Circles of Fire Instant
Target creature with flying gains vigilance and lifelink until end of turn. You may have that creature gain base power and toughness 4/3 during each of your opponent's next turns.
Came up with this idea while cycling. Was on the fence about the variation it should take. The most prominent one was probably the one that only granted vigilance, and then allowed you to choose which turn the 4/3 takes place (this one or each of your opponent's next turns). I considered my play options between the variations, and decided this one would be the only one actually worth playing.
Holy GhostW Creature — Spirit
If Holy Ghost is revealed from your hand at any time, by any means, you make all choices for any cards chosen by players from your hand and/or library this turn.
Flash, flying
1/3
This design originally started out as Whitesnake, a palette swap off of Solod Snek. Was going to make this protection from black, but it's mostly aesthetic, and I fear that it would only go over people's heads. I hate to think God, or any fragment of God, is truly protected from evil, but suffers tremendously from evil every day. Was also going to reduce this to 1/1 for the "you're killing me smalls" joke, but after seeing Battlefield Raptor for the first time today, decided the original PT was fine.
Circles of Fire Instant
Target creature with flying gains vigilance and lifelink until end of turn. You may have that creature gain base power and toughness 4/3 during each of your opponent's next turns.
Issues with this card:
It is undercosted an therefor overpowered.
It is a breach of the color pie for mono-red to have lifelink. Vigilance is also very non-red, despite Eternal Warrior. In fact no part of this card is red other than flavor.
Serious memory concerns. It becomes a 4/3 during EACH of their turns. This is too powerful for the cost, but more importantly that change is not represented in any way. This is a violation of an important unwritten rule that permanent effects must be represented. Imagine the confusion if both players have multiple copies.
Viable version of card:
Circles of Light1W
Enchantment- Aura
When Circles of Light enters the battlefield, enchanted creature gains flying, vigilance, and lifelink until end of turn.
As long as it's not your turn, enchanted creature has base power and toughness 4/3.
Holy GhostW Creature — Spirit
If Holy Ghost is revealed from your hand at any time, by any means, you make all choices for any cards chosen by players from your hand and/or library this turn.
Flash, flying
1/3
Issues with this card:
It's offensive to Christians for whom the Holy Ghost is one of the Holy Trinity.
It's painfully undercosted. I hope we never see a 1/3 flying with upside for 1.
Why does it work for library decisions? It makes sense as a "gotcha" card against hand hate, but the library thing feels clunky and extra for no reason.
Viable version of this card:
Hallowed SpiritW Creature — Spirit
Flash, flying
If Hallowed Spirit has been revealed from your hand this turn, and another player would choose one or more cards from your hand, you make those choices instead.
1/2
Or you could make it a 1/3 for 1W. That's what I would do. Either way it is suitable for uncommon.
Circles of Fire Instant
Target creature with flying gains vigilance and lifelink until end of turn. You may have that creature gain base power and toughness 4/3 during each of your opponent's next turns.
Issues with this card:
It is undercosted an therefor overpowered.
It is a breach of the color pie for mono-red to have lifelink. Vigilance is also very non-red, despite Eternal Warrior. In fact no part of this card is red other than flavor.
Serious memory concerns. It becomes a 4/3 during EACH of their turns. This is too powerful for the cost, but more importantly that change is not represented in any way. This is a violation of an important unwritten rule that permanent effects must be represented. Imagine the confusion if both players have multiple copies.
Viable version of card:
Circles of Light1W
Enchantment- Aura
When Circles of Light enters the battlefield, enchanted creature gains flying, vigilance, and lifelink until end of turn.
As long as it's not your turn, enchanted creature has base power and toughness 4/3.
Holy GhostW Creature — Spirit
If Holy Ghost is revealed from your hand at any time, by any means, you make all choices for any cards chosen by players from your hand and/or library this turn.
Flash, flying
1/3
Issues with this card:
It's offensive to Christians for whom the Holy Ghost is one of the Holy Trinity.
It's painfully undercosted. I hope we never see a 1/3 flying with upside for 1.
Why does it work for library decisions? It makes sense as a "gotcha" card against hand hate, but the library thing feels clunky and extra for no reason.
Viable version of this card:
Hallowed SpiritW Creature — Spirit
Flash, flying
If Hallowed Spirit has been revealed from your hand this turn, and another player would choose one or more cards from your hand, you make those choices instead.
1/2
Or you could make it a 1/3 for 1W. That's what I would do. Either way it is suitable for uncommon.
I agree with 90% of these changes. All I will say is either 3/3 or 4/4 for the aura. I don't think white often gives more power than toughness - that was the only red bit of the card. I'd lean towards 4/4, which encourages you to use it on your weenies instead of it more likely being pseudo-removal. Plus, you're already exposing yourself to card disadvantage, so ruling out it dying to a few more direct damage spells is good.
