Honestly, I could see them printing this in standard. This is only slightly more powerful than a bear with Battlecry. Maybe shift it to being a 2/1 or a 1/3? But honestly I think it's probably fine as-is.
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Fair enough. I guess it seems pretty unbeatable when played t2 when you can't interact with it, but then again so does Stoneforge Mystic so its probably ok. Also a hell of a card with Bitterblossom
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Fair enough. I guess it seems pretty unbeatable when played t2 when you can't interact with it, but then again so does Stoneforge Mystic so its probably ok. Also a hell of a card with Bitterblossom
On turn 2, this is barely better than Accorder Paladin - it might boost your one drop this turn, but Pally swings for more so that evens out. And it picks up another point of toughness which keeps you from getting completely ranched by Forked Bolt, but Flames of the Firebrand and Arc Trail hit you just as hard.
It seems a touch more dangerous later when you can pick up the boost for everything right away, but it's less explosive on that count than Goblin Bushwhacker/Reckless Bushwhacker since it doesn't add another body.
Ultimately, the card seems fair. It's a pushed bear, but Wizards pushes bears all the time.
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An interesting design but would it be easier just to make it a 3/1 with a 1/1 it has to protect? It feels a bit clunky having them grant each other bonouses
Big Bro - 1W
Legendary Creature - Human Guardian
As big Bro enters the battlefield create a 1/1 legendary white human warrior creature named Little Bro with "If you control no creatures called Big Bro sacrifice Little Bro."
If you control no creatures called Little Bro sacrifice Big Bro
3/1
I guess you lose Reveillark synergy but it feels a bit cleaner. Alternatively it might be cool if the Little Bros weren't legendary, that way you could get some extra mileage about of bounce effects since the Little Bro buff can stack.
Other Big Bro - 1W
Legendary Creature - Human Warrior
As Other Big Bro enters the battlefield, create a 1/1 white human warrior creature named Little Bro.
Other Big Bro get +1/+1 for each creature named Little Bro that you control.
Honestly, this doesn't seem powerful enough. A 1W 3/1 that makes a 1/1 token is playable but not overly pushed when compared to stuff like Accorder Paladin, Aethergeode Miner, Daring Skyjek, or Glory-Bound Initiate. Add in the drawback of both dying if either does and this seems downright weak. I'd suggest either making it one pushed creature (like a 4/4) that makes a 1/1 it has to protect, or maybe make it two decent-sized creatures (like a 3/1 and a 2/2 or two 2/2's) that both die when one does.
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Counter target triggered ability. If a permanent's ability is countered this way, that permanent loses all abilities, then exile that permanent, and its controller gains life equal to its converted mana cost.
Counter target triggered ability. If a permanent's ability is countered this way, that permanent loses all abilities, then exile that permanent, and its controller gains life equal to its converted mana cost.
Just countering triggered abilities makes this seem a little limited. Could we see it hit activated abilities as well?
Alternately/additionally, could this exile spells if it counters their triggered abilities? It would make it a cleaner counter to Storm, Cascade, Eldrazi, etc.
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Just countering triggered abilities makes this seem a little limited. Could we see it hit activated abilities as well?
Alternately/additionally, could this exile spells if it counters their triggered abilities? It would make it a cleaner counter to Storm, Cascade, Eldrazi, etc.
And I was worried about it being too effective. This originally had Split second, too.
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Counter target activated or triggered ability. If a spell's ability is countered that way, exile that spell. If a permanent's ability is countered this way, that permanent loses all abilities, then exile that permanent, and its controller gains life equal to its converted mana cost.
Violent Surge1R
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Violent Surge deals 3 damage to target creature or player. If that player or creature has already been dealt damage this turn transform Violent Surge instead.
Volatile Spray----
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Volatile Spray deals 5 damage divided as you choose among one, two, or three target creatures and/or players.
Lavaflow Elemental - Proabaly a good card but feels like it shatters the colour pie. I mean it' a BadlandsDryad Arbor. Why is it in R/B? I could see it in Simic if you flavored right but Rakdos feels out of place.
Mist Seer - Obviously not printable as a 4/4 but I would really like a tutor on legs. It could see print as as 2/2 possibly, as a 4/4 it is a beast that I would slam dunk into my cube.
Rediscovery - I like it, the flavour feels off (the name sounds like green or blue), but I like it a lot. Reminds me of Unearth but a red version.
Terrain Processor - I really like it. You need to have the right lands but he can do a lot of things if you do, the floor of ramping isn't great but I guess if you don't have the right lands you just don't run him.
Tar Monster - He seems fun, I would probably run it in my Golgari section.
Fire Imp is cubeable as-is, and this is a strict improvement, which I don't think would be printable. Maybe bump it to 1RR? It'd still be solid and flexible as an Abrade with legs.
