The upper-left corner being a curved arrow denotes sorcery. A straight arrow would denote instant.
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Quote from ClockworkSwordfish »
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Mana Theft/Taxation/Etc(U/G)
Enchantment (U)
Whenever a phase ends, if an opponent has mana in his or her mana pool, remove it and add that mana to your mana pool.
iiw: shiny
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"Here only miracles. Here, only the rising of spirit. And yes, love if it was pertinent (which it was so often); and sometimes bloodletting. But never the prosaic, never the trivial. Here the man who brought the strangest tale was the most welcome. Here every excess was celebrated if it brought visions, and every vision analyzed for the hints it held to the nature of the Everlasting." - Clive Barker's Imajica
Well I didn't know there was already a broken 2 drop challenge...:
Effortless Diversion0
Instant (R)
Effortless diversion is blue.
Counter target spell. At the beginning of that spell's controller's next main phase, add X to his or her mana pool, where X is that spell's converted mana cost.
"Oh sorry, did I interrupt you? What were you saying?"
Well I didn't know there was already a broken 2 drop challenge...:
Effortless Diversion0
Instant (R)
Effortless diversion is blue.
Counter target spell. At the beginning of that spell's controller's next main phase, add X to his or her mana pool, where X is that spell's converted mana cost.
"Oh sorry, did I interrupt you? What were you saying?"
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Crazed Coaldancer 1R
Creature - Human Warrior {R}
2/1
Haste
At the beginning of your end step, if you cast a red spell this turn, Crazed Coaldancer deals 1 damage to target creature or player.
IIW: New Graveyard Mechanic
It's certainly over the curve, but I'm not sure if it'd be a multiformat all-star like the rest of the cycle; it's like Shrine of Burning Rage most of the time, except more vulnerable to removal but very powerful in a format with lots of 1-toughness creatures. Would probably have to be a goblin to be competitive. The design is alright, but nothing that I'd go crazy over.
Goblin Firestarter1R
Creature - Goblin (R)
Haste
When Goblin Firestarter enters the battlefield, add RRR to your mana pool. [1/1]
IIW: Non-human planeswalker. The weirder the better, as long as it makes sense.
It's Pyretic Ritual but sorcery and it makes a 1/1. Pyretic Ritual saw no play anywhere, and I don't think giving you a Gobbo really changes that much, since if you're doing something with rituals, you're probably just going to kill them (and one little 1/1 won't change that 90% of the time). This is also really unexciting for rare, since none of the three player demographics are going to be excited when they see this (MAAAYYYYBE Johnny).
I have no imagination right now, so I'm tacking onto this train of thought.
Blaze-Raiser1R
Creature - Elemental Warrior {R}
Whenever Blaze-Raiser attacks, you may pay 1R. If you do, put a 3/1 red Elemental creature token onto the battlefield tapped and attacking.
2/1
IIW: Something that makes lots of Goblins.
This is edgy. You can play this t2, burn their defender with a 1-mana spell and get in for 5 t3 with no loss of tempo, and from there your opponents are in for pain if they can't get a sweeper or some better blockers. Probably good in standard, though perhaps not any other formats. Coudl have used some flavour text to help me better understand what's going on with the card, but this is cool design.
Counterdraft2UU
Instant {U}
You may cast Counterdraft without paying its mana cost if you played another blue spell this turn.
Counter target spell. Your efforts are like an unsharpened kiddie pencil; cute but pointless.
IIW: A bird card.
lol@flavour text. This is extremely dangerous and will be played in any format where instant-speed card draw (Brainstorm, Think Twice) is powerful and playable. This feels way better than Force of Will though; Force may be more reliable, but it makes you lose a card and a life, and it's far harder to hardcast than this card. It might be as format-warping as Mental Misstep, too, which isn't a good sign. Would probably need some additional cost added to the "free" aspect to make it fair.
Chandra Ascended1RR Planeswalker
[+1]: Deal 2 damage to target creature or player, then deal 1 damage to another target creature or player.
