Asking for advice is random by design: you never know what you are going to get. You can keep trying until you get the advice you want, but you may spend tons of mana with no luck and nothing to show for it. Still, if you have plenty of advisors, you can pick the advise you prefer, then tap that permanent to get it. Bonus if the asking price was cheap, and the reward expensive.
I feel like the permanent with the advice ability should only tap itself instead of giving you a choice. Very interesting concept though, and I dig the frame.
Well, that's certainly the more convential route, but I wanted to break new ground. These are like 8-balls that you may shake and shake until you get the result you want/need. But since they must tap to get the result, you are still limited to 1 effect per turn.
The choice of advisors to activate is a way to create advise-synergy, and I think it's flavorful that, if you have many people giving you advice, you'd be able to pick the one that suits you the most.
Olden GardenerG
Creature - Elf Druid Advisor t: Consult (Roll a six-side die. Accept the advice of a permanent you control matching the result.)
Advice [1] - Add one mana of any color.
1/1
Zap BrewsterUR
Legendary Creature - Goblin Advisor
If you would roll a die to consult, roll two dice and ignore one of the results.
Advice [1], [5] - Zap Brewster deals 2 damage to any target.
2/1
Puka the WiseGWU
Legendary Creature - Spirit Advisor
Flying, vigilance
Advice [1], [3] - Exile target nonland permanent you control, then return it to the battlefield under your control.
Advice [2], [4] - Exile target nonland permanent you don't control. Its controller gains 3 life.
3/3
The Magic Baseball5
Legendary Artifact 2: Consult. Activate only as a sorcery.
Advice [1] - Draw a card.
Advice [2], [3] - Create a treasure token.
Advice [4], [5] - Put a +1/+1 counter on target creature you control.
Advice [6] - Target opponent gains control of The Magic Baseball.
But since they must tap to get the result, you are still limited to 1 effect per turn.
How are you limited to one effect per turn?
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 think they were referring to my initial suggestion that the advising permanent tap itself.
In that case, wouldn't it be better as an activated ability? 2Tap an untapped permanent: Roll a D6
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 think they were referring to my initial suggestion that the advising permanent tap itself.
In that case, wouldn't it be better as an activated ability? 2Tap an untapped permanent: Roll a D6
No, turns out I've been confused: you roll a die, get a result, then tap a permanent with advice columns? to activate the corresponding effect. I thought the tapping was to get Savis's advice. Bonehead me
Asking for advice is random by design: you never know what you are going to get. You can keep trying until you get the advice you want, but you may spend tons of mana with no luck and nothing to show for it. Still, if you have plenty of advisors, you can pick the advise you prefer, then tap that permanent to get it. Bonus if the asking price was cheap, and the reward expensive.
The choice of advisors to activate is a way to create advise-synergy, and I think it's flavorful that, if you have many people giving you advice, you'd be able to pick the one that suits you the most.
Olden Gardener G
Creature - Elf Druid Advisor
t: Consult (Roll a six-side die. Accept the advice of a permanent you control matching the result.)
Advice [1] - Add one mana of any color.
1/1
Zap Brewster UR
Legendary Creature - Goblin Advisor
If you would roll a die to consult, roll two dice and ignore one of the results.
Advice [1], [5] - Zap Brewster deals 2 damage to any target.
2/1
Puka the Wise GWU
Legendary Creature - Spirit Advisor
Flying, vigilance
Advice [1], [3] - Exile target nonland permanent you control, then return it to the battlefield under your control.
Advice [2], [4] - Exile target nonland permanent you don't control. Its controller gains 3 life.
3/3
The Magic Baseball 5
Legendary Artifact
2: Consult. Activate only as a sorcery.
Advice [1] - Draw a card.
Advice [2], [3] - Create a treasure token.
Advice [4], [5] - Put a +1/+1 counter on target creature you control.
Advice [6] - Target opponent gains control of The Magic Baseball.
How are you limited to one effect per turn?
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
In that case, wouldn't it be better as an activated ability?
2Tap an untapped permanent: Roll a D6
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
No, turns out I've been confused: you roll a die, get a result, then tap a permanent with advice columns? to activate the corresponding effect. I thought the tapping was to get Savis's advice. Bonehead me
Here is a new (hopefully more clear) version.
Consult (Roll a six-side die. Accept the advice of an untapped permanent you control matching the result, then tap that permanent.)