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Yeah you've pretty much made impulse + scry 3...on a 3 drop lol
at sorcery speed too. It's fine imo.
I think we forget, we want cards for the cube. Not for the general public. At least that is what I have always seen this thread as.
The name of the thread is 'Print this Wizards!", so when designing cards, we *are* designing ones we'd expect for the general public that are also good enough for cube. As much as I know you hate it when anyone says something isn't printable, the example we are talking about is an insane card and I doubt it would be printed considering the literal name of this thread. If the thread was called 'design cards you'd play' it would be one thing, but we are operating under the assumption that we are designing cards we could crack in a pack or see in supplemental products.
And yeah, the True Name Nemeses of the world exist, but I feel like designing mistakes isn't where we want to be here. It's a fine line, and really shows how tough it is to print powerful cards without going over the line. As much as cube benefits from bad design, it can't be ignore and expected as the cards to see.
When Ragin' Sage enters the battlefield choose one:
- Deal 2 Damage to another target creature
- Destroy target artifact
2/1
Seems insane. A modal kill spell on a 3 drop creature would be unheard of, right? Where is there another example of this? I could see this with it having a CMC limit on the artifact and a lower damage amount, but I don't think we'd see a modal spell kill creature at 2R.
To be fair, Reclamation Sage is effectively a modal kill spell, the modes are just "destroy artifact" and "destroy enchantment". And since Naturalize and Abrade cost the same amount, you could definitely make the argument that red could get some iteration of this.
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That's not really the same considering enchantments get printed way less than creatures. Prob not a stretch to say most cubes have more creatures than they have artifacts + enchantments combined. Like, no one is describing Naturalize as a modal spell and for good reason, despite being technically correct, but a google search for 'abrade mtg modal' generates enough responses to see the difference.
The argument can be made, def, but not at those stats. Like, 'ETB: 1 damage or destroy target artifact with CMC 4 or less' or something, maybe even take out the CMC clause or raise it to 5 or 6 (prob arbitrary at 6), but 2 damage kills a lot of creatures as Fire Imp has killed its fair share, and adding an artifact destruction option to an already-cubeable card seems to be a place that Wizards won't go considering how many years its been since Fire Imp and how you'd expect something similar if it was actually an expectation.
You can't print it in a standard legal set because it either warps the limited format or becomes an expensive money sink card that probably leads to a ban if it kills off X number of decks that fail the 'does it die to broken 3 drop?' rule, and it's tough to figure out how that would fit to a theme of an EDH deck without focusing on some tribal aspect or just jamming it in there and saying 'voila! it's blue!' like with TNN.
Like, make this 2 damage to non-pirate, non human and I think it's a lot more reasonable for standard and limited as at least there's a tribal hurdle, something that's largely arbitrary for cube but would be a real thing where it's printed...and even then, it's hard to ignore how it could warp those formats.
There is a good point to be made about printing it in standard. Fire Imp was never standard legal. Flametongue Kavu dominated the Standard it was in (though 4 is a lot bigger than 2). Ghitu Slinger was playable. Sand Strangler's been played a fair amount in Standard.
I don't think it's completely unprintable though. And 1 damage is definitely not interesting. I do think they could print a Standard variant of Fire Imp and not have it break anything too badly. Maybe if we ratcheted it up a bit? Make the Indirik Stomphowler for Abrade?
Rending Raptor 4R
Creature - Dinosaur
When Rending Raptor enters the battlefield, choose one:
-Rending Raptor deals 3 damage to target creature
-Destroy target artifact
4/4
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There is a good point to be made about printing it in standard. Fire Imp was never standard legal. Flametongue Kavu dominated the Standard it was in (though 4 is a lot bigger than 2). Ghitu Slinger was playable. Sand Strangler's been played a fair amount in Standard.
I don't think it's completely unprintable though. And 1 damage is definitely not interesting. I do think they could print a Standard variant of Fire Imp and not have it break anything too badly. Maybe if we ratcheted it up a bit? Make the Indirik Stomphowler for Abrade?
Rending Raptor 4R
Creature - Dinosaur
When Rending Raptor enters the battlefield, choose one:
-Rending Raptor deals 3 damage to target creature
-Destroy target artifact
4/4
I may be wrong, but I feel like that's a good example of something that's printable, good enough for cube, and not so OP in the sets Id expect it to be in that it can't be printed in a real set. It might have to be 3RR or a 3/4, but even then that might be nitpicking. Nice!
I agree that Fire Imp might see play, but that's why this card is so unimaginable as we'd have to return there first before anything else and the way magic cards are made by wizards now I feel like a 3 mana version of this card would be a lot. 1 damage may be unexciting, but that's why magic card design is so hard: having a difference of '1' in any field can warp the power level of the card. I imagine that if you made the 3 mana version really limited in terms of the tribes it hits (non-pirate, non-dinosaur) so that it was reduced to more of a silver bullet than anything else in its format but was still hitting almost all targets in cube that it would be a lot more reasonable to see at 3 mana.
