Suspend
:symb:: Return target creature from a graveyard to the battlefield if Kesh is on the battlefield. Exile Kesh with three time counters on it.
Seems to solve both your problems at once. To do this, I moved the exile bit to the end, same as Reality Strobe and other re-suspend spells use.
It seems like a messy way of fixing it. I'd like to know if there are any other fixes before I go ahead and change it, or if it's fine as is and works as intended.
:symb:, Exile Kesh with three time counters on it: Return target creature from a graveyard to play.
I don't think "exile ~" has been used as a cost before, but i see no reason why it shouldn't work. "Sacrifice", "Return to hand", "Exile from graveyard" all work just fine.
Suspend
:symb:: Return target creature from a graveyard to the battlefield if Kesh is on the battlefield. Exile Kesh with three time counters on it.
Seems to solve both your problems at once. To do this, I moved the exile bit to the end, same as Reality Strobe and other re-suspend spells use.
Mix it around a little, like Frenetic Sliver, so that the "If" condition is first:
B: If CARDNAME is on the field, exile it with three time counters on it and return target creature card from a graveyard to the field <under your control?>.
If you don't specify "under your control", by default it would be returned under its owner's control.
:symb:, Exile Kesh with three time counters on it: Return target creature from a graveyard to play.
I don't think "exile ~" has been used as a cost before, but i see no reason why it shouldn't work. "Sacrifice", "Return to hand", "Exile from graveyard" all work just fine.
I can think of Balthor the Defiled off the top of my head, and I'm sure that there are others. That would work, but I think the intent is to give the opponent a chance to kill it in response to stop the ability. Exiling as a cost makes it extremely difficult to kill the creature. Although, you would still be able to activate it multiple times in response to kill spells, so maybe it should also have a Rootwalla-esque restriction to only once per turn.
I like adding exileing it as part of the cost best, as Jwanders suggested, but also if you for some reason want him in play the moment your new creauter comes in due to some crazy replacement effect, you could tack on 'activate this ability no more than once per turn.'
Mix it around a little, like Frenetic Sliver, so that the "If" condition is first:
B: If CARDNAME is on the field, exile it with three time counters on it and return target creature card from a graveyard to the field <under your control?>.
If you don't specify "under your control", by default it would be returned under its owner's control.
I can think of Balthor the Defiled off the top of my head, and I'm sure that there are others. That would work, but I think the intent is to give the opponent a chance to kill it in response to stop the ability. Exiling as a cost makes it extremely difficult to kill the creature. Although, you would still be able to activate it multiple times in response to kill spells, so maybe it should also have a Rootwalla-esque restriction to only once per turn.
At first I thought I had forgotten the "under your control" bit, but then I realized why I left it out. As you may have noticed, this guy's a huge throwback to Balthor the Defiled. That's just fun. Also, this dude improves in multiplayer, allowing you to get back teammates' creatures for them. That's fun too.
Thank you for the suggestion. So I take it that everyone is in agreement that if I don't change it, it won't work the way I want it to?
@Alexander: The reason it's not part of the cost is so that he's not too overpowered. He can be answered to in response to activating the ability. That way he's not invincible. Of course you can toss a few of these guys in one deck so that if one gets killed, you just play another, use its ability targeting the first, and then just have two of them cycling in and out of play. I love the comboliciousness of it
If you opt to make "exile ~" part of this ability's cost, you could simply make the ability sorcery speed (like more old school discard abilities). That way you can't use it as a response to save him and you can't use it multiple times.
If you opt to make "exile ~" part of this ability's cost, you could simply make the ability sorcery speed (like more old school discard abilities). That way you can't use it as a response to save him and you can't use it multiple times.
That's the cleanest fix I've heard. It's the one I'm going with. Thank you.
It's now officially:
Suspend
:symb:, exile Kesh with three time counters on it: Return a creature from a graveyard to the battlefield. Activate this ability only as a sorcery.
Suspend
:symb:: Exile Kesh with three time counters on it. Return target creature from a graveyard to play.
My question is, if I activate his exile ability, and the stack another activation of it, would I get two creatures? Because that's not what I want.
Also, if he's hit with removal in response to the activation, would I still get a creature? Because that's also not what I want.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
Try this:
Suspend
:symb:: Return target creature from a graveyard to the battlefield if Kesh is on the battlefield. Exile Kesh with three time counters on it.
Seems to solve both your problems at once. To do this, I moved the exile bit to the end, same as Reality Strobe and other re-suspend spells use.
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Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
It seems like a messy way of fixing it. I'd like to know if there are any other fixes before I go ahead and change it, or if it's fine as is and works as intended.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
:symb:, Exile Kesh with three time counters on it: Return target creature from a graveyard to play.
I don't think "exile ~" has been used as a cost before, but i see no reason why it shouldn't work. "Sacrifice", "Return to hand", "Exile from graveyard" all work just fine.
Mix it around a little, like Frenetic Sliver, so that the "If" condition is first:
If you don't specify "under your control", by default it would be returned under its owner's control.
I can think of Balthor the Defiled off the top of my head, and I'm sure that there are others. That would work, but I think the intent is to give the opponent a chance to kill it in response to stop the ability. Exiling as a cost makes it extremely difficult to kill the creature. Although, you would still be able to activate it multiple times in response to kill spells, so maybe it should also have a Rootwalla-esque restriction to only once per turn.
At first I thought I had forgotten the "under your control" bit, but then I realized why I left it out. As you may have noticed, this guy's a huge throwback to Balthor the Defiled. That's just fun. Also, this dude improves in multiplayer, allowing you to get back teammates' creatures for them. That's fun too.
Thank you for the suggestion. So I take it that everyone is in agreement that if I don't change it, it won't work the way I want it to?
@Alexander: The reason it's not part of the cost is so that he's not too overpowered. He can be answered to in response to activating the ability. That way he's not invincible. Of course you can toss a few of these guys in one deck so that if one gets killed, you just play another, use its ability targeting the first, and then just have two of them cycling in and out of play. I love the comboliciousness of it
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
That's the cleanest fix I've heard. It's the one I'm going with. Thank you.
It's now officially:
Suspend
:symb:, exile Kesh with three time counters on it: Return a creature from a graveyard to the battlefield. Activate this ability only as a sorcery.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH