Grave TutorB Sorcery
Search each player's library for a card, then each player shuffles his or her library and puts that card on top. At the beginning of each player's next upkeep, that player gets traumatized four. Shared pain is often the most traumatic for one, and the most therapeutic for the other.
Alt. Flavor Text Witchcraft will teach you one thing certainly. Nothing you desire is worth paying back four fold.
Having complete knowledge of every player's deck turn 1 would 1) take forever in a multiplayer game and 2) be ridiculous. You're saying my opponent getting to see every card in my deck and take at least a few minutes to figure out how my deck works, as well as both other opponents in a four player game (most casual is EDH), is fun and desirable?
Mill is already a keyword and has fewer letters than your attempt. Traumatize means "mill half your deck."
Why are you like this? Giving players functional Entomb that can also be Vampiric Tutor with any instant-speed draw is obviously unprintable at less than 3 mana. But that's not what annoys me. Just say mill. It's already keyworded. The only ones being traumatized are the people in this subforum. Use the words they use on the cards. Or is your next design innovation going to be the 'slowy', an instant that can only be played at sorcery speed?
Private Mod Note
():
Rollback Post to RevisionRollBack
"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
This card is simply broken as written. vampiric tutor is banned in legacy and restricted in vintage for a reason.
This is strictly better with no life loss and no downside. On top of that, you search each players library and put their best card and the next 3 into the graveyard. The only downside is that you need to cast it during your upkeep to get the tutored card into your hand.
Private Mod Note
():
Rollback Post to RevisionRollBack
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
I wouldn't say any of you had much to begin with, but you're definitely on your last braincells here, after this week's series of showcases.
A subjective entomb, that costs you four more cards (precious removal/lands/reanimation/discard).
A conditional vampiric tutor (for both players), if they can simply draw a card before then.
And you said that a two card combo requires a cost of no less than three mana, correct? Not a stand-alone effect, a reliant effect.
I like traumatize better because it has more character, fantasy and flare. This is just preference. If you don't like it, just don't reference that part. Mill has always been a term that I've disliked. It's bland and monotone. It reflects no realism or fantasy. Even the concept of what a Millstone would be to have that type of effect on a person—certainly involves or is done so through a traumatizing experience.
Results and resolves that involve traumatizing yourself stimulate gain, sharpen the senses, or otherwise pull ahead.
It's the real deal everyone missed. Can't really blame people who never get out of the house and have very little real-world experiences. It's common-sense why. But if you ever get out of the house, and struggle, and strive; and push yourself through struggle and strife with others (and their perceptive fallacies—their perceptive error); you will be able to write captivating, evocative flavor-text; that is true to the reality of the world; true to the hostility of the physics, and science, and the social environment. You will be able to encapsulate these things into text form and function reflecting their most life-like form in fantasy.
You know, there seems to be common thread to many of your card designs. You look at power of a card in a vacuum or in one or two specific “ideal” contexts that best support the card and ignore the fact that the card being real would mean it exists in other contexts.
There are powerful competitive decks that want to shove as many cards in your graveyard but you deny that when your cards are appraised in that light.
There are powerful competitive decks that try to string together as many card draw and ramp effects together as possible but you deny that when your cards are appraised in that light.
There are powerful competitive decks that reliably win by getting two specific cards but you deny that is possible when your cards are appraised in that light.
There are powerful competitive decks that rely on getting specific nonbasic land but you have just recently claimed that the ability to grab those lands is irrelevant in appraising the power of your cards.
As a “professional”, I imagine you’d want your cards stress-tested appraised in the real meta of the current day where Dredge decks, Storm decks, Combo decks, Tron decks, and other decks: to be judged from the context where anything that makes these hyper efficient decks even better is a terrible idea
Me judging by the standards of the real game is an objective look at what exists.
Grave TutorB Instant
Search each player's library for a card, then that player shuffles his or her library and puts that card on top. At the beginning of each player's next upkeep, that player gets traumatized four. Shared pain is often the most traumatic for one, and the most therapeutic for the other.
Alt. Flavor Text Witchcraft will teach you one thing certainly. Nothing you desire is worth paying back four fold.
Broken and unprintable.
There's not really a way to salvage this one. It's broken from top to bottom. Even at a reasonable mana cost with corrected wording, it still takes too long to resolve the effect, especially in multiplayer.
Below is the most printable version of this I can think of.
As usual, you'll call this version "uninspired", "drained of all vision and elegance" or "unartful". Or you'll ignore it. Nonetheless, I'm as always trying to translate your unprintable ideas into ones that could work.
Grave TutorBB Instant
Search target player's library for a card, then that player shuffles their library and puts that card on top. At the beginning of that player's next draw step, they mill 4. Shared pain is often the most traumatic for one, and the most therapeutic for the other.
Edited: As pointed out below it was just Demonic Tutor if cast on the upkeep. Fixed to force you to do literally anything to just draw the card. Yeah, even this version is broken... Maybe I'll make it double black.
Grave TutorB Instant
Search each player's library for a card, then that player shuffles his or her library and puts that card on top. At the beginning of each player's next upkeep, that player gets traumatized four. Shared pain is often the most traumatic for one, and the most therapeutic for the other.
