A few pages back I posted what I believe the Izzet mechanic will be...
Delve- When this spell resolves Remove your hand from the game, Draw cards equal to the cards removed in this way. At End of turn discard your hand and Return the cards removed from the game back to your hand.
Or some Variation of this.. maybe like Mindmoil or it triggers on you drawing.
This ability fits both Red and Blue in flavor and Mechanics. both colors have a history of draw and then discard/shuffle your hand effects. More than likely there'd be a cost associated with the ability otherwise it'd get very silly.
Only other thing I could see that'd be Red/Blue is Trading Cards in hand for Resources. Like Pros bloom, Lat-nam Legacy the Alliances cycle of "free" cards. Or even Using your Library in some odd way.. its really hard to pin it down. I just hope they're careful and don't undercut the cards in an effort to keep them under-control..
Synaptic Burst RU Instant Deal 2 Damage to target creature or player. Target Player Draws a Card.
That looks harmless, if it did anymore it'd be unprintable.
I just hope that R/U does as well as R/W did in Rav..
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"One Day Reason and Sanity will rule the World....."
"Unfortunately that day will be the day after all us Homo Sapiens explode in fiery balls of death from a Thermonuclear Hell..."
The Radiance mechanic is used primarily on Boros creatures so that they can crush Dimir and Golgari before any milling or recursion can start. Furthermore, Boros permanents share no colors with Dimir and Golgari permanents, so Radiance is actually MORE potent vs. them that it is vs. Selesnya.
eh? Not so much. Putrefy vs Light Bathing is a really bad example, since it's a one for one trade (Defeating the purpose of radiance), therein saying that Shelter > Bathe < blessed breath
For your other example, the only b/g enchantment available are bloodbond march , Germination, Fists of Ironwood and moldervine cloak ... and nearly no one plays Germination or march (in a competitive sense, I should say). Since the loss of either Fists or cloak, isn't a huge deal (for fists, player still has saprolings, and one can dredge back the cloack), Leave no trace < quiet purity
As for u/b... The only 'chantments seeing the board are
Of these, only one isn't an aura. With the exception of Flight & Footsteps, they aren't even usually played together (since auras are largely ineffecient), none are multicolor, and only one is black... leading to the same conclusion. Really
Niv-Mizzet, the Firemind 4UURR
Legendary Creature - Dragon Wizard
5/5
When Niv-Mizzet, the Firemind deals combat damage to a player, you may discard X cards. If you do, draw X cards and Niv-Mizzet, the Firemind deals X damage to target creature or player.
I think it fits nicely with the guild. I feel like they need some way of cycling through their deck to get to the good stuff = throwing away old ideas for shiny new ones. And if you think about it, it's not really over powered. By the time you play him you would only have like 2 or 3 cards in hand. That's just my idea, lemme know what you tihnk.
Niv-Mizzet, the Firemind 4UURR
Legendary Creature - Dragon Wizard
5/5
When Niv-Mizzet, the Firemind deals combat damage to a player, you may discard X cards. If you do, draw X cards and Niv-Mizzet, the Firemind deals X damage to target creature or player.
I think it fits nicely with the guild. I feel like they need some way of cycling through their deck to get to the good stuff = throwing away old ideas for shiny new ones. And if you think about it, it's not really over powered. By the time you play him you would only have like 2 or 3 cards in hand. That's just my idea, lemme know what you tihnk.
The Real Musashi
limit it to target creature. the player seems silly, since the goal is to get you to attack many times. Plus it should have Flying as its a dragon...
I think the guild mechanic should be triggered by the Izzet player being dealt damage, and should draw (and possibly discard) cards. It fits the hint that Char works with the theme (as would Sell-Sword Brute), and it makes sense as learning from your fiery explosive mistakes. For fun, some more specific speculation:
Combat Theorist
Creature -- Human Soldier (common)
Retool (Whenever you are dealt damage, if ~ is tapped, draw two cards and discard a card.)
