I was thinking that a card that was sort of half rootwalla and half wild mongrel would help push madness towards having a chance in modern, maybe something like
Falkenrath MaulerRB Creature-Vampire Horror
Madness: 0
Discard a Card: Falkenrath Mauler gets +1/+1 until end of turn
2/1
This is probably too strong for standard, and maybe too weak for modern, but I think it's the kind of thing that would push madness.
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My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
Forgotten Eyes2B Creature - Horror
Madness B
Whenever you discard a card, scry 2. 3/2
Forgotten MawsRB Creature - Horror
Menace
Madness
Whenever you discard a card, Forgotten Maws gains first-strike until end of turn. 2/2
Hungry BrainsUB Creature - Horror
Discard a card: Hungry Brains gets +1/+1 until end of turn.
Whenever you cast a card for it's madness cost, you may pay 1, if you do, draw a card. 1/3
Magic LawWUU Instant
Choose one or both -
* Detain target permanent.
* Counter target spell.
Vile OrderB Instant
Put a -1/-1 counter on target creature, then detain all creatures with -1/-1 counters on them.
Cursebreaker's ChantWG Sorcery
Exile target artifact or enchantment.
Cipher
Denizen of the FalseUU Creature - Illusion
Flying
When Denizen of the False enters the battlefield, Populate.
When Denizen of the False dies, put a 1/1 blue illusion creature token with flying onto the battlefield. 1/2
Call the Knights1WW Sorcery
Replicate WW
Put a 2/2 white knight creature on the battlefield with first strike and vigilance.
Spirit of Camaraderie1G Creature - Spirit Soldier
~ can't be the target of spells with converted mana cost less than or equal to the number of creatures you control. Battalion - Whenever ~ and at least two other creatures attack, put a +1/+1 counter on target attacking creature and attacking creatures gain trample until end of turn. 2/2
Edit:
Bully1R Sorcery
Choose any number of creatures you control, for each one of those creatures, you may detain target creature with power less than it.
Heavy Bookshelf1U Creature - Wall
Defender
When ~ enters the battlefield, draw a card. 0/4
Eye Totem1U Creature - Avatar
When ~ enters the battlefield, draw a card and each other player reveals their hand to you. 1/1
Mist Guardian1UU Creature - Elemental
Flash
Flying
When ~ enters the battlefield, until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn. 1/4
Divine ProtectionW Instant
Target creature with the same owner and controller as Divine Protection gains +0/+4, hexproof and indestructible until end of turn.
Until the start of your next turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
Flashback 2W
I'd like to see a Prowess supporting planeswalker:
Jeskai PlaneswalkerRWU
Planeswalker _____________
+1: until end of turn, whenever you cast a noncreature spell, draw a card.
-2: Choose one: ________ deals 3 damage to target creature or player and you gain 3 life, or return target creature to its owner's hand, or put three 1/1 Monk creature tokens with Prowess onto the battlefield.
-8: You get an emblem with "creatures you control have Prowess" and "whenever you cast an instant or sorcery spell, it gains a Flashback cost equal to its converted mana cost until end of turn."
SL: 3
Moonglove Weaver 1UB
Creature- Faerie Wizard
Flash, Flying
When Moonglove Weaver enters the battlefield Each opponent gains 2 life.
When Moonglove Weaver leaves the battlefield you may search your library for an instant or sorcery card with a cost of 2 or less; if you do, cast that spell without paying its mana cost.
2/2
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
Moonglove Weaver 1UB
Creature- Faerie Wizard
Flash, Flying
When Moonglove Weaver enters the battlefield Each opponent gains 2 life.
When Moonglove Weaver leaves the battlefield you may search your library for an instant or sorcery card with a cost of 2 or less; if you do, cast that spell without paying its mana cost.
2/2
The problem with the second ability is that it lets you cast all of the Ancestral Vision cycle.
Moonglove Weaver 1UB
Creature- Faerie Wizard
Flash, Flying
When Moonglove Weaver enters the battlefield Each opponent gains 2 life.
When Moonglove Weaver leaves the battlefield you may search your library for an instant or sorcery card with a cost of 2 or less; if you do, cast that spell without paying its mana cost.
2/2
The problem with the second ability is that it lets you cast all of the Ancestral Vision cycle.
