterate:
1. The exact card effect you want IS possible.
2. The language needs to change in order to give that effect.
3. Staying in line with linguistic guidelines of MTG creates consistency between cards to increase immediate readability of cards.
4. If you are feeling that "creativity" is being sacrificed, that would suggest that the desired end result is not possible. Again, the end result is possible. Using incorrect language is not "creative".
I don't agree with the one mana gig, even if it is random. Although, it is possible also; especially with the 'outside of the game' clause, since there's no way to get those cards back (via something like Sway of the Stars).
There are plenty of ways to copy it and have the effect go haywire.
I would reduce it to one not for that reason, but for the uniqueness of being the first single mana wish card.
Rosy gave the reasoning why the card didn't work above. Its a well-explained read, so I encourage you to review it so you can be good at designing cards.
Now to apply the corrections:
Impulsive Wish 1(U/R)
Sorcery
As you cast Impulsive Wish, if it is the first time you've cast a card name Impulsive wish this game, you may exile the top four cards of your library.
Put a random card exiled by a card named Impulsive Wish into your hand.
There. Its fixed and works like you intended. Its not that hard.
That said, the card still isn't good because you are just getting a random card for 2 mana, which is no better than drawing a card, and drawing a card generally costs U and still has an upside, like Opt.
If your card let you choose one of the four cards to put into your hand, then it would be right in Blue for 2 mana, since its basically Anticipate, though not for Red because red doesn't get that quality of filtered drawing..
Name is implied in the context. I honestly think the standard composure probably should be simplified to this context.
This is not even an argument.
A bunch of nothing on the misinterpreted context, but nothing on the functionality of the design itself as it's implied to work.
Thats all fine and dandy but milling your entire library and discarding your hand is too steep a cost for tutoring any card in the history of magic. If your confused you just have to read the subtext implied by the wording use. Obviously when you say exile the top four the context of the first time implies thst it is meant to exile cards before you build your deck so it exiles your entire deck. Also random in this instance is implies that you use a random number generator that had a 99.99% chance to choose the specific card you want. This being such a powerful effect its obviously implied that you have to discard your entire hand when using this effect. Honestly its just far too much for 1 mana with the implied formating of this hybrid mana meaning you have to spend one red or blue mana as opposed to the standard 1 and RorU.
The dynamics of this card would be expanded if you added the versatility of interaction through giving it toughness so allowing the obvious interaction of burn spells being able to counter it. Then obviously it could add power so it also deals damage on resolution or upon being countered so you don't lose value when your opponent takes advantage of this new interation.
Name is implied in the context. I honestly think the standard composure probably should be simplified to this context.
This is not even an argument.
A bunch of nothing on the misinterpreted context, but nothing on the functionality of the design itself as it's implied to work.
Tell you what. We will talk about the functionality of the design once it actually functions.
We do not operate on what something is "intended" or "implied" to do.
We talk about what it does.
"It works except for the technicalities" = "it doesn't work".
Address the technicalities. Make it work.
You are not being creative for making it not work when told how to do so. You are being lazy and obstinate.
I feel that I need to outline exactly how stupid this is with an example:
What you are doing is the equivalent of handing a napkin-drawn picture of a car with jet engines on it over to an engineer and asking how fast it would go. When informed that your napkin jet-car would explode instantly, you are saying "You know what I mean. Other than the technicalities of the engineering flaws, how fast would it go?" The engineer told you how fast it would go. The car would go 0 miles per hour. The car would explode. The actual speed of a jet-mounted car would depend on the specifics of the design and you designed incorrectly. Seeking criticism and commentary on the speed of a car design that would not function is an absolute waste of breath and brain cells. You are not "creative" or "innovative" for making a car design that does not work.
You are not innovative for making card designs that do not follow the rules. You display no understanding for why the rules are the way that they are and so your recommendations that the rules be changed thus have no water. In fact, I would say that you have failed to even argue for rules to be changed as you have no ability to identify what rules you want changed, do not know how you want the rules changed, and do not care what the implications for changing those rules would be within the game. You are seeking criticism on your card that ignore "technicalities" (AKA RULES!!!) that make your card not work and that is an utterly meaningless request.
