The whole point of these cards is to try and make colorless edh more competitive and to have answers for spells such as: Null rod, Void Mirror, Collector Ouphe, Stoney Silence, Karn the Great Creator, Break the Ice, Blood Moon, Merciless Eviction. These are just main ones, low cost game ending spells that are easy to tutor for and drop early as round 1. Currently colorless barley has any answers for these. I take no credit from the work of these artist, these are just for demonstration and I will benefit in no way from the artwork. Here are cards that could be answers:
There are a few issues with these but the main one I want to point out is that the "You can always activate abilities of artifacts you control" doesn't do anything. It seems like this is meant to be a countermeasure to things like Null Rod but in Magic, "can't" always beats "can" so these effects saying you can do something are just going to get overridden by Null Rod as normal. I am not sure there is a good way to word what you want to do. Maybe "Ignore effects that say you can't activate abilities of artifacts you control"?
I can't speak for colorless's current standing in EDH but from what I remember more sol lands isn't going to solve the problem as it paints a larger target on your head. The cards you are trying to shut down shouldn't be nullified by generically powerful cards. Also because "can't" beats "can" they don't even work for the worst offenders.
You want an answer that says "I'm just trying to play the game not win turn 0." Something like.
Disempowering Field 0
Artifact
At the beginning of your upkeep choose an artifact or enchantment other than Disempowering Field. That permanent loses all abilities until end of turn.
Phasing Engine 2
Artifact t: add C 1, exile Phasing Engine: choose a permanent type. Phase out all permanents of the chosen type. They phase in at the beginning of the next end step.
The first can repeatedly turn your cards back on without also giving you a huge advantage that demands an answer. While the second saves you from mass destruction but also saves everyone else. Which saves on cost.
Certainly, there isn't room for all of them in the same deck, even if it can use them.
A more interesting notion is that even with one, how much utility does it offer?
Consider condensing some of the effects down into sort-pairs (alike pairs), so they can be run in splits and offer a range of potential to a single deck.
I think the mana ramps aren't being as creative or interactive as they want to be.
Compare to Frogmite, which was a very cool and exciting card when it came out for its power-for-interactivity factor.
There are a few issues with these but the main one I want to point out is that the "You can always activate abilities of artifacts you control" doesn't do anything. It seems like this is meant to be a countermeasure to things like Null Rod but in Magic, "can't" always beats "can" so these effects saying you can do something are just going to get overridden by Null Rod as normal. I am not sure there is a good way to word what you want to do. Maybe "Ignore effects that say you can't activate abilities of artifacts you control"?
Would this work?
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You want an answer that says "I'm just trying to play the game not win turn 0." Something like.
Disempowering Field 0
Artifact
At the beginning of your upkeep choose an artifact or enchantment other than Disempowering Field. That permanent loses all abilities until end of turn.
Phasing Engine 2
Artifact
t: add C
1, exile Phasing Engine: choose a permanent type. Phase out all permanents of the chosen type. They phase in at the beginning of the next end step.
The first can repeatedly turn your cards back on without also giving you a huge advantage that demands an answer. While the second saves you from mass destruction but also saves everyone else. Which saves on cost.
A more interesting notion is that even with one, how much utility does it offer?
Consider condensing some of the effects down into sort-pairs (alike pairs), so they can be run in splits and offer a range of potential to a single deck.
I think the mana ramps aren't being as creative or interactive as they want to be.
Compare to Frogmite, which was a very cool and exciting card when it came out for its power-for-interactivity factor.
Would this work?