I stand by what I said before about it being a bad idea to have a hand-shuffling ability that can be used every turn, but apart from that this is a remarkably good attempt at a UR walker.
Totally agree!
Also, don't like the amount of text on the ultimate nor that there are two old keywords on this guy.
He is amazingly flavorful though (plus I like his name ;)).
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I gotta say, I'm kind of surprised folks chose a CMC of 5. None of his abilities directly affect the board, the zero ability does nothing without another card to cast, the +1 ability is potentially potent but it's a 1-mana effect, and the ultimate is powerful but is purely tempo. Don't get me wrong, I really like the design. I just felt this could reasonably cost 3 mana.
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+1 is probably brokenly good.
0 is fine.
-6 should maybe be -7, it just seems really freakin' good. If they don't already have a respectable board position they basically lose.
I also think he should cost UR rather than :symur::symur:, I don't like that you can play this guy in monoblue while monored will probably never want him.
"HAS rebound", surely? "Gains" is archaic as far as I'm aware ... c.f. Djinn Illuminatus
Now that you mention it, gains reads a little awkwardly but it's usage is not archaic in the least. "Has" is used for static/permanent abilities, while gains is used for limited duration/end of turn effects. i.e., "enchanted creature has trample" vs. "target creature gains trample until end of turn". This ability establishes a static ability that lasts until the end of the turn, so it's kind of a hybrid (pun not intended).
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I have a few things to say... two of the three abilities are broken...the hand shuffle screws everyones game plan and if you plan right you can shuffle away lands and draw fuel and give your opponents land...the gains rebound is cool maybe this should have been a +1 and the shuffle hands a -1? the ultimate is way too good
I love it the way it is, but it would be interesting to see it with cost 1UR and coming with 2 loyalty counters... The -6 hability is really overpower...
And the monoR monoU comment, I agree with that also, U/R is a major advantage there...
I gotta say, I'm kind of surprised folks chose a CMC of 5. None of his abilities directly affect the board, the zero ability does nothing without another card to cast, the +1 ability is potentially potent but it's a 1-mana effect, and the ultimate is powerful but is purely tempo. Don't get me wrong, I really like the design. I just felt this could reasonably cost 3 mana.
I agree that that the ultimate is a bit overpowered. Perhaps it could stop instants and sorceries, so as to allow your opponent some leeway to respond.
1)It doubles all of your spells with rebound
2)Every combo deck in the world would love to run this dude for his first ability if they could make a spot for him.
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Modern (I collect the format):
WURDelver
[/MANA]MANA]R[/MANA]GTron WDeath and Taxes WSoul Sisters RWG Pod Combo URSplinter Twin URStorm RBurn
This is a pretty great walker. I have to agree that 5 seems potentially high, but seeing as you'll need to lay down some blockers first I imagine it's fine.
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if this was printed in stead of JTMS, and jace was up there, you would say the same thing. I would have liked wheel of fortune 0, but that would be insane.
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Other than the awkward text size and hybrid mana cost, I think this guy is great. I think people are getting too caught up on specific parts and not looking at it as a whole.
Sure, his ultimate is ridiculously broken, but he costs 5 and takes at least 3 more turns to get there. Plus he has no way to directly effect the board and no way to actually give you card advantage.
Unlike most walkers, he heavily relies on your other cards to become effective. That being said, it's silly to say he's not good.
He's not a JtMS but not a Chandra Ablaze, he's more like Venser; powerful abilities that can be good if you build around him, but probably not going to break any formats anytime soon.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Is the pre-requisit for a decent planeswalker "must be blue" all of a sudden?
I like the card though, its fun mabye coming in on 3 would be a tad more balanced, usually the disadvantage of using a -1 ability straight up is vunerability to bolt and such, where as with this its not like you are going to be playing spells in the same turn(cause of 5CC) so its pretty much gunna hit the table with 5 every turn.
Also its funny how its got the rav/loryn mana symbols, the ROE rebound mechaninc and the suspend mech, 3 different sets is a little overboard (though i would like to see a spell with suspend and rebound lol thatd be sooooo delayed
-He's a Timewalker, so keywords from multiple sets are just cool.