1/1
Reckless Artificer 1
Creature -- Human Wizard (uncommon)
Retool
T: Deal 1 damage to target creature you control.
1/1
Goblin Test Subject R
Creature -- Goblin
When ~ goes to the graveyard from play, it deals 1 damage to each creature that blocked it and 1 damage to you.
1/1
Experimental Runes U
Instant
As an additional cost to play Experimental Runes, tap an untapped creature you control. It deals damage to you equal to its power.
Counter target spell.
Izzet Guildmage :symur::symur:
Creature -- Human Wizard
1R, T: ~ deals 2 damage to each player.
1U: Target creature you control becomes a copy of ~ until end of turn.
2/2
The guildmage helps trigger retool with both abilities. It deals you damage, and it gives you an indirect way to tap creatures with retool: turn them into a guildmage on your turn, activate the red ability, and on your opponent's turn you have a tapped retooler.
does anyone think that Remand is an Izzet spell? I mean it seems like Blue red will have a powerful effect with a drawback like Arcane Denial and Char. Think maybe we'll see some cards like that?
(btw I'm a big fan of Remand's flavor text)
Maybe we'll see some other stuff that's similar.
Char Deals damage to something so you take half of the damage yourself. Remand stops a spell and lets you draw a card so they get to keep the card that they just played.
I think blue is right, in essence Izzet will probably have a slew of undercosted cards with a 'whoops' attached. The flavortext sounds very arrogant, and stabs the caster in the back because the spell is not really gone.
Although I don't think it's large enough for the keyword ability, it could be on more cards (Char, Remand, a draw spell, maybe a tutor spell etc).
Azorious will probably have the hardest counters, no stuff that could go wrong, just plainout counter and be gone of it, but I could see that Remand would have originated from the Izzit camp.
Looks like most Izzet spells have a huge effect with half of it being the "drawback". So cards like Seismic Spike, Char, etc could be precursors to what we are to expect for mainstay cards in GP.
This is horribly broken. If you combine this with a source that does 1 damage to each player you get to draw a card and just bring life totals down. This won't work.
But it's harder to set up than that. You need to have some way to tap your 1/1, as attacking with it will usually get it killed. You need to use several cards together to get the engine running, and if they have creature removal you get card disadvantage.
I'm unsure why people think why the Izzet ability TRIGGERS on whenever you are dealt damage (by an opponent). That doesn't look like a key mechanic at all to me. Look at the other mechanics, they work whenever *you* want them to work. It might be a triggered ability on something *you* do, but it will probably not trigger on an opponent doing something, because that is simply unplayable.
So having an ability trigger when you deal damage to yourself is broken, but having an ability trigger when your opponent deals damage to you is unplayable? Odd thing to say. Perhaps a version like mine that combines both averages it out? Try to see what I'm getting at from the cards I made: Izzet themed decks build elaborate chains of abilities, many of which hurt them in the short term, in order to trigger a card draw. The unwieldiness is balanced by the fact that your opponent often helpfully damages you, allowing you to learn from experience rather than experiment.
Once again, I'm saying: look at what red and blue have in common and start looking for a key mechanic from there, because I think that *will* work and you will get closer in guessing what it will be.
That's certainly a valid approach, but there are other fun, worthy ones.
Look at Convoke. Green creates creatures, white gets them to work together, this creates more creatures (and naturalize effects) that green likes. Convoke isn't green and white overlapping. It's green and white working together. Your method easily could have predicted Transmute, but never Convoke.
There is plenty of support for other routes than mechanical overlap. Char is rumored to fit with the Izzet mechanic like Voyager Staff does with Bloodthirst. If true, it's hard to imagine Izzet doesn't like self-inflicted damage in some way. Anything else would be too similar to Bloodthirst. And flavorfully, red is reckless. Blue is scientific. Reckless science, in a fantasy setting, means "bliss is ignorance." Blue gets to draw cards by letting red create the environment it likes: creatures constantly tapping to attack or do damage, player's life totals plummeting. Then those drawn cards allow red to keep up the burn.
