Force of ImpulseUR Instant
Choose one —
• Target creature deals damage to itself equal to its power plus 1.
• Force of Impulse deals damage to target player equal to the number of tapped lands he or she controls. We're all going to make that mistake inevitably, the one where we close our eyes to the world around us and see only ourselves.
Too cheap for the first ability. A card that only does this ability would be fine in the right color combination, possibly as a sorcery instead.
This second ability is over costed when compared to price of progress but thats a fairly extreme card. Put into the right colors this is probably fine but needs a more appropriate effect to be paired with.
Why is this blue? Neither effect hints or leans towards blue and there is no apparent flavor to justify the color. As part of a grander world there could be a reason but from just this card nothing is apparent.
It was originally simply, "deals damage to itself equal to its power". However, I quickly realized that it should be that plus 1, as this helps deepen the glow of the design as a solid multicolor, and the extra damage reflects the forces of physics and impulse, in addition to the force of one's own.
I honestly can't see the argument that it's undercosted. It's essentially a compact Terror or Doom Blade, that doesn't ward regeneration either.
Hard to really compare this effect with Price of Progress, although they're probably close in relativity. Given that said, as modal effect, it should be perfectly fine to have variance in the curve effects. Although I don't really think there is here, they are both very concentrated, and hugging the curve tightly together.
I would fancy this spell could be a rare even. Much greater than any of the jank ones they throw out there.
This is undercosted because it can consistently deal significantly more that three damage for two mana at instant speed to a player. Yes, terror is two mana, but terror cannot deal damage to your opponent if they have no creatures.
Also, user is right that there's nothing blue about these abilities.
This actually is an interesting card, it works rules wise, and, color/power level aside I could see this being made in some fashion.
I honestly can't see the argument that it's undercosted. It's essentially a compact Terror or Doom Blade, that doesn't ward regeneration either.
Its undercosted because its the first mode not because of the actual effect. If it only did this it would be fine as I said. If you don't understand how taking a fairly costed effect and making it part of a modal card without increasing its cost is a problem then that is your problem.
If terror read destory target creature or target opponent discards a card; nearly everyone would agree its undercosted despite neither ability being particularly over the line.
If you don't understand how taking a fairly costed effect and making it part of a modal card without increasing its cost is a problem then that is your problem.
If terror read destroy target creature or target opponent discards a card; nearly everyone would agree its undercosted despite neither ability being particularly over the line.
It's not that, it's just that this has been a standard for a long time.
If you don't understand how taking a fairly costed effect and making it part of a modal card without increasing its cost is a problem then that is your problem.
If terror read destroy target creature or target opponent discards a card; nearly everyone would agree its undercosted despite neither ability being particularly over the line.
It's not that, it's just that this has been a standard for a long time.
It fits very nice into blue flavor-wise, and has a solid multicolor card, isn't doing anything wrong functionally.
killing one artifact or one enchantment costs 1 mana. disenchant and naturalize do either so it costs 2. Pillage costs the same as stone rain but costs one more colored pip for the ability to target an artifact instead and it should be noted that pillage and molten rain are among the most powerful land destruction spells ever printed. creeping mold does what pillage does + allowing enchantments to be targeted so the cost goes up. decimate... is not a modal spell. You can only cast the spell when there is a target for every single mode and casting the spell may force you to blow up some of your own cards.
These are two fairly universal effects (rather than being niche like enchantment destruction) that both belong on 2 drops. Making it multicolor does not do enough to even the scales here, unfortunately. You need a third mana.
The point was that it didn't cost one mana to do any of those things when it was created.
It was thought to be over-the-top that it allowed you to destroy either. Especially given that terror costed 2, and only allowed one thing to be destroyed.
Creeping Mold was upcost because it was in green, which was thought to be a balancing synergy to its mana ramping, and allowing creatures to be destroyed in green at the time was avant-garde.
Decimate honestly shouldn't require each type to be out. Ones that can't be targeted should simply be passed. I do understand the linear and continuance argument behind its reasoning, so you can save me all that.
Typically, effects going multicolor see them losing a mana to suit. Such as Lightning Helix and Blightning.
Decimate honestly shouldn't require each type to be out. Ones that can't be targeted should simply be passed. I do understand the linear and continuance argument behind its reasoning, so you can save me all that.
Again, you demonstrate a fundamental misunderstanding of game design - restrictions are costs. If you want to destroy multiple types of permanents without restrictions, you get Casualties of War which is 2 more mana the Decimate because its LESS restrictive.