Han Cho, Super Friend 1WU
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+1: All your planeswalkers gain 1 loyalty.
-1: Untap target creature and get control of it until your next turn.
-7: Gain control of all planeswalkers.
Starting loyalty: 4
Han Cho, Super Friend 1WU
Planeswalker
+1: All your planeswalkers gain 1 loyalty.
-1: Untap target creature and get control of it until your next turn.
-7: Gain control of all planeswalkers.
Starting loyalty: 4
2nd ability would never appear on a UW card, I'm not sure what the precedent is but there aren't a lot of temporary control magic affects/Act of Treasons that don't grant haste.
Maybe this is a UR card? Even then, the superfriends aspect would feel forced in those colors.
Han Cho, Super Friend 1WU
Planeswalker
+1: All your planeswalkers gain 1 loyalty.
-1: Untap target creature and get control of it until your next turn.
-7: Gain control of all planeswalkers.
Starting loyalty: 4
2nd ability would never appear on a UW card, I'm not sure what the precedent is but there aren't a lot of temporary control magic affects/Act of Treasons that don't grant haste.
Maybe this is a UR card? Even then, the superfriends aspect would feel forced in those colors.
A temporary Control Magic effect that lasts until your next turn rather than until the end of the turn feels like an Azorious effect. It removes an attacker from them and provides you a blocker, it isn't great on offence (although it does remove a blocker) but pretty solid defense since your taking their best creature and making them attack into it and that can handily generate a 2-for-1.
I don't know if I would cube the card but the -1 is actually interesting on a 3 drop walker, I would prefer it on a non-superfriends walker.
Temp control magic effects are pretty much exclusively red-territory, that's kinda why I'm asking about the precedent as I can only think of Ray of Command in UW and that's an old example. I agree it feels like an azorius effect, but it might be telling that we haven't seen anything like that yet. I also agree I probably wouldn't play it, but I don't think it would be printed anyways as its kinda wonky.
Temp control magic effects are pretty much exclusively red-territory, that's kinda why I'm asking about the precedent as I can only think of Ray of Command in UW and that's an old example. I agree it feels like an azorius effect, but it might be telling that we haven't seen anything like that yet. I also agree I probably wouldn't play it, but I don't think it would be printed anyways as its kinda wonky.
Yea I admit its usually a red effect but it always comes with haste, dropping the haste and EoT restriction makes it a completely different effect. I don't think there is precedent because it hasn't been done before. It definitely doesn't feel like a red effect.
I could see something like:
WU
Grand Magistrate Amarette
Creature - Human Advisor
WU TAP: Gain control of target creature untill the beginning of your next turn
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On turn 2, this is barely better than Accorder Paladin - it might boost your one drop this turn, but Pally swings for more so that evens out. And it picks up another point of toughness which keeps you from getting completely ranched by Forked Bolt, but Flames of the Firebrand and Arc Trail hit you just as hard.
It seems a touch more dangerous later when you can pick up the boost for everything right away, but it's less explosive on that count than Goblin Bushwhacker/Reckless Bushwhacker since it doesn't add another body.
Ultimately, the card seems fair. It's a pushed bear, but Wizards pushes bears all the time.
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I guess you lose Reveillark synergy but it feels a bit cleaner. Alternatively it might be cool if the Little Bros weren't legendary, that way you could get some extra mileage about of bounce effects since the Little Bro buff can stack.
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Counter target triggered ability. If a permanent's ability is countered this way, that permanent loses all abilities, then exile that permanent, and its controller gains life equal to its converted mana cost.
Just countering triggered abilities makes this seem a little limited. Could we see it hit activated abilities as well?
Alternately/additionally, could this exile spells if it counters their triggered abilities? It would make it a cleaner counter to Storm, Cascade, Eldrazi, etc.
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Counter target activated or triggered ability. If a spell's ability is countered that way, exile that spell. If a permanent's ability is countered this way, that permanent loses all abilities, then exile that permanent, and its controller gains life equal to its converted mana cost.
at sorcery speed too. It's fine imo.
I think we forget, we want cards for the cube. Not for the general public. At least that is what I have always seen this thread as.
Instant
Violent Surge deals 3 damage to target creature or player. If that player or creature has already been dealt damage this turn transform Violent Surge instead.
Volatile Spray ----
Instant
Volatile Spray deals 5 damage divided as you choose among one, two, or three target creatures and/or players.
Mist Seer - Obviously not printable as a 4/4 but I would really like a tutor on legs. It could see print as as 2/2 possibly, as a 4/4 it is a beast that I would slam dunk into my cube.
Rediscovery - I like it, the flavour feels off (the name sounds like green or blue), but I like it a lot. Reminds me of Unearth but a red version.