Valid point, but I think I would have rather balanced it out somehow rather than stop it from casting ancestral vision and living end. would it be better if it could only get something from within the top 4 or so cards similar to hideaway?
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
Flash
When Stifle Mage enters the Battlefield counter target activated or triggered ability
2/2
A nice effect that we don't really have in modern in colours that need some help.
Also clearly an answer card (we need some more answers in modern) and something that fits well into a tempo deck (which modern lacks aswell).
Flash
When Stifle Mage enters the Battlefield counter target activated or triggered ability
2/2
A nice effect that we don't really have in modern in colours that need some help.
Also clearly an answer card (we need some more answers in modern) and something that fits well into a tempo deck (which modern lacks aswell).
I can see something like this happening eventually. It is a balanced card (see Squelch for comparison). I'm unsure if Wizards likes these kinds of effects in standard but it seems lile it would be played quite a bit if a deck like the Bant Humans one existed. My guess is that it'll get printed in a Commander product before standard, seems like the environment they can take more risks to push cards in.
Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
As an additional cost to cast admonish, have target opponent gain 5 life. Counter Target Spell. . Skip your next Combat Step, during your next turn, you cannot cast creature spells and creatures you control do not untap.
basically a counterspell for control decks that tempo /combo decks won't also try to abuse and become oppressive
As an additional cost to cast admonish, have target opponent gain 5 life. Counter Target Spell. . Skip your next Combat Step, during your next turn, you cannot cast creature spells and creatures you control do not untap.
basically a counterspell for control decks that tempo /combo decks won't also try to abuse and become oppressive
Some combo decks might still be able to use it, especially ones that don't care about the opponent's life total when they go off and don't rely heavily on creatures. Perhaps not any relevant ones I can think of now, but in the future, such decks could become relevant. It's not a bad design anyway though, as far as I can tell, and certainly keeps tempo decks from using it (unless they became something weird like some kind of theoretical future bizarre infect tempo deck).
I'd like to see a Prowess supporting planeswalker:
Jeskai PlaneswalkerRWU
Planeswalker _____________
+1: until end of turn, whenever you cast a noncreature spell, draw a card.
-2: Choose one: ________ deals 3 damage to target creature or player and you gain 3 life, or return target creature to its owner's hand, or put three 1/1 Monk creature tokens with Prowess onto the battlefield.
-8: You get an emblem with "creatures you control have Prowess" and "whenever you cast an instant or sorcery spell, it gains a Flashback cost equal to its converted mana cost until end of turn."
SL: 3
your -2 is insane.
how about -3:put 2 1/1 red/blue/white soldier tokens with prowess onto the battlefield. and no other options.
starting loyalty 4
rest of it is fine
Hell I would play an instant that was rwu place 3 1/1 s with prowess. Hell yes I would play a walker that could do that lightning helix unsummon then draw a card next turn and do it again. that one activation wins you the game on its own then you have so many other options and CA.
The card you suggested would be significantly better than JtMS.
Enduring DisbeliefUUU Instant
Counter target spell, draw a card.
I feel like it doesn't break standard as UUU is REALLY rough, and isn't easily abused in modern. Less flexible cryptic sounds.. fine?
Too good imo, I would say put it in a phyrexian set and make it UUU(PG) (also make phyrexian generic mana) so could pay 3 mana lose t2 life or you could pay triple/quad blue /and a generic.
Moonglove Weaver 1UB
Creature- Faerie Wizard
Flash, Flying
When Moonglove Weaver enters the battlefield Each opponent gains 2 life.
When Moonglove Weaver leaves the battlefield you may search your library for an instant or sorcery card with a cost of 2 or less; if you do, cast that spell without paying its mana cost.
2/2
????????????????????? what. So you think that snapcaster mage isn't good enough? You want to make a significantly better version in a crazy relevant creature type and boost the stats. not to mention draw three from ancestral.
That card would be plenty playable at UUBB way too insane at 1UB. Also addendum, any instant (or sorcery if you really want to push the card) with cmc exactly 1 or 2.
Also this would just be stupid with split spells.
would you play this card
UUBB
2/2 flash flying when this enters the battlefield choose 1; place 4 1/1 white bird creature tokens with flying onto the battlefield; destroy all lands.
I know I would put it in every deck.