The sad thing is that you would get THE EXACT CRITICISM YOU ARE LOOKING FOR if you fixed up the technicalities. If you fixed the card to work within the bounds of the work, then we would start talking about the merit of the card effect itself instead of the myriad flaws that keep the card from working in the first place. The request to skip that functional first step and look at the card effect first, though... that is simply not happening.
I cast this spell, and I get a random card from my deck. How is this any different than a spell that just says "draw a card?" Seems unnecessarily complex for what is basically drawing a card.
Thanks for your Calvin and Hobbs explanation. But you realize if you turned that in to your teacher you would get an F.
It's different in that it also can 'cut the fat' of additional contents that might not be of any use anymore. The ability to thin the deck in this way give it a strong tactical edge over the traditional "draw a card".
It also works with other wish cards, so say you can get back something that's favorable to you.
Burning Wish >> to get back Banefire >> over Demonfire (sideboarded) >> because you have cards in your hand and can't breach Hellbent, but you do have the mana to reach 5 still.
Thanks for your Calvin and Hobbs explanation. But you realize if you turned that in to your teacher you would get an F.
Same as your card designs when you hand in something that doesn't work you can't just ask the teacher to grade it as it was intended/implied. If your assignement is to make a Magic card and you make something that does not work as such you'd get an F.
If they are a good teacher they'd tell you what you could do to make your intentions work (Like how many people here try to make your card do what you want it to do).
I am glad that you now atleast listen to some of that help to make it work.
Now for the Final Version
Impulsive Wish U/R mana
Sorcery
As you cast Impulsive Wish, you may place the top four cards of your library outside of the game.
Put a random card placed outside of the game by a card named Impulsive Wish into your hand.
He wished for disgrace, but not for the means to foresee his own.
Final version.
(The quote is here so people know what version I am referring to since you might edit it which makes it difficult sometimes to follow a thread since its hard to get what people are talking about)
It's ok it's an interesting take on cantrips I agree that it is (especially the first played instance) nothing more than something like a thought scour that "places outside the game" instead of milling cards. I do not think people will use these to power up their wishes since there are more cards that recur stuff from graveyard than wishes and in addition the cards "placed outside the game" are still just random cards from your deck whereas with a wish its easier to get a silver bullet from you SB. In your example it would be easier just to have both in SB in the first place when you are playing burning wish anyway since you are never guaranteed to "place outside the game" the banefire and when you draw your wish but dont have banefire "potg" and you need that kind of effect you'd get demonfire anyway. (unless you have both in sb which would be best practice anyway when playing wish) And if it were in your graveyard instead of "Potg" there are more than 3 ways in red to get it out of there and in your hand with wishes there would only be 3 (wish , burning wish and your card).
Where I think your card gets interesting is in multiples since you don't have to "potg" on the second one and outside the game is an open zone for you it basically becomes U/R draw a card (might be one from the ones that got put there earlier) or draw a random card out of the 3 you placed there earlier which might be an interesting choice to make.
Powerwise I'd think its 2/5 not too strong due to sorcery speed but fine enough in some decks
Designwise i'd give it a 3/5 as it certainly looks interesting but most of that fades away since the use of putting random cards outside of the game isn't well used and could have just as easily been exile as it would have opened up a litte more designspace that way and still make it less complex in the process.
Impulsive Wish Sorcery
As you cast Impulsive Wish, you may place the top four cards of your library outside of the game.
Put a random card placed outside of the game by a card named Impulsive Wish into your hand. He wished for disgrace, but not for the means to foresee his own.
Final version.
So, in a vacuum, it's one mana to draw a card since you are getting a random card from your deck just through multiple extra steps. The thinning is irrelevant since you don't control what is getting thinned (to draw fewer lands, for example) so unless you have an objective to mill yourself for Laboratory Maniac its not a consideration.
Now, to the stated intent of RFGing cards to wish for them. Why? Why not just have the card outside the game already? You're randomly adding cards from your deck to a pool of cards you already could include literally anything you wanted to in, so the functionality of "improving" your Wish options is effectively nil. As someone who speaks regularly about probabilities, I'd think you would have picked up on something as simple as that.
1/5; card functionally works but gameplay objective itself is meaningless.