[-2]: Draw 2 cards, then discard 2 cards.
[-5]: All instant and sorcery cards in your graveyard gain Flashback - 1R until end of turn.
{2}
Oh jeez, Arc Trails, Arc Trails everywhere! The first and second abilities should really be switched; the potential to kill two things on a plus ability on a planeswalker is absurd, and double looting (or Faithless Looting, rather) is suuuuper unexciting for a -2 (also it should be draw "two" cards, then discard "two" cards /nitpicknitpick). I think with just that simple change this card is very cool, with the draw/discard working well with the ulti (which is slightly too reminiscent of Chandra Ablaze's, but eh) and it reminds me of Ajani Vengeant in how it affects the game; it's VERY powerful, and can take over a game, but not brokenly so. That isn't the card you submitted, though. :sad:
Exchange Stone4 Artifact 3 or pay 4 life or discard two cards: Choose one - Gain 2 life; or add 2 to your mana pool; or draw a card. "Whatever resource you need can be yours, if the price is right."
-Valbar, Exchange Mage
#AmIDoingItRight
IIW: THINK WITH FRICKING PORTALS!
Bahaha, I love it; ingenious way of using the modality of both the cost and the effect to create a simple way of "exchanging" resources (though Oculus helped you with that part, so maybe he should get the credit? :P). I think the cost of the card itself should be upped, as this is kind of a one card combo with Emrakul and his ilk in that you slap this down, expend your life and hand and just immediately kill your opponent with it. 5 or 6 mana would probably put this in the safe range. I just love what this is doing, though.
Treasure Dragon3RR
Creature - Dragon (R)
Flying
When Treasure Dragon enters the battlefield, you acquire two gold counters. 1R, spend a gold counter: Treasure Dragon deals 4 damage to target creature.
4/4
IIW siggy
I think this could be both a money card and a card that is about money, lol. It has the potential to be very powerful in standard, depending on the format and how prevalent gold is, and it's funny that he can kill opposing Treasure Dragons. I don't like the name, though, as it gives no indication of why this dragon is blasting creatures with fire (outside of just "being a dragon"). It's a bit too generic is what I mean, both in its flavour and what it's actually doing.
Goblin Interpreter1R
Creature-Goblin Warrior (R)
When Goblin Interpreter enters the battlefield, draw 3 cards, then discard 2. Goblin Interpreter deals 2 damage to you for each non goblin card discarded this way.
2/1 As a apt as a Goblin Interpreter may be, they consistently fail to translate "Please throw no rocks" correctly. Typically, all they catch is "throw" and "rocks."
I literally did "laugh out loud" at the flavour text. A cantripping goblin (effectively) is not really my idea of an exciting rare, especially when you get punched in the face for discarding cards that you probably don't want to discard. That's a pretty feel-bad moment. I like the flavour, and it's got neat design, but this is nowhere near the other 2-drops and is decidedly not a "money" card.
This is ridiculously above the curve, but I can't say it's really a money card. Unless standard is filled with tons of artifacts, this won't see any play there, and it's too expensive (even with Convoke) to see play in other formats, especially since artifacts, though present, are often not the central piece of most decks. The name/flavour is also super generic. :|
Been awhile... money cards? I'm not sure if this is supposed to be high dollar cards or money portrayed on cards, so....
Toll Booth3
Artifact R
Whenever a creature attacks you, his or her controller may pay 2, if he or she doesn't, destroy that creature at the end of combat Come one, come all! Come see, the Toll Booth! This amazing new building will allow you, for a small fee, to take roads rather than risk getting robbed on those out-dated trails
IIW: Make flavorful face cards for a new duel deck series.