What happened to that Delve idea? I thought we knew the keyword already. No? It was like (or something similar to):
Delve # (When TRIGGER, remove your hand from the game face down and draw # cards. At end of turn discard your hand and return to your hand the cards removed this way.)
What happened to that Delve idea? I thought we knew the keyword already. No? It was like (or something similar to):
Delve # (When TRIGGER, remove your hand from the game face down and draw # cards. At end of turn discard your hand and return to your hand the cards removed this way.)
Was I just dreaming? Cuz I love that ability.
what happens when you have multiple cards with delve triggering at the same time?
What happened to that Delve idea? I thought we knew the keyword already. No? It was like (or something similar to):
Delve # (When TRIGGER, remove your hand from the game face down and draw # cards. At end of turn discard your hand and return to your hand the cards removed this way.)
Was I just dreaming? Cuz I love that ability.
Yep, definitly dreaming. For some reason, I don't think Wizards would be jumping to reprint a series of cards that copy the memory jar effect... they probably know that it's broken. If it was worded like mindmoil or Teferi's puzzle box I'd say yes, but otherwise, no.
Although I was thinking Izzet may have library-matters cards, something along the lines of mindmoil , battle of wits , and thought lash, since they care less about actually winning and more about showing you how much better they are then you.
Yep, definitly dreaming. For some reason, I don't think Wizards would be jumping to reprint a series of cards that copy the memory jar effect... they probably know that it's broken. If it was worded like mindmoil or Teferi's puzzle box I'd say yes, but otherwise, no.
Although I was thinking Izzet may have library-matters cards, something along the lines of mindmoil , battle of wits , and thought lash, since they care less about actually winning and more about showing you how much better they are then you.
Thought Lash would be interesting and counterpoint to the milling deck. I thought they made something similar to that but I guess I was wrong.
So are we thinking that Eye of the Storm and Mindmoil are Izzet cards? Both seem random and sporadic while actually plausably doing something beneficial. Perhaps we could think of some cards that have great power but dubiously so? I'd say Char, Mindmoil, and Eye of the Storm all fall into that category. (Cuz I'm thinking Halcyon Glaze is a lot more like the Simic than Izzet.)
so something with a good effect maybe.
"Each turn, at the end of your combat phase each player reveals a card at random from his or her hand. If no opponent revealed a card with a higher converted mana cost than the card you revealed untap any number of target creatures. You get an additional combat phase after this one."
Hrm. I like that but unfortunately it is more of a Boros effect and I think we already have one of those.
SO instead!
~this - 6
"At the beginning of your upkeep remove cards from the top of your library until you remove a non land card. Draw cards equal to the number of cards removed this way then discard 3 cards. UR: Shuffle all cards removed from the game by ~this into your library."
Sorta like a greater good but randomly from your deck.
what happens when you have multiple cards with delve triggering at the same time?
The same thing that happeneds when you have multiple Memory Jars. You get your original hand back.
Quote from LTG »
Yep, definitly dreaming. For some reason, I don't think Wizards would be jumping to reprint a series of cards that copy the memory jar effect... they probably know that it's broken. If it was worded like mindmoil or Teferi's puzzle box I'd say yes, but otherwise, no.
Memory Jar is broken cuz it gives you 7 cards thatyour opponent cant use. This would only give you like 2. And they couldn't do it like Mindmoil or Puzzlebox because it's not giving the nubmer of cards you had in your hand its giving you 2 or maybe 3. Something like this:
Keyword Shock UR
Instant
Deal 2 damage to target creature or player.
Delve 2 (Remove your hand from the game face down and draw 2 cards. At end of turn, discard your hand and return to your hand the cards removed with Keyword Shock)
Good card. Not broken though, even if you draw into another. It's not true card advantage. And that's what I think the Izzet will have, no real card advantage just cycling through the library (ideas) until they find the good cards (good ideas).