So, I am actually conflicted on the final version of the card:
The bad: as everyone says, this card would be mechanically superior if it ignored the wish angle and just said “Mill 3. Draw a card”. More stuff interacts with the graveyard than “outside of the game”.
The good: surprisingly, I can still imagine this card or something similar existing (albeit as a draft filler card). This type of card would let wizards print a “wish” card at common for a set like modern horizons as a minor reference. I could see a design like this (but removing more cards) being used as some sort of excuse to allow wishes to function in some form in commander (even though it would still require an adjustment to the rules). I could even see wizards using some similar function to create effects similar to the Eldrazi processors from Battle for Zendikar, banishing your own cards to nowhere and later return them to your hand or graveyard (while dodging the problems of moving cards from exile such as powerful self-exiling spells being looped).
1. Gold bordered cards have not been printed in over a decade. You seriously need to get in the loop.
2. You are delusional if you think that anyone would play this competitively.
Note that it also allow you to pack excesses of a certain card type, then in a restaurant style, spoon the excess off the top and cache it for later so that it lessens the adulteration of your draw.
Note that it also allow you to pack excesses of a certain card type, then in a restaurant style, spoon the excess off the top and cache it for later so that it lessens the adulteration of your draw.
All of what you just said also applies to self-mill, except that self-mill also lets you do flashback, reanimation onto the battlefield, dredge, delve, and other tricks.
By what stretch of imagination do you think that making cards available to be brought to hand by a 2-mana sorcery wish is superior to the MYRIAD reanimation and graveyard advantages?
You are embarrassing yourself.
Edit: to strike home what I’m talking about, you are talking about letting players play extra lands or creatures so they can be removed with this card and selectively added back in with living wish for 2 mana... OR you could mill some cards to your graveyard and can back a Land AND a creature with grim discovery for the same 2 mana.
Grim Discovery isn’t even a usable card and you are saying that this card you created would be in CHAMPIONSHIP level decks because it lets your wish function as a worse version.
Two mana (for other wishes) is definitely adaptable later in the game to reach for something that's going to give you serious domain influence, such as removal or battlefield advantage.
Two mana (for other wishes) is definitely adaptable later in the game to reach for something that's going to give you serious domain influence, such as removal or battlefield advantage.
Or I can just start the game with the cards already outside the game and have access to wish for them without your spell being in the deck at all. It is literally easier to Wish for needed cards that way, than casting your spell and hoping the one card I need is one of the ones removed randomly.
Its not a good sign for card design when not putting the card in the deck accomplishes the card's goal more efficiently than casting it.
Two mana (for other wishes) is definitely adaptable later in the game to reach for something that's going to give you serious domain influence, such as removal or battlefield advantage.
When I mentioned 2 mana, I was specifically referring to cunning wish, living wish, and burning wish. I saw that the cost of this card was reduced to 1. I think that this card is still unplayably terrible with a mana cost of 1.
This card, as a card advantage engine, is worse than Thought Scour.
If I cast impulsive wish, the extra cards I exile are utterly inaccessible unless I cast another one of these spells or one of the other wishes. That is the only way to get those cards back into the game other than prohibitively expensive effects like the new wish, mastermind's acquisition, or spawnsire of ulamog/coax from the blind eternity. There are no other interactions that these cards can have once they are outside of the game.
Two mana (for other wishes) is definitely adaptable later in the game to reach for something that's going to give you serious domain influence, such as removal or battlefield advantage.
Rosy's point was that the wish to have the selection you refered to 17 costs two. The point was that self mill and recursion is more effective for spooning the excess off the top than your design. Not so much as a criticism of it as a choice but as an example of you misunderstanding the power level by comparing it to cards that see no play currently.
As others have mentioned you seem to be out of touch with what is actually powerful in the game. I feel slightly rude going off topic like this but I noticed a few months back you had commented on a standard thread for Goblin Chainwhirler talking about how it wasn't particularly strong and wouldn't survive against removal. Awkwardly the card had been out of standard for several years at that point but what's relevant is that while it was in standard it was heavily played. It was massively impactful and defined standard for a while. You dismissing it at as too weak shows that you're both not paying attention to what's been winning in standard the last 5 years and don't have a great grasp on what's powerful.