-JtMS's ultimate kills just as fast as this dude.
-Casting this turn 1 with a Seething Song is just awesome.
Also, the final ability is sort of crazy. Like, unprintably crazy. Aside from being horrendously powerful, it's also incredibly unfun for one player, and more or less just forces a concession, to the extent that I doubt WotC would ever consider printing something like this.
The cost is perfect. I didn't see the synergy at first, but it's there. A one mana effect is fair as a +1 on a high cmc guy, especially one that's less powerful later in the game. The 0 ability is great, but dependent. The ultimate wins the game if your opponent shuffled his way through two hands and still didn't see any planeswalker hate in his whole deck, so either he got pretty unlucky or he brought a bad deck to the table.
One thing I dislike is the CMC, way too easy to cast. 3-hybrid-hybrid feels almost gray. Too easy to cast just for any deck who wants to splash
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Totally agree!
Also, don't like the amount of text on the ultimate nor that there are two old keywords on this guy.
He is amazingly flavorful though (plus I like his name ;)).
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+1 is probably brokenly good.
0 is fine.
-6 should maybe be -7, it just seems really freakin' good. If they don't already have a respectable board position they basically lose.
I also think he should cost UR rather than :symur::symur:, I don't like that you can play this guy in monoblue while monored will probably never want him.
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Now that you mention it, gains reads a little awkwardly but it's usage is not archaic in the least. "Has" is used for static/permanent abilities, while gains is used for limited duration/end of turn effects. i.e., "enchanted creature has trample" vs. "target creature gains trample until end of turn". This ability establishes a static ability that lasts until the end of the turn, so it's kind of a hybrid (pun not intended).
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And the monoR monoU comment, I agree with that also, U/R is a major advantage there...
That said, I really like the abilities. Especially the +1 combined with psychosis crawler and consecrated sphinx.
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1)It doubles all of your spells with rebound
2)Every combo deck in the world would love to run this dude for his first ability if they could make a spot for him.
WURDelver
[/MANA]MANA]R[/MANA]GTron
WDeath and Taxes
WSoul Sisters
RWG Pod Combo
URSplinter Twin
URStorm
RBurn
Infact, he does nothing at all by himself.
So Pro I have an alpha Volcanic Island
Free Fork? Nasty Powerful.
Ultimate? Stops all counter spells? Delays everything else? STOOPID Powerful.
I can't ever see this card in real life.
Filtering out your win conditions? Powerful.
Free 5/5? Powerful.
Instant win ultimate? STOOPID Powerful.
Guess the implication
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There is also no distinct win condition (kinda like Venser).
Sure, his ultimate is ridiculously broken, but he costs 5 and takes at least 3 more turns to get there. Plus he has no way to directly effect the board and no way to actually give you card advantage.
Unlike most walkers, he heavily relies on your other cards to become effective. That being said, it's silly to say he's not good.
He's not a JtMS but not a Chandra Ablaze, he's more like Venser; powerful abilities that can be good if you build around him, but probably not going to break any formats anytime soon.
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I like the card though, its fun mabye coming in on 3 would be a tad more balanced, usually the disadvantage of using a -1 ability straight up is vunerability to bolt and such, where as with this its not like you are going to be playing spells in the same turn(cause of 5CC) so its pretty much gunna hit the table with 5 every turn.
Also its funny how its got the rav/loryn mana symbols, the ROE rebound mechaninc and the suspend mech, 3 different sets is a little overboard (though i would like to see a spell with suspend and rebound lol thatd be sooooo delayed
-JtMS's ultimate kills just as fast as this dude.
-Casting this turn 1 with a Seething Song is just awesome.
What'd you say about Ajani Vengeant?
The cost is perfect. I didn't see the synergy at first, but it's there. A one mana effect is fair as a +1 on a high cmc guy, especially one that's less powerful later in the game. The 0 ability is great, but dependent. The ultimate wins the game if your opponent shuffled his way through two hands and still didn't see any planeswalker hate in his whole deck, so either he got pretty unlucky or he brought a bad deck to the table.
One thing I dislike is the CMC, way too easy to cast. 3-hybrid-hybrid feels almost gray. Too easy to cast just for any deck who wants to splash