Quote from LTG »
Although I was thinking Izzet may have library-matters cards, something along the lines of mindmoil , battle of wits , and thought lash, since they care less about actually winning and more about showing you how much better they are then you.
Mindmoil IS an Izzet card. Thought Lash is prolly the most un-Izzet card I've ever seen. The Izzet aren't trying to show off anything, they think big because they're daring and don't care if it blows up in their face because it was still worth trying. See Char if you don't understand.
U/B won't do any damage, wjo have you been drafting with and can I plz have a seat at the table? hell, U/b's powerhouse uncommon, in the vein of Putrefy, Lightning Helix, Watchwolf, is Moroii.
i think The Delve with a number would not be so bad.. like
Delve 2 - Whenver you play this card RFG your hand and Draw 2 cards.
With zero cards in hand at Resulotion this is a good card with 1 its decent and 2+ its fairly bad. What about Izzet having Scry with higher numbers? Or maybe a more random approach like Telling Time?
recalibrate 4 - when this spell resolves Look at the top 4 cards of your library, Put one in your hand, one on the top of your library and one on the bottom. Any cards left over are discarded.
Doesn't seem to bad. Granted Telling Time is awesome, Attaching spells to it might make it expensive or silly broken. they could make the Ability like Transmute and it has its own Cost, Maybe an additional cost or you discard it and pay the cost to get the effect.. *shrug*
Whatever it is I'm fairly sure it will involve drawing/manipulating your library.
Edit: Gah that artificer is awesome.. in extended and Vintage and type 1.. not in standard at all.. unless of course the Izzet have alot of artifacts that are pretty and nice. the stoker just added mana period not only useable on artifacts... Engineer added mana of any color for artifact stuff.. so maybe make it add RRU1 for spells, have it cost 1 to activate and tap
Izzet Artificer- UR
Creature- Goblin Artificer
Sacrifice an artifact, T : Add UURR to your mana pool. Spend this mana only on Artifact spells and abilities.
1/1
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nevermind that, we now have a Goblin Wizard yuray! That being said, this thought of manipulation of the hand is most definatly the way to go. Blue has the section of cantrips that set up its draw, it also draws cards, and plays heavy on instant speed effects. Red doesn't have cantrips as a theme ( yes cantrips can be printed in red) and doesn't really draw cards. However, red is also in instant heavy color, burn, reroute, shunt, all of the tricky instant speed effects have been shunted to red. the Delve idea above is actually a pretty good one as it manipulates draws, doesn't actually generate card advantage as a mechanic, is chaotic but capable of producing gain, and relies on a stratagy that is instant heavy. it also meshes together the red and blue cards such as Wheel of Fortune or Soratami Savant(the one that picks your hand to draw that many cards).
Hmm. I wonder what the power uncommon of the Izzet would be.
Something I'd love to see in the rare slot though...
Mindfilch 2 u/r u/r
Instant
Gain control of target spell. That spell retains its original targets, if any.
I know there was a similar idea earlier in the thread, but this would be a wonderfully versatile card. Capable of Plagiarising untargetted draw, stealing a creature or non-aura enchantment as it's being cast, et cetera. It's not as powerful as a counterspell in all situations, but it can be incredibly swingy in the right situations.
Hmm. I wonder what the power uncommon of the Izzet would be.
Something I'd love to see in the rare slot though...
Mindfilch 2 u/r u/r
Instant
Gain control of target spell. That spell retains its original targets, if any.
I know there was a similar idea earlier in the thread, but this would be a wonderfully versatile card. Capable of Plagiarising untargetted draw, stealing a creature or non-aura enchantment as it's being cast, et cetera. It's not as powerful as a counterspell in all situations, but it can be incredibly swingy in the right situations.
Not really a hybrid card. red only does temporary theft.