Card concept is busted. I mean look at sunforger. they think a similar affect should cost 8 mana over 3 installments with way more restrictions and be on an equipment thereby requiring a creature.
That is definitely not better than Snapcaster Mage. That creature only casts when it leaves play, so its either a 2 card combo, or it gives you value when your opponent bolts it, but you can't use it to Snap/Cryptic etc. **** that!
________________________________________________________
Guardian of the Abbey 1W
Creature - Human Soldier
Each spell that would cost less than two mana to cast costs two mana to cast. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost R to cast costs 1R to cast instead.)
2/2
Basically a Hoser for A/V and Living End that I honestly thought of as a Vintage card first. But this also slows down the decks using the hyper efficient cards like Lightning Bolt, Serum Visions, Monastery Swiftspear, Thoughtseize, etc.
_______________________________________________
Eldrazi Negator 6C
Creature - Eldrazi
Colored spells cost C more to cast.
4/8
This may be too powerful, because it could just completely lock out some decks. But it was a thought I had, a sort of Colorless Iona, Shield of Emeria.
I kinda wanna see something like dread stead from hearthstone in magic. I was racking my brain for like a non broken way to do this, came up with something like.
Sleepy Head- BB
If Sleepy Head would die, transform it instead.
Players can only sacrifice one creature a turn.
Deja vu is a feeling of seeing the same thing over again.
1/1
Flip side:
Recurring Dreamer
If Recurring Dreamer would die, transform it instead.
Players can only sacrifice one creature a turn.
Deja vu is a feeling of seeing the same thing over again.
1/1
It I was thinking how broken it would be to just trigger things all the time... Entering the battle field effects, sac effects, death effects... and I figured, if you gave it a sac clause and a transform clause, it would be way harder to break. It still would like to be in sac effect decks, but limiting its use.
Pyre-cage Skeleton2B Creature-Skeleton
Exile Pyre-cage Skeleton from your graveyard: add R to your mana pool. 2/2
Tidehollow Infiltrator1WUB Artifact Creature-Vedalken Wizard
Vigilance
Tidehollow Infiltrator cannot be blocked.
Pay 4 life: Exile Tidehollow Infiltrator, return it to the battlefield at the beginning of the next end step 4/5
Something to help madness/dredge decks and a solid (but I feel fair) finisher for esper control builds
What would Heartless Summoning do with Sleepy Head? AFAIK, being put into the graveyard for having 0 toughness is not a sacrifice. So Sleepy Head would be a perpetually transforming 0/0. Changing it to "you may transform" breaks the loop.
You should probably put "can't block" on it as well, given that in Hearthstone you can attack past enemy creatures. This also fixes the infinite chump block problem.
Anyway it still seems pretty ridiculous even if you can't do infinite combos with it. You can grind out value from something like Evolutionary Leap even if you're limited to one sac per turn.
What would Heartless Summoning do with Sleepy Head? AFAIK, being put into the graveyard for having 0 toughness is not a sacrifice. So Sleepy Head would be a perpetually transforming 0/0. Changing it to "you may transform" breaks the loop.
You should probably put "can't block" on it as well, given that in Hearthstone you can attack past enemy creatures. This also fixes the infinite chump block problem.
Anyway it still seems pretty ridiculous even if you can't do infinite combos with it. You can grind out value from something like Evolutionary Leap even if you're limited to one sac per turn.
Probably the best way to make it not quite broken would be to add the 'can't block' clause and instead of transforming have it actually die and return to the battlefield at the beginning of upkeep so that graveyard hate can interact with it.
Of course the card itself will still draw the game anytime it takes damage as it will keeping dying and transforming as the damage marked on it doesn't go away. Same with -1/-1 counters.
any time an object passes from one zone to another, then returns, the game "forgets" things like damage marked on it, counters on it, etc unless some effect says otherwise (and no such effects exist which would make the game not "forget" the damage)
Source: am a judge.
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
any time an object passes from one zone to another, then returns, the game "forgets" things like damage marked on it, counters on it, etc unless some effect says otherwise (and no such effects exist which would make the game not "forget" the damage)
Source: am a judge.
Right I mixed up the order of the sentences. The first version OP posted would draw the game because it just transforms and never changes zone.
Pyre-cage Skeleton2B Creature-Skeleton
Exile Pyre-cage Skeleton from your graveyard: add R to your mana pool.
Something to help madness/dredge decks and a solid (but I feel fair) finisher for esper control builds
Noooooope. Nope, nope, nope. As a player who solely plays degenerate decks (currently dredge, previously everything that I could fit goryo's vengeance into), I can't even think of a way to accurately state how fast this would get banned. We're talking another eldrazi winter here, but worse for everyone involved that didn't build whatever combo this ends up being best in.
Pyre-cage Skeleton2B Creature-Skeleton
Exile Pyre-cage Skeleton from your graveyard: add R to your mana pool.
Something to help madness/dredge decks and a solid (but I feel fair) finisher for esper control builds
Noooooope. Nope, nope, nope. As a player who solely plays degenerate decks (currently dredge, previously everything that I could fit goryo's vengeance into), I can't even think of a way to accurately state how fast this would get banned. We're talking another eldrazi winter here, but worse for everyone involved that didn't build whatever combo this ends up being best in.
I can definitely see how this enables degenerate combo's but isn't it just Simian Spirit Guide from your GY instead of your hand? As long as SSG is modern legal I don't see why this is so much worse. It's also harder to access the mana than SSG because you have to play a deck that actively mills/discards itself (like madness and dredge). I'm not saying you are wrong, I'm just curious why this would cause havoc when SSG (which is probably the better card in my opinion) currently doesn't.
Also, while I'm here, and in honor of Kaladesh being next:
Click-blade CaptainRW Creature-Human Soldier
Click-blade Captain gets +1/+1 for each equipment you control.
Equipped Creatures you control have first strike. 2/2
Consul's OutfitterW Creature-Human Soldier
When Consul's Outfitter enters the battlefield, look at the top 5 cards of your library, you may reveal an equipment card from among them and put it into your hand, Put the rest on the bottom of your library in any order.
Equipped Creatures you control get +0/+2. 1/1
There seems to be a light equipment matters theme going through BFZ block and SOI block and I'd love for that archetype (and really boros in general) to get a few new toys.
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My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
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Falkenrath Mauler RB
Creature-Vampire Horror
Madness: 0
Discard a Card: Falkenrath Mauler gets +1/+1 until end of turn
2/1
This is probably too strong for standard, and maybe too weak for modern, but I think it's the kind of thing that would push madness.
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
Creature - Horror
Madness B
Whenever you discard a card, scry 2.
3/2
Forgotten Maws RB
Creature - Horror
Menace
Madness
Whenever you discard a card, Forgotten Maws gains first-strike until end of turn.
2/2
Hungry Brains UB
Creature - Horror
Discard a card: Hungry Brains gets +1/+1 until end of turn.
Whenever you cast a card for it's madness cost, you may pay 1, if you do, draw a card.
1/3
Because of this article:
http://magic.wizards.com/en/articles/archive/making-magic/storm-scale-ravnica-and-return-ravnica-2016-05-02
I felt like doing this stuff:
Magic Law WUU
Instant
Choose one or both -
* Detain target permanent.
* Counter target spell.
Vile Order B
Instant
Put a -1/-1 counter on target creature, then detain all creatures with -1/-1 counters on them.
Cursebreaker's Chant WG
Sorcery
Exile target artifact or enchantment.
Cipher
Denizen of the False UU
Creature - Illusion
Flying
When Denizen of the False enters the battlefield, Populate.
When Denizen of the False dies, put a 1/1 blue illusion creature token with flying onto the battlefield.
1/2
Call the Knights 1WW
Sorcery
Replicate WW
Put a 2/2 white knight creature on the battlefield with first strike and vigilance.
Doom Blast 1BB
Instant
Destroy target creature you don't control.
Overload 6BBBB
Gemshell Hermit U
Creature - Crab
Scavenge U
1/2
Spirit of Camaraderie 1G
Creature - Spirit Soldier
~ can't be the target of spells with converted mana cost less than or equal to the number of creatures you control.
Battalion - Whenever ~ and at least two other creatures attack, put a +1/+1 counter on target attacking creature and attacking creatures gain trample until end of turn.
2/2
Edit:
Bully 1R
Sorcery
Choose any number of creatures you control, for each one of those creatures, you may detain target creature with power less than it.