Its interesting that a bunch of different people who actively play the game can tell you the same things and somehow thing that they are the ones who are wrong. You would rather believe your are right while designing bad cards and letting everyone you interact with see your ego and lack of competence than admit you don't know everything and learn to be better.
You have some interesting ideas, but until you can admit that you aren't perfect, you won't get any closer to actually being good.
The point was that it didn't cost one mana to do any of those things when it was created.
It was thought to be over-the-top that it allowed you to destroy either. Especially given that terror costed 2, and only allowed one thing to be destroyed.
Creeping Mold was upcost because it was in green, which was thought to be a balancing synergy to its mana ramping, and allowing creatures to be destroyed in green at the time was avant-garde.
Decimate honestly shouldn't require each type to be out. Ones that can't be targeted should simply be passed. I do understand the linear and continuance argument behind its reasoning, so you can save me all that.
Typically, effects going multicolor see them losing a mana to suit. Such as Lightning Helix and Blightning.
This is arguably doing just that.
counterpoint, the first mode is a better justice strike which is already a multicolor card. You are trading away nothing for giving justice strike a second mode.
Justice Strike (and its core functionality) doesn't even have enough domain influence for that to matter.
Justice Strike is a reasonable and balanced Magic card. It is a 2 mana card that destroys a significant portion of creatures (like Terror, which you brought up earlier) and does not do direct damage to an opponent (again, like your previously mentioned Terror). You trying to dismiss the argument just shows you know its right.
Also, "domain influence" is meaningless jargon. Its something like "shifting the paradigm" that people who don't have anything actually useful to say use to try unsuccessfully to seem like they have some novel take on a situation. Every time you say it and your other jargon phrases we all just know you're trying to prop up your ego from the realization that you are wrong.
This does not feel like a model spell. Both effects seem like they can and should exist on individual cards. And the second one should cost 1 more Mana. The first one should be Boros colors. I know justice strike or whatever y'all talked about. Magic has made cards then just made better cards afterwards. This would be just another example.
There's not really a good flavor reason as to why impulse would cause a creature to damage itself or lands to damage the player that controls them, and it doesn't seem very Izzet for either effect. The second part of the card is too strong compared to already eminently playable cards like Back to Basics (damages both players, requires opponents to be playing nonbasics) or decently playable like Acidic Soil (Sorcery speed and 3 mana.) You could probably just cost this card at 1RU and be fine
Consider another important aspect that even though it's modal, how often will you have the opportunity to use the second one?
Imminent threat can easily dictate that you will have to expend this spell for the first effect a majority of the time.
And if they don't have any creatures out, its not a dead draw. That's literally the meaning of versatility.
That sets aside the fact that, if drawn late game, your opponent can tap out for their game winning play and you can respond by casting this for 5-8 damage in response before their play resolves.
You want this at two mana, fine, but then it needs to be a sorcery.
Not a comment on the card design it self but in magic the name "Force of x" has been used to indicate cards with alternate casting costs like Force of Will or Force of Negation. While it's a great name it shouldn't be used for this card because it's a break with a pretty iconic tradition at this stage. Impulsive Force, Impulsive Will, Words of Impulse, or Compelled Impulse are ideas off the top of my head to try and keep the flavor without upsetting a pretty neat tradition.
I had forgotten the existence of cards with that naming template that weren't pitch cards. I stand corrected.
Not a comment on the card design it self but in magic the name "Force of x" has been used to indicate cards with alternate casting costs like Force of Will or Force of Negation. While it's a great name it shouldn't be used for this card because it's a break with a pretty iconic tradition at this stage. Impulsive Force, Impulsive Will, Words of Impulse, or Compelled Impulse are ideas off the top of my head to try and keep the flavor without upsetting a pretty neat tradition.
I find it very OCD to want to stereotype a name or term.
While I get your point Grapefruit I think its fine since its not really a longstanding tradition as it started with MH1 before that we had 3 cards with "Force of" Force of Will, Force of Savagery and Force of Nature with 2 of those not being alt cast cards.
I don't think it's a problem at this point in time to have one or two more cards with names like that that don't do alt costs.
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Instant
Choose one —
• Target creature deals damage to itself equal to its power plus 1.
• Force of Impulse deals damage to target player equal to the number of tapped lands he or she controls.
We're all going to make that mistake inevitably, the one where we close our eyes to the world around us and see only ourselves.
This second ability is over costed when compared to price of progress but thats a fairly extreme card. Put into the right colors this is probably fine but needs a more appropriate effect to be paired with.
Why is this blue? Neither effect hints or leans towards blue and there is no apparent flavor to justify the color. As part of a grander world there could be a reason but from just this card nothing is apparent.