This has got to be the hardest guild to design cards for. They're just so... random. I mean, at the moment there is nothing clearly defining their goals, their interactions, their win condition. With orzov we have the identity of commerce, organized crime, religion, and ghostliness. With Gruul we have the anti-city, anti-civilization, barbarous, bloodthirsty stuff. But what for Izzet? It is mind related, but not like Dimir. It is instant and sorcery related, but it has to have some sort of creatures. How does it win? Drawing piles of burn? Doesn't seem quite likely. There is not too much in terms of U/R existing decks to base off of. There aren't too many overly popular UR spells to base off of. The ones we do have: Prophetic Bolt, Fire and Ice, Suffocating Blast, Razorfin Hunter, Frentic Effreet, Quicksilver dagger.
The only common themes are draw and damage, and theres no way the entire guild is based around that. Is there?
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The only common themes are draw and damage, and theres no way the entire guild is based around that. Is there?
If it's not broken, don't fix it.
Thoughtspark UR
Instant
Deal 2 damage to target creature or player.
Draw a card.
Izzet Magpie 2UR
Creature - Bird
1/2
Flying, Haste
When Izzet Magpie deals combat damage to a player choose one - Draw a card or deal 2 damage to target creature or player.
Izzet Inspiration 1UR
Instant
Choose one - Draw three card then discard two cards or draw three card then discard a card at random.
Trivaz, Izzet Mage 3UR
Legendary Creature - Human Wizard
2/3
Whenever you discard a blue card, deal 1 damage to target player.
Whenever you discard a red card, deal 1 damage to target creature.
Izzet Guildmage :symur::symur:
Creature - Goblin Wizard
2/2 1U, Discard a card: Draw a card. 1R, Discard a card: Deal 2 damage to target player.
That Inspiration is darn cool But since its a good instant draw spell, I can't see Wizards printing it...
To the Guildmage: It may be that he has "discard a card" additional activations. But not as lousy as dealing 2 damage to a player. Heh, look at the other 4, they are Limited houses and not just a playable creature.
Maybe something like this:
U, discard a card: Draw a card.
R, discard a card: Deal 1 damage to target creature(/player)
Maybe add :sym1: to each, but we'll see. More important, he has 2 abilities to "cycle" the bad handcards for a better use. Even though the red ability sometimes make carddisadvantage, it discards useless lands, and shoots off those injured ones from combat.
BtW, I did an Card not long ago for a contest, I needed to make an non-artifact card with Imprint - Ofc, there wont be cards with imprint, but I think the idea is pretty nice.
Maybe just "Whenever an opponent plays the first instant or sorcery spell each turn, remove it from the game. Until the end of turn (or even as long as it is removed), you may play it without paying its mana cost."
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Delve- When this spell resolves Remove your hand from the game, Draw cards equal to the cards removed in this way. At End of turn discard your hand and Return the cards removed from the game back to your hand.
Or some Variation of this.. maybe like Mindmoil or it triggers on you drawing.
This ability fits both Red and Blue in flavor and Mechanics. both colors have a history of draw and then discard/shuffle your hand effects. More than likely there'd be a cost associated with the ability otherwise it'd get very silly.
Only other thing I could see that'd be Red/Blue is Trading Cards in hand for Resources. Like Pros bloom, Lat-nam Legacy the Alliances cycle of "free" cards. Or even Using your Library in some odd way.. its really hard to pin it down. I just hope they're careful and don't undercut the cards in an effort to keep them under-control..
Synaptic Burst RU
Instant
Deal 2 Damage to target creature or player.
Target Player Draws a Card.
That looks harmless, if it did anymore it'd be unprintable.
I just hope that R/U does as well as R/W did in Rav..