I LOOOOVE the flavour; it creates this awesome story of creatures getting lost as they go into combat and dying in the wilderness after all their food an drink are stolen from them. This is a worse Ghostly Prison, though, ignoring card type and the need for white. If your opponent has 10 1/1s, and you're at 10 and have this card, you're dead. Your opponent doesn't care if he's losing his entire team if he's killing you. With Ghostly Prison, though, your opponent can't do that unless he has a billion mana, and Prison is only an uncommon. Artifacts are also far easier to remove than enchantments, and red, the colour screwed over by these effects the most, can deal with this card much easier (which is good for the format, bad for the power level). For this card to be rare, you should either reduce the cost or up the toll, or add some other effect beneficial to you. I like the card regardless, though.
Slot Automation1
Artifact Creature - Construct (R)
As Slot Automation enters the battlefield, you may sacrifice it.
When Slot Automation dies, add 3 to your mana pool.
1/1
I'm not sure what the flavour of this is, since "slot" doesn't tell me much and "automation isn't actually an object or anything (I assume you meant automaton?). This is pretty strong as a colourless sorcery-speed Dark Ritual that can be a 1/1 if you really need it to be. It's fine, but the effect doesn't feel rare to me, and lack of flavour kills it.
SoiltenderGU
Creature - Human Druid Wizard (R) T: Draw a card, then discard a card. If it's a land, put it onto the battlefield.
1/1
IIW: skeletons
Woah jeez; yeah, this is strong. It's tough to say whether this would see play in constructed, but this is the nuts in EDH and will have a decently high pricetag because of it. I like it, though in the back of my mind this still seems broken lol.
United Bank of Ulgrotha
Legendary Land (R) 1, T: Put a charge counter on United Bank of Ulgrotha. T, Remove X charge counters from United Bank of Ulgrotha: Add X to your mana pool. Although a festering, extraplanar backwater, Ulgrotha's banking system offers the best returns in the multiverse - the Baron guarantees it.
IIW: You throw on your gangster clothes and strike a gangster pose.
I may be missing something, but...isn't this strictly worse than the storage lands (Molten Slagheap et all)? Can only produce colourless, legendary, can't tap for mana and taking up a rare slot rather than an uncommon one. I mean, it's nice flavour and all, but... yeah. :|
Demonic FinancierB Creature - Demon
:symtap:, Add BBB to you mana pool. You get an emblem with "At the beginning of your upkeep, you lose 2 life" "I find credit to be a very effective method of gathering souls. Mortals often fail to see that their dreams often cost more than the reward" - Tirney, the Merciless
0/1
Haha, wow, that's very cool how the lifeloss starts accumulating as you "give in to the devil" more, as it were. Extremely good flavour. It MIGHT be too powerful (since you can just kill them with the 3 extra lands you have in play before you die yourself) and I'm uncomfortable with a card that gives you emblems that is both a rare (emblems are arguably not a rare mechanic) and giving you multiple of the same emblems very quickly is a bit silly (though I recognize that it's too abusable if you put counters on the creature instead. Note that even if I didn't have these problems with the card, you have no IIW so you couldn't have won. Remember for next time.
Mana Theft/Taxation/Etc(U/G)
Enchantment (U)
Whenever a phase ends, if an opponent has mana in his or her mana pool, remove it and add that mana to your mana pool.
iiw: shiny
This likely needs to be reworded and bumped to rare. Reworded since it's very confusing at to when you actually receive the mana (do you get it during the end of the phase (which is when this ability triggers) or at the start of the next one?) and bumped to rare because this mechanic is too complex for uncommon, and it also feels rare. It's a neat idea, but this effect is just not going to happen often enough for it to really matter.
Doom Lich! Oculus gets second place for helping him lolol
NEXT CHALLENGE: THINK WITH FRICKIN PORTALS!
@Megiddo: Yeah, something was deleted. Summon's post was at the top of my page last I checked (now ava is there).
Dream Guide3UR
Creature - Human Wizard (U)
Whenever Dream Guide attacks, exile target creature you control and own. After blockers are declared, return that card to the battlefield tapped and attacking.
2/2
IIW: Take an existing mechanic and do something new with it. (Pro-tip: Not a fan of suspend.)