Hey Reap. Pop quiz on your rules knowledge: you have Holy Spirit in your hand and an Arid Mesa on the battlefield. Your opponent has Telepathy and an Opposition Agent. Who decides what land you get when you use the fetch?
"Did you think to kill me? There's no flesh and blood within this cloak to kill. There is only an idea. Ideas are bulletproof." - V, V for Vendetta. Alan Moore
Holy Ghost is a replacement effect coinciding over the entire turn, so it should replace the static effect and allow the player controlling Holy Ghost to make all choices for searched libraries.
I just want to add that I don't agree with any of these changes, and I think you've taken perfectly good cards and exciting cards and made them into a tacky, gaudy disasterpiece.
Personally, I think that there's much missing for many colors, and red not having even just a crumb of vigilance since Legends is one of them. I also think that red should get a crumb of lifelink, because fire is consuming; emotions are consuming—they're empowering. It should be well within the realm of fantasy.
I love how perfectly this captures Reap's understanding of MTG.
Holy Ghost is a replacement effect coinciding over the entire turn, so it should replace the static effect and allow the player controlling Holy Ghost to make all choices for searched libraries.
At least you said it should meaning you want it to but don't actually know how it works. Baby steps I guess.
As for how it would work. The holy spirit says you make the choices. However, opposition agent says your opponent controls you. So you will make the choice it will just be what ever your opponent decideds it will be.
Holy Ghost is a replacement effect coinciding over the entire turn, so it should replace the static effect and allow the player controlling Holy Ghost to make all choices for searched libraries.
I just want to add that I don't agree with any of these changes, and I think you've taken perfectly good cards and exciting cards and made them into a tacky, gaudy disasterpiece.
Personally, I think that there's much missing for many colors, and red not having even just a crumb of vigilance since Legends is one of them. I also think that red should get a crumb of lifelink, because fire is consuming; emotions are consuming—they're empowering. It should be well within the realm of fantasy.
In Short you have no idea how the game works are will never will to bother into learning about it
The holy spirit says you make the choices. However, opposition agent says your opponent controls you. So you will make the choice it will just be what ever your opponent decideds it will be.
Ding ding ding ding ding! We have a winner!
Private Mod Note
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"Did you think to kill me? There's no flesh and blood within this cloak to kill. There is only an idea. Ideas are bulletproof." - V, V for Vendetta. Alan Moore
I think you've taken perfectly good cards and exciting cards and made them into a tacky, gaudy disasterpiece.
So a 1/3 flying with flash and additional upside for W is perfectly good? Regardless of any other point you've ever made, surely you can see the error in that at least.
I mean there are plenty of other problems with your designs (I made a list) but surely anyone can see that is too pushed for 1 mana. Remember Ragavan? You know, the worst magic design to make it to print in recent years?
I think this is the typical self-righteous justification.
However, it should work as I've explained. Even if an effect says they control the player, they can't control the choice without a contradiction between the golden rules. Their static ability is a "yes" enabler. Whereas the effect of Holy Ghost is "no-jacking" it by the sense that it's a replacement effect saying "no you can't choose what you would normally choose". It should win between them.
The rules aren't perfect, and to say that no mistakes were ever made on the part of the MTG team is hysterical.
New mistakes made daily.
I don't agree with Ragavan though. I think the flavor is hysterical. It's powerful, sure, but it's not broken or bad design by any means. It's like Gemstone Caverns or Chancellorcycle of the modern age.
I'm glad you've grown to the point of admitting you make mistakes daily.
As for your nonsense about the intent of your design. It's interesting that in addition to hidden condition modifiers you also have hidden "no"s. Sadly, even if there was a no, you are still wrong. Because the two cards aren't interacting in any meaningful way in the present scenario. One says "you make a choice", the other says "all choices you make are decided by the opponent". The best part of your nonsense is this quote here "no you can't choose what you would normally choose". This perfectly represents what the other card is doing(giving control over your actions to the opponent) while it only partially reflects what your design does(gives you permission to always choose). So by your own admission, the other card "wins".
It's like to say the entire foundation of replacement effects in the game isn't to modify the normal course of an event or interaction for an instance (or instance of time in this case).
We all should know it does.
Whatever you think it says, it doesn't say it right for what you're suggesting it should do.
It's like to say the entire foundation of replacement effects in the game isn't to modify the normal course of an event or interaction for an instance (or instance of time in this case).
We all should know it does.
Whatever you think it says, it doesn't say it right for what you're suggesting it should do.
Telling you how the rules actually work isn't "rules lawyering". You're just wrong.
Anyhoo, as the other posters said, your cards are out of color pie, undercosted, ignore correct rules and templating.
Total score: 1 out of 10
Private Mod Note
():
Rollback Post to RevisionRollBack
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Instant
Target creature with flying gains vigilance and lifelink until end of turn. You may have that creature gain base power and toughness 4/3 during each of your opponent's next turns.