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eh? Not so much. Putrefy vs Light Bathing is a really bad example, since it's a one for one trade (Defeating the purpose of radiance), therein saying that Shelter > Bathe < blessed breath
For your other example, the only b/g enchantment available are bloodbond march , Germination, Fists of Ironwood and moldervine cloak ... and nearly no one plays Germination or march (in a competitive sense, I should say). Since the loss of either Fists or cloak, isn't a huge deal (for fists, player still has saprolings, and one can dredge back the cloack), Leave no trace < quiet purity
As for u/b... The only 'chantments seeing the board are
Of these, only one isn't an aura. With the exception of Flight & Footsteps, they aren't even usually played together (since auras are largely ineffecient), none are multicolor, and only one is black... leading to the same conclusion. Really
Niv-Mizzet, the Firemind 4UURR
Legendary Creature - Dragon Wizard
5/5
When Niv-Mizzet, the Firemind deals combat damage to a player, you may discard X cards. If you do, draw X cards and Niv-Mizzet, the Firemind deals X damage to target creature or player.
I think it fits nicely with the guild. I feel like they need some way of cycling through their deck to get to the good stuff = throwing away old ideas for shiny new ones. And if you think about it, it's not really over powered. By the time you play him you would only have like 2 or 3 cards in hand. That's just my idea, lemme know what you tihnk.
The Real Musashi
limit it to target creature. the player seems silly, since the goal is to get you to attack many times. Plus it should have Flying as its a dragon...
Combat Theorist
Creature -- Human Soldier (common)
Retool (Whenever you are dealt damage, if ~ is tapped, draw two cards and discard a card.)
1/1
Reckless Artificer 1
Creature -- Human Wizard (uncommon)
Retool
T: Deal 1 damage to target creature you control.
1/1
Goblin Test Subject R
Creature -- Goblin
When ~ goes to the graveyard from play, it deals 1 damage to each creature that blocked it and 1 damage to you.
1/1
Experimental Runes U
Instant
As an additional cost to play Experimental Runes, tap an untapped creature you control. It deals damage to you equal to its power.
Counter target spell.
Izzet Guildmage :symur::symur:
Creature -- Human Wizard
1R, T: ~ deals 2 damage to each player.
1U: Target creature you control becomes a copy of ~ until end of turn.
2/2
The guildmage helps trigger retool with both abilities. It deals you damage, and it gives you an indirect way to tap creatures with retool: turn them into a guildmage on your turn, activate the red ability, and on your opponent's turn you have a tapped retooler.
Make a card called Long For This World.
(btw I'm a big fan of Remand's flavor text)
Maybe we'll see some other stuff that's similar.
Char Deals damage to something so you take half of the damage yourself. Remand stops a spell and lets you draw a card so they get to keep the card that they just played.
maybe a card like Raze would fit in here?
Maybe something like trade secrets? Words of Wisdom?
Although I don't think it's large enough for the keyword ability, it could be on more cards (Char, Remand, a draw spell, maybe a tutor spell etc).
Azorious will probably have the hardest counters, no stuff that could go wrong, just plainout counter and be gone of it, but I could see that Remand would have originated from the Izzit camp.
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Or, for better comparison, a red Fire and Brimstone functional reprint, or something with a Brothers of Fire or Reckless Embermage or Burning-Palm Efreet. Does something big, pings you for half. It's called the "die *****!...OW!" syndrome.
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But it's harder to set up than that. You need to have some way to tap your 1/1, as attacking with it will usually get it killed. You need to use several cards together to get the engine running, and if they have creature removal you get card disadvantage.
So having an ability trigger when you deal damage to yourself is broken, but having an ability trigger when your opponent deals damage to you is unplayable? Odd thing to say. Perhaps a version like mine that combines both averages it out? Try to see what I'm getting at from the cards I made: Izzet themed decks build elaborate chains of abilities, many of which hurt them in the short term, in order to trigger a card draw. The unwieldiness is balanced by the fact that your opponent often helpfully damages you, allowing you to learn from experience rather than experiment.
That's certainly a valid approach, but there are other fun, worthy ones.