This card is weak. A one mana cantrip is never going to be bad and I could easily see it seeing seeing some play in a glittering wish combo deck. But it requires that level of building around because it can't be for every combo deck with the form of deck thinning having so few ways to recur cards. To include it in your deck you have to have a reason to play it over opt, ponder, serum visions, preordain, and brainstorm. Wish combo is the only way but you have to have a resilient enough combo that you don't get hosed by accidentally removing your key combo pieces or wish cards with this which is hard to build in the redundancy to do while keeping your deck efficient and fast.
I say all this not to criticize the card which I think is a intriguing if unusual design. More to try to get you to understand where deck design is at the moment. draw a card is not a card that would see play. For this to be better than that card you need to be playing other wishes which really narrows what sort of deck you can build.
Edit: Just for reference thought scour that has been mentioned by others only sees play in a very narrow band of decks currently despite being more powerful than this card.
Cards that mill for delve/flashback are specific to those types of decks.
This one isn't. It's really that simple.
It doesn't have any greedy dream application in those strategies to make them any more powerful than they already are, but certainly does have one where it's applicable.
Cards that mill for delve/flashback are specific to those types of decks.
This one isn't. It's really that simple.
It doesn't have any greedy dream application in those strategies to make them any more powerful than they already are, but certainly does have one where it's applicable.
To repeat the actual issue you've failed to acknowledge: You can just start the game with the cards already outside the game and have access to wish for them without your spell being in the deck at all. It is literally easier to Wish for needed cards that way, than casting your spell and hoping the one card I need is one of the ones removed randomly.
Not putting your card in a deck is more efficient at accomplishing the card's goal than putting it in the deck and casting it. This is bad design.
Sorcery
As you cast Impulsive Wish, you may exile the top four cards of your library.
Put a random card you own from exile into your hand.
He wished for disgrace, but not for the means to foresee his own.
Final version.
Enables repeatable flush of cards off the top, to enable [something better than nothing] option, at the cost of random success probability increase.
Can be used to 'cut the fat' of excess content that might be of little to no use.
Uses unique 'place outside of the game' context to enable use with other wishes.
Impulsive Wish
Sorcery
As you cast Impulsive Wish, you may place the top four cards of your library outside of the game.
Put a random card placed outside of the game by a card named Impulsive Wish into your hand.
He wished for disgrace, but not for the means to foresee his own.
Also, you need to learn templating so you can template your cards to function the way you want them to. Not exiled with ~ but exiled by a card named ~.
I don't agree with the one mana gig, even if it is random. Although, it is possible also; especially with the 'outside of the game' clause, since there's no way to get those cards back (via something like Sway of the Stars).
There are plenty of ways to copy it and have the effect go haywire.
I would reduce it to one not for that reason, but for the uniqueness of being the first single mana wish card.
Reap, I want you to meet maggot carrier. If Maggot Carrier enters the battlefield, each player loses 1 life. If a player plays a second maggot carrier when the first is still on the battlefield, I think that we can agree that each player loses another 1 life. Even though the first maggot carrier reads "when maggot carrier enters the battlefield", we know that it is not triggered a second time when another card named maggot carrier enters the battlefield as well. For all intents and purposes, the card means "Whenever THIS CARD enters the battlefield".
In all cases where a card refers to CARDNAME and not to "a card/permanent/creature named CARDNEAME", we can plug in the words THIS CARD and get the functionality of that card. That is how the rules of this game work and having some cards function like this and not others would be too confusing.
With that in mind, consider your card
I assume your intent is that the first casting gets one of four cards, the second gets one of the remaining three, and so on. Because you don't say "a card named impulsive wish", this is what your card actually does.
Impulsive Wish
Sorcery
The first time you cast this card, exile the top four cards of your library.
Put a random card exiled with this card into your hand.
The first time you cast an Impulsive wish, you exile 3 of the top 4 cards of your library at random and put the 4th into your hand. Or, put differently, you made a vastly worse Thought Scour.
The second time you cast an Impulsive wish, meanwhile, you exile 3 of the top 4 cards of your library at random and put the 4th into your hand. Or, put differently, you made a vastly worse Thought Scour.
Yeah, the exact same thing happens. That is what happens when you say "impulsive wish" instead of "a card named impulsive wish". I am feeding you the literal cause and effect of your wording choice.