Terrain Processor - I really like it. You need to have the right lands but he can do a lot of things if you do, the floor of ramping isn't great but I guess if you don't have the right lands you just don't run him.
Tar Monster - He seems fun, I would probably run it in my Golgari section.
Thoughts? Half Fire Imp, half Manic Vandal, all value.
Fire Imp is cubeable as-is, and this is a strict improvement, which I don't think would be printable. Maybe bump it to 1RR? It'd still be solid and flexible as an Abrade with legs.
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The name of the thread is 'Print this Wizards!", so when designing cards, we *are* designing ones we'd expect for the general public that are also good enough for cube. As much as I know you hate it when anyone says something isn't printable, the example we are talking about is an insane card and I doubt it would be printed considering the literal name of this thread. If the thread was called 'design cards you'd play' it would be one thing, but we are operating under the assumption that we are designing cards we could crack in a pack or see in supplemental products.
And yeah, the True Name Nemeses of the world exist, but I feel like designing mistakes isn't where we want to be here. It's a fine line, and really shows how tough it is to print powerful cards without going over the line. As much as cube benefits from bad design, it can't be ignore and expected as the cards to see.
Seems insane. A modal kill spell on a 3 drop creature would be unheard of, right? Where is there another example of this? I could see this with it having a CMC limit on the artifact and a lower damage amount, but I don't think we'd see a modal spell kill creature at 2R.
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The argument can be made, def, but not at those stats. Like, 'ETB: 1 damage or destroy target artifact with CMC 4 or less' or something, maybe even take out the CMC clause or raise it to 5 or 6 (prob arbitrary at 6), but 2 damage kills a lot of creatures as Fire Imp has killed its fair share, and adding an artifact destruction option to an already-cubeable card seems to be a place that Wizards won't go considering how many years its been since Fire Imp and how you'd expect something similar if it was actually an expectation.
You can't print it in a standard legal set because it either warps the limited format or becomes an expensive money sink card that probably leads to a ban if it kills off X number of decks that fail the 'does it die to broken 3 drop?' rule, and it's tough to figure out how that would fit to a theme of an EDH deck without focusing on some tribal aspect or just jamming it in there and saying 'voila! it's blue!' like with TNN.
Like, make this 2 damage to non-pirate, non human and I think it's a lot more reasonable for standard and limited as at least there's a tribal hurdle, something that's largely arbitrary for cube but would be a real thing where it's printed...and even then, it's hard to ignore how it could warp those formats.
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I don't think it's completely unprintable though. And 1 damage is definitely not interesting. I do think they could print a Standard variant of Fire Imp and not have it break anything too badly. Maybe if we ratcheted it up a bit? Make the Indirik Stomphowler for Abrade?
Rending Raptor 4R
Creature - Dinosaur
When Rending Raptor enters the battlefield, choose one:
-Rending Raptor deals 3 damage to target creature
-Destroy target artifact
4/4
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I may be wrong, but I feel like that's a good example of something that's printable, good enough for cube, and not so OP in the sets Id expect it to be in that it can't be printed in a real set. It might have to be 3RR or a 3/4, but even then that might be nitpicking. Nice!
I agree that Fire Imp might see play, but that's why this card is so unimaginable as we'd have to return there first before anything else and the way magic cards are made by wizards now I feel like a 3 mana version of this card would be a lot. 1 damage may be unexciting, but that's why magic card design is so hard: having a difference of '1' in any field can warp the power level of the card. I imagine that if you made the 3 mana version really limited in terms of the tribes it hits (non-pirate, non-dinosaur) so that it was reduced to more of a silver bullet than anything else in its format but was still hitting almost all targets in cube that it would be a lot more reasonable to see at 3 mana.
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+1: All your planeswalkers gain 1 loyalty.
-1: Untap target creature and get control of it until your next turn.
-7: Gain control of all planeswalkers.
Starting loyalty: 4
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T: Add R to your mana pool.
1/1
2nd ability would never appear on a UW card, I'm not sure what the precedent is but there aren't a lot of temporary control magic affects/Act of Treasons that don't grant haste.
Maybe this is a UR card? Even then, the superfriends aspect would feel forced in those colors.
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A temporary Control Magic effect that lasts until your next turn rather than until the end of the turn feels like an Azorious effect. It removes an attacker from them and provides you a blocker, it isn't great on offence (although it does remove a blocker) but pretty solid defense since your taking their best creature and making them attack into it and that can handily generate a 2-for-1.
I don't know if I would cube the card but the -1 is actually interesting on a 3 drop walker, I would prefer it on a non-superfriends walker.
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Yea I admit its usually a red effect but it always comes with haste, dropping the haste and EoT restriction makes it a completely different effect. I don't think there is precedent because it hasn't been done before. It definitely doesn't feel like a red effect.
I could see something like: