In the same way I got dissapoint at scars, innistrad also made me sad.
Flashback is a great mechanic, but we have tons of crappy flashback cards and people actually play only 4-6 of those cards. I still dont get the point of the Increasing cards like increasing devotion, they are too expensive to be profitable.
So, here are some flashback stuff:
Returned by the seas1B
Sorcery (U)
Exile target creature card from a graveyard, then, put a 2/2 black zombie creature token onto the battlefield.
Flashback 2U
Some don't deserve a grave. Others don't even deserved a place to rot.
Vengeful flamesR
Sorcery (U)
Infernal flames deals 1 damage to target creature or player. If you cast it from your graveyard it deals 3 damage to that creature or player instead.
Flashback 2R
The flames of hell never estinguish.
Ghostly denialU
Instant (U)
Counter target non-creature spell unless its controller pays 1.
Until end ot turn flashback costs of cards in your graveyard costs 1 less.
Flashback 1U
Other thing that bugs me is the fact that we have no bizarre cards like bridge from below in a set where graveyard is a theme:
Bonecoil Nightmare 4BB
Creature - Zombie wurm (M)
At the beginning of each player's upkeep that player sacrifices a creature.
At the beginning of your upkeep, if bonecoil nightmare is in your graveyard you may put a 1/1 black skeleton creature token onto the battlefield.
6/6
Doors of salvation2WWW
Enchantment (M)
Creatures are indestructible.
At the beginning of your upkeep, if Doors of salvation is in your graveyard you may return a creature card at random from your graveyard to your hand.
And last, I felt sorry for the golems in Scars, and I feel sorry for the werewolves and vampires of innistrad. Besides the hunter and the noble we saw almost none of these two tribes in any decks of this block.
Lets create something broken:
Primal howlerRG
Creature - wolf (U)
Haste.
When primal howler enters the battlefield you may transform target werewolf you control.
2/2
Child of AvabruckG
Creature - Human werewolf (U)
At the beginning of each upkeep, if no spells were cast last turn transform ~.
0/1
-----// Young Beast of avabruck
Creature - Werewolf
At the beginning of each upkeep, if two or more spells were cast last turn transform ~.
Young beast of avabruck can't attack or block alone.
4/3
Lord of the feast2BR
Creature - vampire (R)
When Lord of he feast enters the battlefield target player sacrifices a creature. The controller of that creature loses life equal to its power and you gain life equal to its thoughness.
3/1
Coward vampire1B
Creature - Vampire (R)
Flying.
When coward vampire becomes the target of a spell or ability counter it, then transform Coward vampire.
When coward vampire blocks or becomes blocked transform it and remove it from combat.
2/1.
------/ Fleeing bat
Creature - bat
Flying
1/1
As I said, Wizard was morbidly afraid of creating affinity 2.0, and I dont know why. Instead they made hundreds of sucky cards and a ridiculous block with some overpriced rares and mythics and a lot of crap that discourages people from cracking packs.
Metalcraft sucked.
Golems sucked.
myr decks sucked.
tempered steel is the closest to an affinity we have, and that sucks too. thanks to ratchet bomb, ancient grudge, timely reinforcements.
I love artifacts, I just love, all my decks usually revolves around artifacts.
When Scars was annouced I was excited to see a lot of interesting new mechanics like metalcraft (kind of affinity, that rewards for having lots of artifacts) and proliferate (I really loved proliferate, and I still do).
But I got dissapoint.
By the way, why watchtower needs a drawback? darksteel citadel has no drawback. Both the tower and the citadel have a colorless mana and a small ability.
And if the tower screwed modern wizards could just ban it, they love banning cards in modern.
This is a list of cards that could be created in scards but wasnt.
I think wizard was somewhat afraid of creating affinity 2 so they dumped down almost all cards from scards, leaving just a few usable things (wurmcoil, fastlands, swords, ratchet bomb, and some others).
First, I will post some cards designed to make metalcraft a better mechanic (most plaiers agree that metalcraft is one of the weakest mechanic in standard right now):
Steel watchtower
Artifact land (U)
:symtap:: add 1 to your mana pool. 2: steel watchtower becomes a 0/3 wall creature until end of turn. It is still a land.
Kuldotha forge
Land (R)
:symtap:: add 1 to your mana pool. Metalcraft - 2, :symtap:, sacrifice an artifact: put a 3/3 colorless golem artifact creature token onto the battlefield. Active this ability only at a time you could cast a sorcery and only if you control three or more artifact.
Thought injectorU
Sorcery - (U)
Look at the top card of your library, you may put that card in the bottom of your library. Draw a card. metalcraft - draw another card if you control three or more artifacts.
Ichor brainspoilB
Sorcery - (U)
Target player discards a card. Metalcraft - If you control three or more artifacts, instead of it, that player reveals his or her hand and you chose a non-land card from it, that player discards that card.
Another thing I dislike about scars is that it has a lot of golem related cards but there is no golem tribal deck, and the only "golem" people use is blade splicer. all the other splicers, golem foundry, conversion chamber were dumped to the realm of janky cards.
So here is something for golem tribe:
Skilled artisan1UU
Creature - Human Wizard (R)
If an effect would put one or more artifact tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead.
1/2
Membrane splicer2U
Creature - Human (R)
When Membrane splicer enters the battlefield put a 3/3 artifact colerless golem creature token onto the battlefield.
Golem creatures you control have "whenever this creature deals combat damage to an opponent you may draw a card, if you do, discard a card"
1/1
Golem armor2
Artifact (U)
Equipped creature gains +2/+2 and is a golem and an artifact in addition to its other types.
Golem armor costs 2 less to equip golems you control
Equip 2.
And for the last, something for artifact based decks. yeah! Scars is an artifact themed block and we have no deck based on artifacts except for tempered still, which just a few people play. As I said, wizard seems afraid of pushing things into artifact so they dumped it.
Here it goes, without fear of brokeness:
Scrapyard wanderer2
Artifact creature - Construct (R)
At the beginning of your upkeep you may chose an artifact from your graveyard and discard an artifact card, if you do, return the chosen card from your graveyard to your hand.
2/1
this is the colorless 2 mana creature from the same family as tarmogoyf, snapcaster, stoneforge and confidant.
Flying.
Hover drone can't block.
Whenever hover drone deals combat damage to a player, that player reveals his or her hand.
2/1
Replica terrestre3
Artifact (U)
As replica terrestre enters the battlefield chose a land, replica terrestre enters the battlefield as a copy of the chosen land, except it is an artifact in addition to its other types.
Heart reservoir2
Artifact (U)
:symtap:, sacrifice a creature: put a heart counter on heart reservoir.
At the beginning of your upkeep, if there is a heart counter on heart reservoir you gain 3 life.
Blessed amulet0
Artifact - (R)
When you become the target of a spell or ability sacrifice blessed amulet, if you do, counter that.
At the beginning of your upkeep put a charge counter on junkyard scrapper, then, for each charge counter on it, put the top card of your library into your graveyard.
:symtap:,Remove 3 charge counters from junkyard scrapper: Put target card from your graveyard on the top of your library.
:symtap:,Sacrifice junkyard scrapper: draw a card.
At the beginning of your upkeep put a charge counter on junkyard scrapper, then, for each charge counter on it, put the top card of your library into your graveyard.
Remove 3 charge counters from junkyard scrapper: Put target card from your graveyard on the top of your library.
Timmy is not all about big creatures and high mana cost.
Timmy also likes doubling season because he can spam tokens and counters.
Timmy like the vine because he can fill the table with vines and feel great about it.
Poly has a problem, sorry...
Form of the eldrazi, In fact, my original idea was to create two hand of emrakul instead of two nameless eldrazi creatures, which would give the flavor that these are the player's hands that are punching the enemy in his balls.
At the beginning of your upkeep you may pay GG, if you do put a token that is a copy of vastvine onto the battlefield.
2/1
- Look at my uude!
- Look at my dudes!
- Look at my quadrudes!
Polymerizator2GU
Creature - ooze (M)
Flash.
Imprint - As polymerizator enters the battlefield you may exile a creature you control, if you do, polimerizator have all abilities, types and colors of that creature in additions to its own. Polymerizator gains +X/+Y where X is that creature's power and Y is its thoughness.
3/3
- You want to kill my buddy? Not if I eat him first!
- FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUSION!!!!11!!1
Form of the Eldrazi10
Legendary Tribal Enchantment - Eldrazi (M)
At the beginning of your upkeep put two 6/6 colorless eldrazi creature tokens with haste and anihilator 1 onto the battlefield. Sacrifice those tokens at the neginning of the next end step.
At the beginning of your end step your life total becomes equal to 15 minus the number of permanents controlled by your opponents.
- IM CHARGIN MAH ELDRAZI!!!
- B**ch please! I'm Emrakul.
- na na na na na na na na na na na na na...
Whenever goblin gambler attacks shuffle your hand into your library then draw two cards.
2/1
OR
Acolyte of thunder1R
Creature - Shaman (R)
When acolyte of thunder enters the battlefield you may search your library for a card named lightning bolt, fireball or pyroclasm, revealt it, put it into your hand then shuffle your library.
The only way to "control" power creep is to let is recede. Bring back the Scathe Zombies and the Hill Giants.
I hope the world dont take you seriously...
Powercreeo can be fixed with TESTING, something that wizards dont usually do (actually, we are the testers, and if some card is broken we are just F***D. Does someone remember jace? vengevine? Jitte? Skullclamp?)
As many others have said, this is not how one adresses the increase in power. The new card terminus however adresses power creep in a sense, it kills 2+ creatures early, this let's true control decks stand a much better chance against really really aggresive creatures like Delver and guide.
The Oaf is now unplayable. The other cards seem quite bad and wouldn't really see constructed play. However Brains vs. brawn is insane in some games, when the opponent have no creatures? Or only 1 or 2 and you get to draw 5+ cards a turn? That seems a tad too good to me. Ramping into it using birds + elves and whatnot and then suddenly draw a billion cards. The card might be okay however it looks very dangerous.
If you pump a deck with birds and elves just to draw billions of cards you are just drawing tons of useless stuff.
The same goes with mentor of the meek and birds, llanowar elves and avacyn pilgrims. You get to draw a card per creature, but the card is prabably another junky 1/1
XW: prevent the next X points of damage that would be dealt to you this turn. You cant cast spells or active abilities until the end of turn.
xU: counter target spell with converted mana cost X or less targeting you or a permanent you control. You cant cast spells or active abilities until the end of turn.
"Sure it is heavy, but if something goes wrong you can just hide inside it and hope things are cool when you decide to leave it"
Turtle carapace2
Artifact - Equipment (R)
Equip 2
:symtap:: equiped creature becomes indestructible and gains protection from everything until end of turn. Prevent all damage that would be dealt by equiped creature this turn.
"Sure it is heavy, but if something goes wrong you can just hide inside it and hope things are cool when you decide to leave it"
Turtle carapaceUW
Sorcery (R)
Until the beginning of your next turn you cant be the target of spells or abilities and prevent all damage that would be dealt to you.
You cant cast spells or active abilities until the beginning of your next turn.
"Sure it is heavy, but if something goes wrong you can just hide inside it and hope things are cool when you decide to leave it"
These are all cards to make every spike player hate playing against you:
Alfandegary bureocratWU
Creature - human advisor (R)
Creatures entering the battlefield don't cause abilities to trigger.
Creatures with converted mana cost 1 loses all abilities.
1/3
- LOL! all my mana efficient creatures are junk now!
- what! Y U DONT MESS WITH MY TITANS!
- I cant cast 2 for 1 creatures because of this bureocrat! DAMN!
Red with style 2RR
Sorcery (U)
Red with style deals 2 damage to each creature then put a 2/2 red elemental token onto the battlefield. If Red with style is the first spell you cast this game instead it deals 4 damage to each creature then put a 4/4 red elemental creature token onto the battlefield.
- LOL! are you not playing anything?
- 3rd land and nothing!? are you noob!?????
- WTF!!!! all my dudes were killed! god damn wizard and these stupid timmy spells!!!!!111!!!!
Target opponent reveals his or her hand, you chose a card with converted mana cost X or less from his or her hand, that player discards that card. If a creature is discarded this way you may put it onto the battlefield under your control.
Private Mod Note
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Rollback Post to RevisionRollBack
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Flashback is a great mechanic, but we have tons of crappy flashback cards and people actually play only 4-6 of those cards. I still dont get the point of the Increasing cards like increasing devotion, they are too expensive to be profitable.
So, here are some flashback stuff:
Other thing that bugs me is the fact that we have no bizarre cards like bridge from below in a set where graveyard is a theme:
And last, I felt sorry for the golems in Scars, and I feel sorry for the werewolves and vampires of innistrad. Besides the hunter and the noble we saw almost none of these two tribes in any decks of this block.