To reiterate:
1. The exact card effect you want IS possible.
2. The language needs to change in order to give that effect.
3. Staying in line with linguistic guidelines of MTG creates consistency between cards to increase immediate readability of cards.
4. If you are feeling that "creativity" is being sacrificed, that would suggest that the desired end result is not possible. Again, the end result is possible. Using incorrect language is not "creative".
Rosy gave the reasoning why the card didn't work above. Its a well-explained read, so I encourage you to review it so you can be good at designing cards.
Now to apply the corrections:
Impulsive Wish 1(U/R)
Sorcery
As you cast Impulsive Wish, if it is the first time you've cast a card name Impulsive wish this game, you may exile the top four cards of your library.
Put a random card exiled by a card named Impulsive Wish into your hand.
There. Its fixed and works like you intended. Its not that hard.
That said, the card still isn't good because you are just getting a random card for 2 mana, which is no better than drawing a card, and drawing a card generally costs U and still has an upside, like Opt.
If your card let you choose one of the four cards to put into your hand, then it would be right in Blue for 2 mana, since its basically Anticipate, though not for Red because red doesn't get that quality of filtered drawing..
This is not even an argument.
A bunch of nothing on the misinterpreted context, but nothing on the functionality of the design itself as it's implied to work.
Thats all fine and dandy but milling your entire library and discarding your hand is too steep a cost for tutoring any card in the history of magic. If your confused you just have to read the subtext implied by the wording use. Obviously when you say exile the top four the context of the first time implies thst it is meant to exile cards before you build your deck so it exiles your entire deck. Also random in this instance is implies that you use a random number generator that had a 99.99% chance to choose the specific card you want. This being such a powerful effect its obviously implied that you have to discard your entire hand when using this effect. Honestly its just far too much for 1 mana with the implied formating of this hybrid mana meaning you have to spend one red or blue mana as opposed to the standard 1 and RorU.
The dynamics of this card would be expanded if you added the versatility of interaction through giving it toughness so allowing the obvious interaction of burn spells being able to counter it. Then obviously it could add power so it also deals damage on resolution or upon being countered so you don't lose value when your opponent takes advantage of this new interation.
Tell you what. We will talk about the functionality of the design once it actually functions.
We do not operate on what something is "intended" or "implied" to do.
We talk about what it does.
"It works except for the technicalities" = "it doesn't work".
Address the technicalities. Make it work.
You are not being creative for making it not work when told how to do so. You are being lazy and obstinate.
I feel that I need to outline exactly how stupid this is with an example:
What you are doing is the equivalent of handing a napkin-drawn picture of a car with jet engines on it over to an engineer and asking how fast it would go. When informed that your napkin jet-car would explode instantly, you are saying "You know what I mean. Other than the technicalities of the engineering flaws, how fast would it go?" The engineer told you how fast it would go. The car would go 0 miles per hour. The car would explode. The actual speed of a jet-mounted car would depend on the specifics of the design and you designed incorrectly. Seeking criticism and commentary on the speed of a car design that would not function is an absolute waste of breath and brain cells. You are not "creative" or "innovative" for making a car design that does not work.
You are not innovative for making card designs that do not follow the rules. You display no understanding for why the rules are the way that they are and so your recommendations that the rules be changed thus have no water. In fact, I would say that you have failed to even argue for rules to be changed as you have no ability to identify what rules you want changed, do not know how you want the rules changed, and do not care what the implications for changing those rules would be within the game. You are seeking criticism on your card that ignore "technicalities" (AKA RULES!!!) that make your card not work and that is an utterly meaningless request.
The sad thing is that you would get THE EXACT CRITICISM YOU ARE LOOKING FOR if you fixed up the technicalities. If you fixed the card to work within the bounds of the work, then we would start talking about the merit of the card effect itself instead of the myriad flaws that keep the card from working in the first place. The request to skip that functional first step and look at the card effect first, though... that is simply not happening.
It's different in that it also can 'cut the fat' of additional contents that might not be of any use anymore. The ability to thin the deck in this way give it a strong tactical edge over the traditional "draw a card".
It also works with other wish cards, so say you can get back something that's favorable to you.