Portal-Carrier3WW
Creature - Human Wizard (R) T: Exile target permanent.
When Portal-Carrier dies, return all permanents that were exiled by Portal-Carrier onto the battlefield.
2/4 "My enemies fall for my disguises."
Momentum TransferW
Instant (C)
Target creature with haste loses haste and gains flying until end of turn.
Draw a card.
IIW: The numbers on your card total a multiple of six that's 36 or larger. (This includes numbers in mana costs, except that X is not counted as the Roman numeral for ten.)
Dimensional Wurmhole4RRR Enchantment (R)
Whenever another nonland permanent is put into a graveyard from the battlefield, exile it.
At the beginning of each upkeep, return a random nonland permanent card exiled with Dimensional Wurmhole to the battlefield under a random player's control. "I thought it was filled with wurms, not an unexpected foray into the untamed wilds of time and space!"
- Dingus, Wurm Lover
Erratic Ambulator 1
Artifact (R) ,T: Exile target creature you control. ,T: Return target face-up exiled creature card to the battlefield under your control.
IIW: Ctrl + v
*It originally didn't remove any counters, but I thought it'd be too powerful.
Erratic Ambulator 1
Artifact (U) ,T: Exile target creature you control. ,T: Return a card exiled with a card named Erratic Ambulator to the battlefield under your control.
IIW: Ctrl + v
*It originally didn't remove any counters, but I thought it'd be too powerful.
Protip: You don't need the "a card named" in the second ability.
Shutting up now.
Private Mod Note
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Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
It seems rather impractical and niche. Look at Myr Welder to see what WotC thinks.
I know how Wotc usually does it (my card, above CC's, is doing it in exactly that fashion lolol) but CC may have been trying to create the concept of a space that is shared by all "Ambulators" that they can all retrieve objects from (if you kill the first ambulator, you can play a second one and still have access to everything exiled by it, and you can also take stuff that opponents stored in their ambulator).
hurr durr megiddo too fast (he only has 50 base speed though)
CC may have been trying to create the concept of a space that is shared by all "Ambulators" that they can all retrieve objects from (if you kill the first ambulator, you can play a second one and still have access to everything exiled by it, and you can also take stuff that opponents stored in their ambulator).
In one portal, out the other, and it's erratic, so you don't know where you'll end up! It also allows for crazy multiplayer/2HG shenanigans. Niche appeal, I know.
Edit: Rejigged it slightly. It's less resonant, but it's a tad cleaner and a lot more versatile.
The upper-left corner being a curved arrow denotes sorcery. A straight arrow would denote instant.
I thought it meant you had to tap mana.
Enchantment (U)
Whenever a phase ends, if an opponent has mana in his or her mana pool, remove it and add that mana to your mana pool.
iiw: shiny
Effortless Diversion 0
Instant (R)
Effortless diversion is blue.
Counter target spell. At the beginning of that spell's controller's next main phase, add X to his or her mana pool, where X is that spell's converted mana cost.
"Oh sorry, did I interrupt you? What were you saying?"
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
and you thought mental misstep was oppressive.
Not that I've seen...
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
it's time to judge
It's certainly over the curve, but I'm not sure if it'd be a multiformat all-star like the rest of the cycle; it's like Shrine of Burning Rage most of the time, except more vulnerable to removal but very powerful in a format with lots of 1-toughness creatures. Would probably have to be a goblin to be competitive. The design is alright, but nothing that I'd go crazy over.
It's Pyretic Ritual but sorcery and it makes a 1/1. Pyretic Ritual saw no play anywhere, and I don't think giving you a Gobbo really changes that much, since if you're doing something with rituals, you're probably just going to kill them (and one little 1/1 won't change that 90% of the time). This is also really unexciting for rare, since none of the three player demographics are going to be excited when they see this (MAAAYYYYBE Johnny).
