Adventuring Gear
Equpiment
Landfall - Whenever a land enters the battlefield under your control equipped creature gets +2+2 until end of turn.
Equip 1
Common
195/249
Quest for Pure Flame R
Enchantment
Whenever a source you control deal damage to an opponent. you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a creature of player, it deals double that damage to that creature or player instead until end of turn
Uncommon
144/249
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
Perhaps:
Whenever an instant or sorcery you control deals damage to an opponent, put a quest counter on Quest for Pure Flame.
Remove four quest counters from ~ and sac it: If any source you control would deal damage to a creature of player, it deals twice that much damage, instead.
needs 4 quest counters.
makes me think it needs to be dropped early to be effective, so mana cost = R or 1R
the way its worded, its almost certainly either a pyromancer's swath or forge effect. Which would would be deadlier? I thought will already had a quest just like this already spoiled actually, one that did its effect permantly. So i'll guess:
If any source you control would deal damage to a creature of player, it deals double that amount instead?
Aren't all of the uncommon quests 1 drops?
:symr:, and uncommon, of course.
You are missing the casting cost of the frontier elf in another thread, by the way.
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News and spoiler contributor for GatheringMagic.com
Whatever the cost, this might be the key red's been looking for in a burn-to-the-dome deck. BTTD decks notoriously stall at the critical moment, leaving the opponent with just a few life, and then having to switch tactics - namely having to start burning attcking creatures to keep from losing the game. This might be the ticket to getting over that hump by pushing through that extra damage - without having to cast an extra spell at the critical turn [having done so previously].
I'm guessing its just a single source of your choice deals damage to an opponent, you can sac the quest to double it. With the wording you have, the effect would last the rest of the game and be permanent 2x damage, which would be broken. Plus, if the effect was permanent, WotC would have put in reminder text stating "this effect doesn't end at end of turn" or whatever, or worded it like Elspeth ("For the rest of the game")
Quest for Pure Flame
Enchantment
Whenever a source you control deal damage to an opponent. you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: Until end of turn, if any source you control would deal damage to a creature of player, it deals double that damage to that creature or player instead.
Uncommon
144/249
That seems fine to me.
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Look who just got a playmate My gelectrode or machine gun as i call him!!! I can deal masive damage with the gelectrode. I get four counters when my wierd goes off A twiddle here a bolt there and i have 4 in no time. The next turn i can double the fun!!!!
This seems like a pretty decent T1 or 2 drop. Sort of adds a bit of late game burst to a burn/aggro deck. Of course you have to play a minimum of 2 spells the turn you activate it for it to be worth more than a bolt, but it does open up a lot of possibilities for Fourth or even third turn kills.
It would be actually playable if it doubled a single source, zkornz, given that it can be sac'd at instant speed at any time, and WILL go active quickly.
The fact that it works for a turn, makes it really, really strong.
In what universe? If you build a deck like that, and ever draw that hand, I will personally come to wherever you live, perform complicated acts of awestruck ********, then disembowel myself to escape the world that allowed something like this to occur and validate you.
Adventuring Gear- Cheap equipment with a variable pump that should be +2/+2 for most attacks, limited playable, more so with rampant growth effects.
Quest for Pure Flame- Okay so for 1 mana and 4 lots of damage(which you'd want to do anyway in a red deck) you get a 1 sided 1 use effective Furnace of Rath. This could be pretty good in a mono red deck, and it's pretty easy to trigger not to mention very good with Volcanic Fallout.
So many great possibilities...for goblin aggro/burn decks too. Warren will do 8 damage just by himself...and Hellspark Elemental and Ball Lightning will be such bombs.
So many great possibilities...for goblin aggro/burn decks too. Warren will do 8 damage just by himself...and Hellspark Elemental and Ball Lightning will be such bombs.
Warren instigator is a 1/1 by the way. It will only be 4 damage not 8.
That card is good but i'm not sure if it's a bomb yet. It will need testing.
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As a response to the definition of a word he clearly didn't understand
ROFL, you are trying to educate me? just because English is not my first language doesn't mean i am uneducated you prick, when you go study to become a genetic researcher or a brain surgeon amd succeed in it you can come and diss me with how smart you are okay? this is freaking card game forum, not cambridge university.