Modern - Cheeri0s (building), Belcher (building), Lantern (building), UW Control (building)
RIP Magic Duels. Wizards will regret what they did to you.
Creature - Bird
Hexproof
1/1
Heavy Bookshelf 1U
Creature - Wall
Defender
When ~ enters the battlefield, draw a card.
0/4
Eye Totem 1U
Creature - Avatar
When ~ enters the battlefield, draw a card and each other player reveals their hand to you.
1/1
Mist Guardian 1UU
Creature - Elemental
Flash
Flying
When ~ enters the battlefield, until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
1/4
Divine Protection W
Instant
Target creature with the same owner and controller as Divine Protection gains +0/+4, hexproof and indestructible until end of turn.
Until the start of your next turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
Flashback 2W
Jeskai Planeswalker RWU
Planeswalker _____________
+1: until end of turn, whenever you cast a noncreature spell, draw a card.
-2: Choose one: ________ deals 3 damage to target creature or player and you gain 3 life, or return target creature to its owner's hand, or put three 1/1 Monk creature tokens with Prowess onto the battlefield.
-8: You get an emblem with "creatures you control have Prowess" and "whenever you cast an instant or sorcery spell, it gains a Flashback cost equal to its converted mana cost until end of turn."
SL: 3
Enduring Disbelief UUU
Instant
Counter target spell, draw a card.
I feel like it doesn't break standard as UUU is REALLY rough, and isn't easily abused in modern. Less flexible cryptic sounds.. fine?
Creature- Faerie Wizard
Flash, Flying
When Moonglove Weaver enters the battlefield Each opponent gains 2 life.
When Moonglove Weaver leaves the battlefield you may search your library for an instant or sorcery card with a cost of 2 or less; if you do, cast that spell without paying its mana cost.
2/2
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
The problem with the second ability is that it lets you cast all of the Ancestral Vision cycle.
Valid point, but I think I would have rather balanced it out somehow rather than stop it from casting ancestral vision and living end. would it be better if it could only get something from within the top 4 or so cards similar to hideaway?
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Human Wizard
Flash
When Stifle Mage enters the Battlefield counter target activated or triggered ability
2/2
A nice effect that we don't really have in modern in colours that need some help.
Also clearly an answer card (we need some more answers in modern) and something that fits well into a tempo deck (which modern lacks aswell).
MTGO/MTGA: Tyclone
My Primers ~ GWx Vizier Company ~ Knightfall ~ RG Eldrazi ~ Green's Sun's Zenith
More Brews ~ Modern Four Horsemen ~ Gitrog Dredge
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
Admonish:
As an additional cost to cast admonish, have target opponent gain 5 life. Counter Target Spell. . Skip your next Combat Step, during your next turn, you cannot cast creature spells and creatures you control do not untap.
basically a counterspell for control decks that tempo /combo decks won't also try to abuse and become oppressive
Some combo decks might still be able to use it, especially ones that don't care about the opponent's life total when they go off and don't rely heavily on creatures. Perhaps not any relevant ones I can think of now, but in the future, such decks could become relevant. It's not a bad design anyway though, as far as I can tell, and certainly keeps tempo decks from using it (unless they became something weird like some kind of theoretical future bizarre infect tempo deck).
your -2 is insane.
how about -3:put 2 1/1 red/blue/white soldier tokens with prowess onto the battlefield. and no other options.
starting loyalty 4
rest of it is fine
Hell I would play an instant that was rwu place 3 1/1 s with prowess. Hell yes I would play a walker that could do that lightning helix unsummon then draw a card next turn and do it again. that one activation wins you the game on its own then you have so many other options and CA.
The card you suggested would be significantly better than JtMS.
Too good imo, I would say put it in a phyrexian set and make it UUU(PG) (also make phyrexian generic mana) so could pay 3 mana lose t2 life or you could pay triple/quad blue /and a generic.
????????????????????? what. So you think that snapcaster mage isn't good enough? You want to make a significantly better version in a crazy relevant creature type and boost the stats. not to mention draw three from ancestral.
That card would be plenty playable at UUBB way too insane at 1UB. Also addendum, any instant (or sorcery if you really want to push the card) with cmc exactly 1 or 2.
Also this would just be stupid with split spells.
would you play this card
UUBB
2/2 flash flying when this enters the battlefield choose 1; place 4 1/1 white bird creature tokens with flying onto the battlefield; destroy all lands.