Look at Convoke. Green creates creatures, white gets them to work together, this creates more creatures (and naturalize effects) that green likes. Convoke isn't green and white overlapping. It's green and white working together. Your method easily could have predicted Transmute, but never Convoke.
There is plenty of support for other routes than mechanical overlap. Char is rumored to fit with the Izzet mechanic like Voyager Staff does with Bloodthirst. If true, it's hard to imagine Izzet doesn't like self-inflicted damage in some way. Anything else would be too similar to Bloodthirst. And flavorfully, red is reckless. Blue is scientific. Reckless science, in a fantasy setting, means "bliss is ignorance." Blue gets to draw cards by letting red create the environment it likes: creatures constantly tapping to attack or do damage, player's life totals plummeting. Then those drawn cards allow red to keep up the burn.
Make a card called Long For This World.
Delve # (When TRIGGER, remove your hand from the game face down and draw # cards. At end of turn discard your hand and return to your hand the cards removed this way.)
Was I just dreaming? Cuz I love that ability.
what happens when you have multiple cards with delve triggering at the same time?
Yep, definitly dreaming. For some reason, I don't think Wizards would be jumping to reprint a series of cards that copy the memory jar effect... they probably know that it's broken. If it was worded like mindmoil or Teferi's puzzle box I'd say yes, but otherwise, no.
Although I was thinking Izzet may have library-matters cards, something along the lines of mindmoil , battle of wits , and thought lash, since they care less about actually winning and more about showing you how much better they are then you.
Thought Lash would be interesting and counterpoint to the milling deck. I thought they made something similar to that but I guess I was wrong.
So are we thinking that Eye of the Storm and Mindmoil are Izzet cards? Both seem random and sporadic while actually plausably doing something beneficial. Perhaps we could think of some cards that have great power but dubiously so? I'd say Char, Mindmoil, and Eye of the Storm all fall into that category. (Cuz I'm thinking Halcyon Glaze is a lot more like the Simic than Izzet.)
so something with a good effect maybe.
"Each turn, at the end of your combat phase each player reveals a card at random from his or her hand. If no opponent revealed a card with a higher converted mana cost than the card you revealed untap any number of target creatures. You get an additional combat phase after this one."
Hrm. I like that but unfortunately it is more of a Boros effect and I think we already have one of those.
SO instead!
~this - 6
"At the beginning of your upkeep remove cards from the top of your library until you remove a non land card. Draw cards equal to the number of cards removed this way then discard 3 cards.
UR: Shuffle all cards removed from the game by ~this into your library."
Sorta like a greater good but randomly from your deck.
1U
Instant
Mindmoil
Return target creature to its owner's hand.
1RR
Creature-Goblin
Haste
Mindmoil
2/1
2RU
Instant
Change the targets of target spell. (Yes this is what i want it to do.)
Mindmoil
Are there any cards that could very cheaply deal like 19 damage to you, and therefore allow you to draw 19 cards on like the first turn?
The same thing that happeneds when you have multiple Memory Jars. You get your original hand back.
Memory Jar is broken cuz it gives you 7 cards thatyour opponent cant use. This would only give you like 2. And they couldn't do it like Mindmoil or Puzzlebox because it's not giving the nubmer of cards you had in your hand its giving you 2 or maybe 3. Something like this:
Keyword Shock UR
Instant
Deal 2 damage to target creature or player.
Delve 2 (Remove your hand from the game face down and draw 2 cards. At end of turn, discard your hand and return to your hand the cards removed with Keyword Shock)
Good card. Not broken though, even if you draw into another. It's not true card advantage. And that's what I think the Izzet will have, no real card advantage just cycling through the library (ideas) until they find the good cards (good ideas).
Mindmoil IS an Izzet card. Thought Lash is prolly the most un-Izzet card I've ever seen. The Izzet aren't trying to show off anything, they think big because they're daring and don't care if it blows up in their face because it was still worth trying. See Char if you don't understand.