Burning Wish >> to get back Banefire >> over Demonfire (sideboarded) >> because you have cards in your hand and can't breach Hellbent, but you do have the mana to reach 5 still.
Same as your card designs when you hand in something that doesn't work you can't just ask the teacher to grade it as it was intended/implied. If your assignement is to make a Magic card and you make something that does not work as such you'd get an F.
If they are a good teacher they'd tell you what you could do to make your intentions work (Like how many people here try to make your card do what you want it to do).
I am glad that you now atleast listen to some of that help to make it work.
Now for the Final Version
(The quote is here so people know what version I am referring to since you might edit it which makes it difficult sometimes to follow a thread since its hard to get what people are talking about)
It's ok it's an interesting take on cantrips I agree that it is (especially the first played instance) nothing more than something like a thought scour that "places outside the game" instead of milling cards. I do not think people will use these to power up their wishes since there are more cards that recur stuff from graveyard than wishes and in addition the cards "placed outside the game" are still just random cards from your deck whereas with a wish its easier to get a silver bullet from you SB. In your example it would be easier just to have both in SB in the first place when you are playing burning wish anyway since you are never guaranteed to "place outside the game" the banefire and when you draw your wish but dont have banefire "potg" and you need that kind of effect you'd get demonfire anyway. (unless you have both in sb which would be best practice anyway when playing wish) And if it were in your graveyard instead of "Potg" there are more than 3 ways in red to get it out of there and in your hand with wishes there would only be 3 (wish , burning wish and your card).
Where I think your card gets interesting is in multiples since you don't have to "potg" on the second one and outside the game is an open zone for you it basically becomes U/R draw a card (might be one from the ones that got put there earlier) or draw a random card out of the 3 you placed there earlier which might be an interesting choice to make.
Powerwise I'd think its 2/5 not too strong due to sorcery speed but fine enough in some decks
Designwise i'd give it a 3/5 as it certainly looks interesting but most of that fades away since the use of putting random cards outside of the game isn't well used and could have just as easily been exile as it would have opened up a litte more designspace that way and still make it less complex in the process.
So, in a vacuum, it's one mana to draw a card since you are getting a random card from your deck just through multiple extra steps. The thinning is irrelevant since you don't control what is getting thinned (to draw fewer lands, for example) so unless you have an objective to mill yourself for Laboratory Maniac its not a consideration.
Now, to the stated intent of RFGing cards to wish for them. Why? Why not just have the card outside the game already? You're randomly adding cards from your deck to a pool of cards you already could include literally anything you wanted to in, so the functionality of "improving" your Wish options is effectively nil. As someone who speaks regularly about probabilities, I'd think you would have picked up on something as simple as that.
1/5; card functionally works but gameplay objective itself is meaningless.
The bad: as everyone says, this card would be mechanically superior if it ignored the wish angle and just said “Mill 3. Draw a card”. More stuff interacts with the graveyard than “outside of the game”.
The good: surprisingly, I can still imagine this card or something similar existing (albeit as a draft filler card). This type of card would let wizards print a “wish” card at common for a set like modern horizons as a minor reference. I could see a design like this (but removing more cards) being used as some sort of excuse to allow wishes to function in some form in commander (even though it would still require an adjustment to the rules). I could even see wizards using some similar function to create effects similar to the Eldrazi processors from Battle for Zendikar, banishing your own cards to nowhere and later return them to your hand or graveyard (while dodging the problems of moving cards from exile such as powerful self-exiling spells being looped).
Those are my 2 cents, anyway
It would be soon to see its gold border championship version, I think.
2. You are delusional if you think that anyone would play this competitively.
All of what you just said also applies to self-mill, except that self-mill also lets you do flashback, reanimation onto the battlefield, dredge, delve, and other tricks.
By what stretch of imagination do you think that making cards available to be brought to hand by a 2-mana sorcery wish is superior to the MYRIAD reanimation and graveyard advantages?
You are embarrassing yourself.
Edit: to strike home what I’m talking about, you are talking about letting players play extra lands or creatures so they can be removed with this card and selectively added back in with living wish for 2 mana... OR you could mill some cards to your graveyard and can back a Land AND a creature with grim discovery for the same 2 mana.