This is edgy. You can play this t2, burn their defender with a 1-mana spell and get in for 5 t3 with no loss of tempo, and from there your opponents are in for pain if they can't get a sweeper or some better blockers. Probably good in standard, though perhaps not any other formats. Coudl have used some flavour text to help me better understand what's going on with the card, but this is cool design.
lol@flavour text. This is extremely dangerous and will be played in any format where instant-speed card draw (Brainstorm, Think Twice) is powerful and playable. This feels way better than Force of Will though; Force may be more reliable, but it makes you lose a card and a life, and it's far harder to hardcast than this card. It might be as format-warping as Mental Misstep, too, which isn't a good sign. Would probably need some additional cost added to the "free" aspect to make it fair.
Oh jeez, Arc Trails, Arc Trails everywhere! The first and second abilities should really be switched; the potential to kill two things on a plus ability on a planeswalker is absurd, and double looting (or Faithless Looting, rather) is suuuuper unexciting for a -2 (also it should be draw "two" cards, then discard "two" cards /nitpicknitpick). I think with just that simple change this card is very cool, with the draw/discard working well with the ulti (which is slightly too reminiscent of Chandra Ablaze's, but eh) and it reminds me of Ajani Vengeant in how it affects the game; it's VERY powerful, and can take over a game, but not brokenly so. That isn't the card you submitted, though. :sad:
Bahaha, I love it; ingenious way of using the modality of both the cost and the effect to create a simple way of "exchanging" resources (though Oculus helped you with that part, so maybe he should get the credit? :P). I think the cost of the card itself should be upped, as this is kind of a one card combo with Emrakul and his ilk in that you slap this down, expend your life and hand and just immediately kill your opponent with it. 5 or 6 mana would probably put this in the safe range. I just love what this is doing, though.
I think this could be both a money card and a card that is about money, lol. It has the potential to be very powerful in standard, depending on the format and how prevalent gold is, and it's funny that he can kill opposing Treasure Dragons. I don't like the name, though, as it gives no indication of why this dragon is blasting creatures with fire (outside of just "being a dragon"). It's a bit too generic is what I mean, both in its flavour and what it's actually doing.
I literally did "laugh out loud" at the flavour text. A cantripping goblin (effectively) is not really my idea of an exciting rare, especially when you get punched in the face for discarding cards that you probably don't want to discard. That's a pretty feel-bad moment. I like the flavour, and it's got neat design, but this is nowhere near the other 2-drops and is decidedly not a "money" card.
This is ridiculously above the curve, but I can't say it's really a money card. Unless standard is filled with tons of artifacts, this won't see any play there, and it's too expensive (even with Convoke) to see play in other formats, especially since artifacts, though present, are often not the central piece of most decks. The name/flavour is also super generic. :|
I LOOOOVE the flavour; it creates this awesome story of creatures getting lost as they go into combat and dying in the wilderness after all their food an drink are stolen from them. This is a worse Ghostly Prison, though, ignoring card type and the need for white. If your opponent has 10 1/1s, and you're at 10 and have this card, you're dead. Your opponent doesn't care if he's losing his entire team if he's killing you. With Ghostly Prison, though, your opponent can't do that unless he has a billion mana, and Prison is only an uncommon. Artifacts are also far easier to remove than enchantments, and red, the colour screwed over by these effects the most, can deal with this card much easier (which is good for the format, bad for the power level). For this card to be rare, you should either reduce the cost or up the toll, or add some other effect beneficial to you. I like the card regardless, though.
I'm not sure what the flavour of this is, since "slot" doesn't tell me much and "automation isn't actually an object or anything (I assume you meant automaton?). This is pretty strong as a colourless sorcery-speed Dark Ritual that can be a 1/1 if you really need it to be. It's fine, but the effect doesn't feel rare to me, and lack of flavour kills it.
Woah jeez; yeah, this is strong. It's tough to say whether this would see play in constructed, but this is the nuts in EDH and will have a decently high pricetag because of it. I like it, though in the back of my mind this still seems broken lol.