Son of the Ineffible
Delve 2 - Whenver you play this card RFG your hand and Draw 2 cards.
With zero cards in hand at Resulotion this is a good card with 1 its decent and 2+ its fairly bad. What about Izzet having Scry with higher numbers? Or maybe a more random approach like Telling Time?
recalibrate 4 - when this spell resolves Look at the top 4 cards of your library, Put one in your hand, one on the top of your library and one on the bottom. Any cards left over are discarded.
Doesn't seem to bad. Granted Telling Time is awesome, Attaching spells to it might make it expensive or silly broken. they could make the Ability like Transmute and it has its own Cost, Maybe an additional cost or you discard it and pay the cost to get the effect.. *shrug*
Whatever it is I'm fairly sure it will involve drawing/manipulating your library.
Edit: Gah that artificer is awesome.. in extended and Vintage and type 1.. not in standard at all.. unless of course the Izzet have alot of artifacts that are pretty and nice. the stoker just added mana period not only useable on artifacts... Engineer added mana of any color for artifact stuff.. so maybe make it add RRU1 for spells, have it cost 1 to activate and tap
"One Day Reason and Sanity will rule the World....."
"Unfortunately that day will be the day after all us Homo Sapiens explode in fiery balls of death from a Thermonuclear Hell..."
I need a new avvie and sig banner...
Izzet Artificer- UR
Creature- Goblin Artificer
Sacrifice an artifact, T : Add UURR to your mana pool. Spend this mana only on Artifact spells and abilities.
1/1
There is an imposter among us...
Son of the Ineffible
Something I'd love to see in the rare slot though...
Mindfilch 2 u/r u/r
Instant
Gain control of target spell. That spell retains its original targets, if any.
I know there was a similar idea earlier in the thread, but this would be a wonderfully versatile card. Capable of Plagiarising untargetted draw, stealing a creature or non-aura enchantment as it's being cast, et cetera. It's not as powerful as a counterspell in all situations, but it can be incredibly swingy in the right situations.
Context - was reponse to this.
Because Every Set is Terrible!
Not really a hybrid card. red only does temporary theft.
The only common themes are draw and damage, and theres no way the entire guild is based around that. Is there?
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
If it's not broken, don't fix it.
Thoughtspark UR
Instant
Deal 2 damage to target creature or player.
Draw a card.
Izzet Magpie 2UR
Creature - Bird
1/2
Flying, Haste
When Izzet Magpie deals combat damage to a player choose one - Draw a card or deal 2 damage to target creature or player.
Izzet Inspiration 1UR
Instant
Choose one - Draw three card then discard two cards or draw three card then discard a card at random.
Trivaz, Izzet Mage 3UR
Legendary Creature - Human Wizard
2/3
Whenever you discard a blue card, deal 1 damage to target player.
Whenever you discard a red card, deal 1 damage to target creature.
Izzet Guildmage :symur::symur:
Creature - Goblin Wizard
2/2
1U, Discard a card: Draw a card.
1R, Discard a card: Deal 2 damage to target player.
To the Guildmage: It may be that he has "discard a card" additional activations. But not as lousy as dealing 2 damage to a player. Heh, look at the other 4, they are Limited houses and not just a playable creature.
Maybe something like this:
U, discard a card: Draw a card.
R, discard a card: Deal 1 damage to target creature(/player)
Maybe add :sym1: to each, but we'll see. More important, he has 2 abilities to "cycle" the bad handcards for a better use. Even though the red ability sometimes make carddisadvantage, it discards useless lands, and shoots off those injured ones from combat.
BtW, I did an Card not long ago for a contest, I needed to make an non-artifact card with Imprint - Ofc, there wont be cards with imprint, but I think the idea is pretty nice.
Maybe just "Whenever an opponent plays the first instant or sorcery spell each turn, remove it from the game. Until the end of turn (or even as long as it is removed), you may play it without paying its mana cost."
Seraph