I honestly can't see the argument that it's undercosted. It's essentially a compact Terror or Doom Blade, that doesn't ward regeneration either.
Hard to really compare this effect with Price of Progress, although they're probably close in relativity. Given that said, as modal effect, it should be perfectly fine to have variance in the curve effects. Although I don't really think there is here, they are both very concentrated, and hugging the curve tightly together.
I would fancy this spell could be a rare even. Much greater than any of the jank ones they throw out there.
Also, user is right that there's nothing blue about these abilities.
This actually is an interesting card, it works rules wise, and, color/power level aside I could see this being made in some fashion.
7/10
If terror read destory target creature or target opponent discards a card; nearly everyone would agree its undercosted despite neither ability being particularly over the line.
It's not that, it's just that this has been a standard for a long time.
Disenchant // Pillage // Creeping Mold // Decimate
It's blue to provide a solid multicolor unit.
It fits very nice into blue flavor-wise, and has a solid multicolor card, isn't doing anything wrong functionally.
killing one artifact or one enchantment costs 1 mana. disenchant and naturalize do either so it costs 2. Pillage costs the same as stone rain but costs one more colored pip for the ability to target an artifact instead and it should be noted that pillage and molten rain are among the most powerful land destruction spells ever printed. creeping mold does what pillage does + allowing enchantments to be targeted so the cost goes up. decimate... is not a modal spell. You can only cast the spell when there is a target for every single mode and casting the spell may force you to blow up some of your own cards.
These are two fairly universal effects (rather than being niche like enchantment destruction) that both belong on 2 drops. Making it multicolor does not do enough to even the scales here, unfortunately. You need a third mana.
It was thought to be over-the-top that it allowed you to destroy either. Especially given that terror costed 2, and only allowed one thing to be destroyed.
Creeping Mold was upcost because it was in green, which was thought to be a balancing synergy to its mana ramping, and allowing creatures to be destroyed in green at the time was avant-garde.
Decimate honestly shouldn't require each type to be out. Ones that can't be targeted should simply be passed. I do understand the linear and continuance argument behind its reasoning, so you can save me all that.
Typically, effects going multicolor see them losing a mana to suit. Such as Lightning Helix and Blightning.
This is arguably doing just that.
Again, you demonstrate a fundamental misunderstanding of game design - restrictions are costs. If you want to destroy multiple types of permanents without restrictions, you get Casualties of War which is 2 more mana the Decimate because its LESS restrictive.
Its interesting that a bunch of different people who actively play the game can tell you the same things and somehow thing that they are the ones who are wrong. You would rather believe your are right while designing bad cards and letting everyone you interact with see your ego and lack of competence than admit you don't know everything and learn to be better.
You have some interesting ideas, but until you can admit that you aren't perfect, you won't get any closer to actually being good.
counterpoint, the first mode is a better justice strike which is already a multicolor card. You are trading away nothing for giving justice strike a second mode.
Justice Strike is a reasonable and balanced Magic card. It is a 2 mana card that destroys a significant portion of creatures (like Terror, which you brought up earlier) and does not do direct damage to an opponent (again, like your previously mentioned Terror). You trying to dismiss the argument just shows you know its right.
Also, "domain influence" is meaningless jargon. Its something like "shifting the paradigm" that people who don't have anything actually useful to say use to try unsuccessfully to seem like they have some novel take on a situation. Every time you say it and your other jargon phrases we all just know you're trying to prop up your ego from the realization that you are wrong.
Imminent threat can easily dictate that you will have to expend this spell for the first effect a majority of the time.
And if they don't have any creatures out, its not a dead draw. That's literally the meaning of versatility.
That sets aside the fact that, if drawn late game, your opponent can tap out for their game winning play and you can respond by casting this for 5-8 damage in response before their play resolves.
You want this at two mana, fine, but then it needs to be a sorcery.
Not a comment on the card design it self but in magic the name "Force of x" has been used to indicate cards with alternate casting costs like Force of Will or Force of Negation. While it's a great name it shouldn't be used for this card because it's a break with a pretty iconic tradition at this stage. Impulsive Force, Impulsive Will, Words of Impulse, or Compelled Impulse are ideas off the top of my head to try and keep the flavor without upsetting a pretty neat tradition.I had forgotten the existence of cards with that naming template that weren't pitch cards. I stand corrected.
I find it very OCD to want to stereotype a name or term.
Wicked Pact // Demonic Pact // Pact of Negation are all entirely different cards.
Trying to block off the term "Force of __" is incredibly oppressive and unhealthy.
I don't think it's a problem at this point in time to have one or two more cards with names like that that don't do alt costs.