I may be missing something, but...isn't this strictly worse than the storage lands (Molten Slagheap et all)? Can only produce colourless, legendary, can't tap for mana and taking up a rare slot rather than an uncommon one. I mean, it's nice flavour and all, but... yeah. :|
Haha, wow, that's very cool how the lifeloss starts accumulating as you "give in to the devil" more, as it were. Extremely good flavour. It MIGHT be too powerful (since you can just kill them with the 3 extra lands you have in play before you die yourself) and I'm uncomfortable with a card that gives you emblems that is both a rare (emblems are arguably not a rare mechanic) and giving you multiple of the same emblems very quickly is a bit silly (though I recognize that it's too abusable if you put counters on the creature instead. Note that even if I didn't have these problems with the card, you have no IIW so you couldn't have won. Remember for next time.
This likely needs to be reworded and bumped to rare. Reworded since it's very confusing at to when you actually receive the mana (do you get it during the end of the phase (which is when this ability triggers) or at the start of the next one?) and bumped to rare because this mechanic is too complex for uncommon, and it also feels rare. It's a neat idea, but this effect is just not going to happen often enough for it to really matter.
NEXT CHALLENGE: THINK WITH FRICKIN PORTALS!
@Megiddo: Yeah, something was deleted. Summon's post was at the top of my page last I checked (now ava is there).
@Oculus:
...
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
finally
I am your nemesis and I will defeat you with vast chillness and relentless mild optimism!
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Creature - Human Wizard (U)
Whenever Dream Guide attacks, exile target creature you control and own. After blockers are declared, return that card to the battlefield tapped and attacking.
2/2
IIW: Take an existing mechanic and do something new with it. (Pro-tip: Not a fan of suspend.)
Creature - Human Wizard (R)
T: Exile target permanent.
When Portal-Carrier dies, return all permanents that were exiled by Portal-Carrier onto the battlefield.
2/4
"My enemies fall for my disguises."
Instant (C)
Drill a hole in the table. Place a mirror under it.
Seriously. Do it.
IIW: Mooses
This is for me more than it is for anyone else. I sucks at colors.
Instant (C)
Target creature with haste loses haste and gains flying until end of turn.
Draw a card.
IIW: The numbers on your card total a multiple of six that's 36 or larger. (This includes numbers in mana costs, except that X is not counted as the Roman numeral for ten.)
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Enchantment (R)
Whenever another nonland permanent is put into a graveyard from the battlefield, exile it.
At the beginning of each upkeep, return a random nonland permanent card exiled with Dimensional Wurmhole to the battlefield under a random player's control.
"I thought it was filled with wurms, not an unexpected foray into the untamed wilds of time and space!"
- Dingus, Wurm Lover
iiwsig
Erratic Ambulator 1
Artifact (R)
,T: Exile target creature you control.
,T: Return target face-up exiled creature card to the battlefield under your control.
IIW: Ctrl + v
*It originally didn't remove any counters, but I thought it'd be too powerful.
Protip: You don't need the "a card named" in the second ability.
Shutting up now.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
He does if he's doing crazy "this will work even if this card becomes a new object" type abilities!
(I don't know if he is though)
It seems rather impractical and niche. Look at Myr Welder to see what WotC thinks.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
That said, I'd never play this card because my opponent could have one, too.
I know how Wotc usually does it (my card, above CC's, is doing it in exactly that fashion lolol) but CC may have been trying to create the concept of a space that is shared by all "Ambulators" that they can all retrieve objects from (if you kill the first ambulator, you can play a second one and still have access to everything exiled by it, and you can also take stuff that opponents stored in their ambulator).
hurr durr megiddo too fast (he only has 50 base speed though)
In one portal, out the other, and it's erratic, so you don't know where you'll end up! It also allows for crazy multiplayer/2HG shenanigans. Niche appeal, I know.
Edit: Rejigged it slightly. It's less resonant, but it's a tad cleaner and a lot more versatile.