Came up with this idea while cycling. Was on the fence about the variation it should take. The most prominent one was probably the one that only granted vigilance, and then allowed you to choose which turn the 4/3 takes place (this one or each of your opponent's next turns). I considered my play options between the variations, and decided this one would be the only one actually worth playing.
Holy Ghost W
Creature — Spirit
If Holy Ghost is revealed from your hand at any time, by any means, you make all choices for any cards chosen by players from your hand and/or library this turn.
Flash, flying
1/3
This design originally started out as Whitesnake, a palette swap off of Solod Snek. Was going to make this protection from black, but it's mostly aesthetic, and I fear that it would only go over people's heads. I hate to think God, or any fragment of God, is truly protected from evil, but suffers tremendously from evil every day. Was also going to reduce this to 1/1 for the "you're killing me smalls" joke, but after seeing Battlefield Raptor for the first time today, decided the original PT was fine.
Issues with this card:
Circles of Light 1W
Enchantment- Aura
When Circles of Light enters the battlefield, enchanted creature gains flying, vigilance, and lifelink until end of turn.
As long as it's not your turn, enchanted creature has base power and toughness 4/3.
That seems like a decent uncommon.
Issues with this card:
Viable version of this card:
Hallowed Spirit W
Creature — Spirit
Flash, flying
If Hallowed Spirit has been revealed from your hand this turn, and another player would choose one or more cards from your hand, you make those choices instead.
1/2
Or you could make it a 1/3 for 1W. That's what I would do. Either way it is suitable for uncommon.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
I agree with 90% of these changes. All I will say is either 3/3 or 4/4 for the aura. I don't think white often gives more power than toughness - that was the only red bit of the card. I'd lean towards 4/4, which encourages you to use it on your weenies instead of it more likely being pseudo-removal. Plus, you're already exposing yourself to card disadvantage, so ruling out it dying to a few more direct damage spells is good.
Hey Reap. Pop quiz on your rules knowledge: you have Holy Spirit in your hand and an Arid Mesa on the battlefield. Your opponent has Telepathy and an Opposition Agent. Who decides what land you get when you use the fetch?
A) you
B) them
C) something something timestamps
Holy Ghost is a replacement effect coinciding over the entire turn, so it should replace the static effect and allow the player controlling Holy Ghost to make all choices for searched libraries.
I just want to add that I don't agree with any of these changes, and I think you've taken perfectly good cards and exciting cards and made them into a tacky, gaudy disasterpiece.
Personally, I think that there's much missing for many colors, and red not having even just a crumb of vigilance since Legends is one of them. I also think that red should get a crumb of lifelink, because fire is consuming; emotions are consuming—they're empowering. It should be well within the realm of fantasy.
At least you said it should meaning you want it to but don't actually know how it works. Baby steps I guess.
As for how it would work. The holy spirit says you make the choices. However, opposition agent says your opponent controls you. So you will make the choice it will just be what ever your opponent decideds it will be.
In Short you have no idea how the game works are will never will to bother into learning about it
Ding ding ding ding ding! We have a winner!
So a 1/3 flying with flash and additional upside for W is perfectly good? Regardless of any other point you've ever made, surely you can see the error in that at least.
I mean there are plenty of other problems with your designs (I made a list) but surely anyone can see that is too pushed for 1 mana. Remember Ragavan? You know, the worst magic design to make it to print in recent years?
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
However, it should work as I've explained. Even if an effect says they control the player, they can't control the choice without a contradiction between the golden rules. Their static ability is a "yes" enabler. Whereas the effect of Holy Ghost is "no-jacking" it by the sense that it's a replacement effect saying "no you can't choose what you would normally choose". It should win between them.
The rules aren't perfect, and to say that no mistakes were ever made on the part of the MTG team is hysterical.
New mistakes made daily.
I don't agree with Ragavan though. I think the flavor is hysterical. It's powerful, sure, but it's not broken or bad design by any means. It's like Gemstone Caverns or Chancellor cycle of the modern age.
I'm glad you've grown to the point of admitting you make mistakes daily.
As for your nonsense about the intent of your design. It's interesting that in addition to hidden condition modifiers you also have hidden "no"s. Sadly, even if there was a no, you are still wrong. Because the two cards aren't interacting in any meaningful way in the present scenario. One says "you make a choice", the other says "all choices you make are decided by the opponent". The best part of your nonsense is this quote here "no you can't choose what you would normally choose". This perfectly represents what the other card is doing(giving control over your actions to the opponent) while it only partially reflects what your design does(gives you permission to always choose). So by your own admission, the other card "wins".
It's like to say the entire foundation of replacement effects in the game isn't to modify the normal course of an event or interaction for an instance (or instance of time in this case).
We all should know it does.
Whatever you think it says, it doesn't say it right for what you're suggesting it should do.
Telling you how the rules actually work isn't "rules lawyering". You're just wrong.
Anyhoo, as the other posters said, your cards are out of color pie, undercosted, ignore correct rules and templating.
Total score: 1 out of 10