I know I would put it in every deck.
Card concept is busted. I mean look at sunforger. they think a similar affect should cost 8 mana over 3 installments with way more restrictions and be on an equipment thereby requiring a creature.
________________________________________________________
Guardian of the Abbey 1W
Creature - Human Soldier
Each spell that would cost less than two mana to cast costs two mana to cast. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost R to cast costs 1R to cast instead.)
2/2
Basically a Hoser for A/V and Living End that I honestly thought of as a Vintage card first. But this also slows down the decks using the hyper efficient cards like Lightning Bolt, Serum Visions, Monastery Swiftspear, Thoughtseize, etc.
_______________________________________________
Eldrazi Negator 6C
Creature - Eldrazi
Colored spells cost C more to cast.
4/8
This may be too powerful, because it could just completely lock out some decks. But it was a thought I had, a sort of Colorless Iona, Shield of Emeria.
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
Sleepy Head- BB
If Sleepy Head would die, transform it instead.
Players can only sacrifice one creature a turn.
Deja vu is a feeling of seeing the same thing over again.
1/1
Flip side:
Recurring Dreamer
If Recurring Dreamer would die, transform it instead.
Players can only sacrifice one creature a turn.
Deja vu is a feeling of seeing the same thing over again.
1/1
It I was thinking how broken it would be to just trigger things all the time... Entering the battle field effects, sac effects, death effects... and I figured, if you gave it a sac clause and a transform clause, it would be way harder to break. It still would like to be in sac effect decks, but limiting its use.
Creature-Skeleton
Exile Pyre-cage Skeleton from your graveyard: add R to your mana pool.
2/2
Tidehollow Infiltrator 1WUB
Artifact Creature-Vedalken Wizard
Vigilance
Tidehollow Infiltrator cannot be blocked.
Pay 4 life: Exile Tidehollow Infiltrator, return it to the battlefield at the beginning of the next end step
4/5
Something to help madness/dredge decks and a solid (but I feel fair) finisher for esper control builds
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
You should probably put "can't block" on it as well, given that in Hearthstone you can attack past enemy creatures. This also fixes the infinite chump block problem.
Anyway it still seems pretty ridiculous even if you can't do infinite combos with it. You can grind out value from something like Evolutionary Leap even if you're limited to one sac per turn.
| Ad Nauseam
| Infect
Big Johnny.
Probably the best way to make it not quite broken would be to add the 'can't block' clause and instead of transforming have it actually die and return to the battlefield at the beginning of upkeep so that graveyard hate can interact with it.
Of course the card itself will still draw the game anytime it takes damage as it will keeping dying and transforming as the damage marked on it doesn't go away. Same with -1/-1 counters.
Source: am a judge.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
Right I mixed up the order of the sentences. The first version OP posted would draw the game because it just transforms and never changes zone.
Noooooope. Nope, nope, nope. As a player who solely plays degenerate decks (currently dredge, previously everything that I could fit goryo's vengeance into), I can't even think of a way to accurately state how fast this would get banned. We're talking another eldrazi winter here, but worse for everyone involved that didn't build whatever combo this ends up being best in.
I can definitely see how this enables degenerate combo's but isn't it just Simian Spirit Guide from your GY instead of your hand? As long as SSG is modern legal I don't see why this is so much worse. It's also harder to access the mana than SSG because you have to play a deck that actively mills/discards itself (like madness and dredge). I'm not saying you are wrong, I'm just curious why this would cause havoc when SSG (which is probably the better card in my opinion) currently doesn't.
Also, while I'm here, and in honor of Kaladesh being next:
Click-blade Captain RW
Creature-Human Soldier
Click-blade Captain gets +1/+1 for each equipment you control.
Equipped Creatures you control have first strike.
2/2
Consul's Outfitter W
Creature-Human Soldier
When Consul's Outfitter enters the battlefield, look at the top 5 cards of your library, you may reveal an equipment card from among them and put it into your hand, Put the rest on the bottom of your library in any order.
Equipped Creatures you control get +0/+2.
1/1
There seems to be a light equipment matters theme going through BFZ block and SOI block and I'd love for that archetype (and really boros in general) to get a few new toys.
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"