Lets create something broken:
As I said, Wizard was morbidly afraid of creating affinity 2.0, and I dont know why. Instead they made hundreds of sucky cards and a ridiculous block with some overpriced rares and mythics and a lot of crap that discourages people from cracking packs.
Metalcraft sucked.
Golems sucked.
myr decks sucked.
tempered steel is the closest to an affinity we have, and that sucks too. thanks to ratchet bomb, ancient grudge, timely reinforcements.
I love artifacts, I just love, all my decks usually revolves around artifacts.
When Scars was annouced I was excited to see a lot of interesting new mechanics like metalcraft (kind of affinity, that rewards for having lots of artifacts) and proliferate (I really loved proliferate, and I still do).
But I got dissapoint.
By the way, why watchtower needs a drawback? darksteel citadel has no drawback. Both the tower and the citadel have a colorless mana and a small ability.
And if the tower screwed modern wizards could just ban it, they love banning cards in modern.
I think wizard was somewhat afraid of creating affinity 2 so they dumped down almost all cards from scards, leaving just a few usable things (wurmcoil, fastlands, swords, ratchet bomb, and some others).
First, I will post some cards designed to make metalcraft a better mechanic (most plaiers agree that metalcraft is one of the weakest mechanic in standard right now):
Another thing I dislike about scars is that it has a lot of golem related cards but there is no golem tribal deck, and the only "golem" people use is blade splicer. all the other splicers, golem foundry, conversion chamber were dumped to the realm of janky cards.
So here is something for golem tribe:
Check doubling season for rulings.
And for the last, something for artifact based decks. yeah! Scars is an artifact themed block and we have no deck based on artifacts except for tempered still, which just a few people play. As I said, wizard seems afraid of pushing things into artifact so they dumped it.
Here it goes, without fear of brokeness:
this is the colorless 2 mana creature from the same family as tarmogoyf, snapcaster, stoneforge and confidant.
Junkyard scrapper 2
Artifact creature - construct (U)
At the beginning of your upkeep put a charge counter on junkyard scrapper, then, for each charge counter on it, put the top card of your library into your graveyard.
:symtap:,Remove 3 charge counters from junkyard scrapper: Put target card from your graveyard on the top of your library.
:symtap:,Sacrifice junkyard scrapper: draw a card.
1/1
Timmy also likes doubling season because he can spam tokens and counters.
Timmy like the vine because he can fill the table with vines and feel great about it.
Poly has a problem, sorry...
Form of the eldrazi, In fact, my original idea was to create two hand of emrakul instead of two nameless eldrazi creatures, which would give the flavor that these are the player's hands that are punching the enemy in his balls.
- Look at my uude!
- Look at my dudes!
- Look at my quadrudes!
- You want to kill my buddy? Not if I eat him first!
- FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUSION!!!!11!!1
- IM CHARGIN MAH ELDRAZI!!!
- B**ch please! I'm Emrakul.
- na na na na na na na na na na na na na...
OR
I hope the world dont take you seriously...
Powercreeo can be fixed with TESTING, something that wizards dont usually do (actually, we are the testers, and if some card is broken we are just F***D. Does someone remember jace? vengevine? Jitte? Skullclamp?)
If you pump a deck with birds and elves just to draw billions of cards you are just drawing tons of useless stuff.
The same goes with mentor of the meek and birds, llanowar elves and avacyn pilgrims. You get to draw a card per creature, but the card is prabably another junky 1/1
- LOL! all my mana efficient creatures are junk now!
- what! Y U DONT MESS WITH MY TITANS!
- I cant cast 2 for 1 creatures because of this bureocrat! DAMN!
- LOL! are you not playing anything?
- 3rd land and nothing!? are you noob!?????
- WTF!!!! all my dudes were killed! god damn wizard and these stupid timmy spells!!!!!111!!!!
- I cant counter stuff!
- I cant respond to stuff!
- I cant do shennanigans and tricks!
- I cant play like this!!!!!!1!!!!!1
Next cycle:
Anti-Jonny cards
Sorcery (U)
Target opponent reveals his or her hand, you chose a card with converted mana cost X or less from his or her hand, that player discards that card. If a creature is discarded this way you may put it onto the battlefield under your control.