MTGS....Full of fail all day, everyday. Welcome to Hell!
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Equpiment
Landfall - Whenever a land enters the battlefield under your control equipped creature gets +2+2 until end of turn.
Equip 1
Common
195/249
Quest for Pure Flame R
Enchantment
Whenever a source you control deal damage to an opponent. you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a creature of player, it deals double that damage to that creature or player instead until end of turn
Uncommon
144/249
Guessing games anyone?
I'll fill in when someone gets one right
mana cost: 2r, 1r, rr, 1rr?
if any source blablabla, deal double that damage instead?
an opponent loses 3 life in a turn? (probably not)
double that damage as the last effect (yay I was the first to say it!)
Current Decks
Standard / Type 2
BRMidrange
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
Perhaps:
Whenever an instant or sorcery you control deals damage to an opponent, put a quest counter on Quest for Pure Flame.
Remove four quest counters from ~ and sac it: If any source you control would deal damage to a creature of player, it deals twice that much damage, instead.
makes me think it needs to be dropped early to be effective, so mana cost = R or 1R
the way its worded, its almost certainly either a pyromancer's swath or forge effect. Which would would be deadlier? I thought will already had a quest just like this already spoiled actually, one that did its effect permantly. So i'll guess:
If any source you control would deal damage to a creature of player, it deals double that amount instead?
11-3-1 @ GP Copenhagen: Top Stories of Grand Prix Copenhagen
1R
Source you control deals damage (for a quest counter)
Double damage until end of turn (with 4 counters & sac)
Rare
EDIT: 'nathed except for "until end of turn"
:symr:, and uncommon, of course.
You are missing the casting cost of the frontier elf in another thread, by the way.
Twitter
Mana cost: R
Whenever an opponent gains life, you may...
If any ... this turn, it deals double that damage instead.
Basically mass lifelink
Edit: Oh, it has to be the red one...
http://www.kickstarter.com/projects/1988614295/worlds-finest-mtg-pewter-life-spinner-is-about-to?ref=category
http://forums.mtgsalvation.com/showthread.php?t=16581
http://www.youtube.com/watch?v=LH_UXXKRzlM
though a very cool card
You get a furnace of rath for yourself ONLY for the rest of the game?
Twitter
Legacy:
GNO Elves
GChaos Elves
GBRNicFit ScapeWish
No, Mister Bond. I expect you to die.
I'm guessing its just a single source of your choice deals damage to an opponent, you can sac the quest to double it. With the wording you have, the effect would last the rest of the game and be permanent 2x damage, which would be broken. Plus, if the effect was permanent, WotC would have put in reminder text stating "this effect doesn't end at end of turn" or whatever, or worded it like Elspeth ("For the rest of the game")
Enchantment
Whenever a source you control deal damage to an opponent. you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: Until end of turn, if any source you control would deal damage to a creature of player, it deals double that damage to that creature or player instead.
Uncommon
144/249
That seems fine to me.
Twitter
"Rule Number 1 of magic. Bolt the birds." ~Quelian
Can I interest you in a Trade?
Even only lasting until end of turn, the card slot is definitely well used by putting this in.
I guess it lasts until the end of the turn.
The fact that it works for a turn, makes it really, really strong.
(ty to the person who got rid of my extra posts my computer was stupid on me)
Quest for Pure Flame- Okay so for 1 mana and 4 lots of damage(which you'd want to do anyway in a red deck) you get a 1 sided 1 use effective Furnace of Rath. This could be pretty good in a mono red deck, and it's pretty easy to trigger not to mention very good with Volcanic Fallout.
Machius proudly supports R_E's right to Rumour!
So many great possibilities...for goblin aggro/burn decks too. Warren will do 8 damage just by himself...and Hellspark Elemental and Ball Lightning will be such bombs.
Modern SkRed
Current Decks:
Pauper: UUDelver BlueUU
Warren instigator is a 1/1 by the way. It will only be 4 damage not 8.
That card is good but i'm not sure if it's a bomb yet. It will need testing.
MTGS....Full of fail all day, everyday. Welcome to Hell!