Alt. Flavor Text Witchcraft will teach you one thing certainly. Nothing you desire is worth paying back four fold.
All the criticism above is accurate. Further, you can avoid the drawback by simply casting it during your own upkeep, drawing the card you searched for that turn and not milling until your next turn.
Card is overpowered and designed with a clear obliviousness to any concept of what makes a reasonable or playable card.
It's just a worse Entomb, on round-table, that costs four more cards; or a worse Vampiric Tutor that does absolutely nothing unless you have an additional means to draw the card; but also a short-form Extract unless your opponent can draw that card.
It kind of puts everyone in the hot seat.
But I guess because it does so much, that's scary, and too hard to keep track of (based on previous inputs).
It's just a worse Entomb, on round-table, that costs four more cards; or a worse Vampiric Tutor that does absolutely nothing unless you have an additional means to draw the card; but also a short-form Extract unless your opponent can draw that card.
It kind of puts everyone in the hot seat.
But I guess because it does so much, that's scary, and too hard to keep track of (based on previous inputs).
Are you really so oblivious that you don't get it can be cast this during you own upkeep and then you just draw the card you searched for?
Sorcery
Search each player's library for a card, then each player shuffles his or her library and puts that card on top. At the beginning of each player's next upkeep, that player gets traumatized four.
Shared pain is often the most traumatic for one, and the most therapeutic for the other.
Alt. Flavor Text
Witchcraft will teach you one thing certainly. Nothing you desire is worth paying back four fold.
Mill is already a keyword and has fewer letters than your attempt. Traumatize means "mill half your deck."
This is strictly better with no life loss and no downside. On top of that, you search each players library and put their best card and the next 3 into the graveyard. The only downside is that you need to cast it during your upkeep to get the tutored card into your hand.
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
I wouldn't say any of you had much to begin with, but you're definitely on your last braincells here, after this week's series of showcases.
A subjective entomb, that costs you four more cards (precious removal/lands/reanimation/discard).
A conditional vampiric tutor (for both players), if they can simply draw a card before then.
And you said that a two card combo requires a cost of no less than three mana, correct? Not a stand-alone effect, a reliant effect.
I like traumatize better because it has more character, fantasy and flare. This is just preference. If you don't like it, just don't reference that part. Mill has always been a term that I've disliked. It's bland and monotone. It reflects no realism or fantasy. Even the concept of what a Millstone would be to have that type of effect on a person—certainly involves or is done so through a traumatizing experience.
Results and resolves that involve traumatizing yourself stimulate gain, sharpen the senses, or otherwise pull ahead.
It's the real deal everyone missed. Can't really blame people who never get out of the house and have very little real-world experiences. It's common-sense why. But if you ever get out of the house, and struggle, and strive; and push yourself through struggle and strife with others (and their perceptive fallacies—their perceptive error); you will be able to write captivating, evocative flavor-text; that is true to the reality of the world; true to the hostility of the physics, and science, and the social environment. You will be able to encapsulate these things into text form and function reflecting their most life-like form in fantasy.
There are powerful competitive decks that want to shove as many cards in your graveyard but you deny that when your cards are appraised in that light.
There are powerful competitive decks that try to string together as many card draw and ramp effects together as possible but you deny that when your cards are appraised in that light.
There are powerful competitive decks that reliably win by getting two specific cards but you deny that is possible when your cards are appraised in that light.
There are powerful competitive decks that rely on getting specific nonbasic land but you have just recently claimed that the ability to grab those lands is irrelevant in appraising the power of your cards.
As a “professional”, I imagine you’d want your cards stress-tested appraised in the real meta of the current day where Dredge decks, Storm decks, Combo decks, Tron decks, and other decks: to be judged from the context where anything that makes these hyper efficient decks even better is a terrible idea
Me judging by the standards of the real game is an objective look at what exists.
Broken and unprintable.
There's not really a way to salvage this one. It's broken from top to bottom. Even at a reasonable mana cost with corrected wording, it still takes too long to resolve the effect, especially in multiplayer.
Below is the most printable version of this I can think of.
As usual, you'll call this version "uninspired", "drained of all vision and elegance" or "unartful". Or you'll ignore it. Nonetheless, I'm as always trying to translate your unprintable ideas into ones that could work.
Grave Tutor BB
Instant
Search target player's library for a card, then that player shuffles their library and puts that card on top. At the beginning of that player's next draw step, they mill 4.
Shared pain is often the most traumatic for one, and the most therapeutic for the other.
Edited: As pointed out below it was just Demonic Tutor if cast on the upkeep. Fixed to force you to do literally anything to just draw the card. Yeah, even this version is broken... Maybe I'll make it double black.
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.
All the criticism above is accurate. Further, you can avoid the drawback by simply casting it during your own upkeep, drawing the card you searched for that turn and not milling until your next turn.
Card is overpowered and designed with a clear obliviousness to any concept of what makes a reasonable or playable card.
Score: Failure
It kind of puts everyone in the hot seat.
But I guess because it does so much, that's scary, and too hard to keep track of (based on previous inputs).
Are you really so oblivious that you don't get it can be cast this during you own upkeep and then you just draw the card you searched for?
I must have been thinking of it being one for flavor when, and actually typed that in.