Grim Discovery isn’t even a usable card and you are saying that this card you created would be in CHAMPIONSHIP level decks because it lets your wish function as a worse version.
Two mana (for other wishes) is definitely adaptable later in the game to reach for something that's going to give you serious domain influence, such as removal or battlefield advantage.
At U it is reasonable (not sure about R) as it effectively says "Draw a card" in a more complicated way.
Or I can just start the game with the cards already outside the game and have access to wish for them without your spell being in the deck at all. It is literally easier to Wish for needed cards that way, than casting your spell and hoping the one card I need is one of the ones removed randomly.
Its not a good sign for card design when not putting the card in the deck accomplishes the card's goal more efficiently than casting it.
When I mentioned 2 mana, I was specifically referring to cunning wish, living wish, and burning wish. I saw that the cost of this card was reduced to 1. I think that this card is still unplayably terrible with a mana cost of 1.
This card, as a card advantage engine, is worse than Thought Scour.
If I cast impulsive wish, the extra cards I exile are utterly inaccessible unless I cast another one of these spells or one of the other wishes. That is the only way to get those cards back into the game other than prohibitively expensive effects like the new wish, mastermind's acquisition, or spawnsire of ulamog/coax from the blind eternity. There are no other interactions that these cards can have once they are outside of the game.
If I cast thought scour, I can shove three cards into my graveyard to delve something out. I can mill self-reanimatingcreatures. I can mill flashback effects or dredge engines. Cards in my graveyard might be reanimated directly onto the battlefield rather than being put into your hand like wishes or might be cards too expensive to cast if it was simply brought to your hand like a wish. Even if you think that the ability to bring things back to your hand with other wishes is "neat", graveyard effects are far more versatile for their cost than "wish back" effects.
So... again... why is Impulsive wish better than Thought Scour for competitive formats?
Rosy's point was that the wish to have the selection you refered to 17 costs two. The point was that self mill and recursion is more effective for spooning the excess off the top than your design. Not so much as a criticism of it as a choice but as an example of you misunderstanding the power level by comparing it to cards that see no play currently.
As others have mentioned you seem to be out of touch with what is actually powerful in the game. I feel slightly rude going off topic like this but I noticed a few months back you had commented on a standard thread for Goblin Chainwhirler talking about how it wasn't particularly strong and wouldn't survive against removal. Awkwardly the card had been out of standard for several years at that point but what's relevant is that while it was in standard it was heavily played. It was massively impactful and defined standard for a while. You dismissing it at as too weak shows that you're both not paying attention to what's been winning in standard the last 5 years and don't have a great grasp on what's powerful.
This card is weak. A one mana cantrip is never going to be bad and I could easily see it seeing seeing some play in a glittering wish combo deck. But it requires that level of building around because it can't be for every combo deck with the form of deck thinning having so few ways to recur cards. To include it in your deck you have to have a reason to play it over opt, ponder, serum visions, preordain, and brainstorm. Wish combo is the only way but you have to have a resilient enough combo that you don't get hosed by accidentally removing your key combo pieces or wish cards with this which is hard to build in the redundancy to do while keeping your deck efficient and fast.
I say all this not to criticize the card which I think is a intriguing if unusual design. More to try to get you to understand where deck design is at the moment. draw a card is not a card that would see play. For this to be better than that card you need to be playing other wishes which really narrows what sort of deck you can build.
Edit: Just for reference thought scour that has been mentioned by others only sees play in a very narrow band of decks currently despite being more powerful than this card.
This one isn't. It's really that simple.
It doesn't have any greedy dream application in those strategies to make them any more powerful than they already are, but certainly does have one where it's applicable.
To repeat the actual issue you've failed to acknowledge: You can just start the game with the cards already outside the game and have access to wish for them without your spell being in the deck at all. It is literally easier to Wish for needed cards that way, than casting your spell and hoping the one card I need is one of the ones removed randomly.
Not putting your card in a deck is more efficient at accomplishing the card's goal than putting it in the deck and casting it. This is bad design.
You can include surplus into your deck, and then dissipate a portion of the surplus to prime your draw consistency.
This is in addition to having things outside of the game.
This means you can also play table top games without a sideboard, and by itself, with no other wishes even, see dynamic potential.