Fasting Patriarch 6WWW
Creature- Angel
Flying
Nonwhite spells can't be played. "End this senseless depravity now!"
7/7
Nah. Boring. There's no way around it except to luck out by playing the right deck against it.
Bubble of Grandeur 4U
Enchantment t: Prevent all damage that would be dealt to you this turn. Put that many Puff counters on Bubble of Grandeur.
When Bubble of Grandeur leaves the battlefield, you lose 1 life for each Puff counter on it.
Also meh. Would work if it had a way to die on itself, but once more, you gotta just be playing with colors with enchantment hate if you ever plan to win.
If it went to the graveyard on its own, it'd be better.
Counterpoint 2U
Enchantment
Counterpoint enters the battlefield with a Charge counter on it for each card in target opponent's hand. 1, Remove a Charge counter from Counterpoint: Counter target spell unless its controller pays 1.
Cute! However, it needs higher blue commitment.
Chaos Funnel BR
Enchantment
Spells cost 1 less to play.
Whenever a player plays a spell, Chaos Funnel deals 1 damage to that player.
Puts the fun in funnel. However, this shouldn't be black. Feels extremely red.
Mana Diluter 1
Artifact
When Mana Diluter enters the battlefield, choose a color.
If a player would add mana of the chosen color to his or her mana pool for the first time in a turn, instead that player adds 1 to his or her mana pool.
Ehhhhhh, guess it's fine. Especially good in heavy monocolor environments?
Fasting Patriarch
:6mana::symw::symw::symw:
Creature- Angel
Flying
Nonwhite spells can't be played. "End this senseless depravity now!"
7/7
Cards like this normally give a way out, like Rule of Law, at least 1 spell should be allowed so the game isnt totally locked.
For this creature it just screams to be Reanimated, and than you simply win against non-white , this is no good idea.
Its a giant 7/7 flyer , the ability should be scaled down to Rule of Law (if you want, non-white).
You can even make the card cheaper, as pretty much everything with 8+ mana is so much that you must cheat it and never hard cast, as its nearly impossible to reach 8 mana via lands in a normal magic game (especially if i could simply use Baneslayer Angel and win with 5 mana max).
Bubble of Grandeur 2
Enchantment
: Prevent all damage that would be dealt to you this turn. Put a charge counter on ~ for each damage prevented this way.
Whenever ~ untaps, pay 1 for each charge counter on it, or sacrifice it.
When ~ leaves the battlefield, you lose 1 life for each charge counter on it.
Here again. The card is way too powerfull hard lock, as you totally nullify damage with it, and you force the opponent to have an answer to the enchantment with no way out.
Cards like this (like Worship) tend to have a requierement , so can red and black (which can't kill enchantments normally) kill the creature to get around it.
For your card here, it would be an idea to make the counters Age counters, so the player must pay a giant manacost to keep the Force Shield online.
Blue had this kind of prevention for a long time, but right now its something that goes more and more to white (if it isnt allready) , as white got a similiar card in Force Bubble, other preventers in Aurification , the well known Moat, Circle of Protection, Pariah, Worship and all this.
Blue has it in form of Energy Shield , Meishin, the Mind Cage and such, but it has allways a hard cost to keep them online.
So its "ok" if you want it blue, but than it should be hard to keep it alive, and even with my fixes, you can abuse it, if you are able to remove the charge counters, or use the charge counters for your advantage.
Could be a good idea to make it an artifact itself, protective like Sun Droplet, if you want the interaction with the Charge Counters // some little Casual combos like "Dismantle" and all that.
Counterpoint :2mana::symu:
Artifact
~ enters the battlefield with a Charge counter on it for each card in target opponent's hand.
Remove a Charge counter from Counterpoint: Counter target spell, if it has a converted manacost equal to the number of charge counters on ~.
While your idea isnt bad, i feel "charge" counters are something for artifacts. The card as it is, is a bad counterspell, it will just delay your opponents play, as you won't play cards that you can counter with it (unless they want to) , but you won't counter important things with it anyway, especially later in the game.
Could make more sence if you make the card a little more tricky, so it counters a spell "equal" to the number of charge counters on it, instead of forcing the extra mana, this would make a lesser form of Counterbalance that isnt online forever.
This way the card hates "cheap" cards but it will run out of counters and if you want to counter the Lightning Bolt and have 3 counters on it, you must spend all your counters down to 1.
So you want to have a lot of counters, but a clever opponent will not play the curve down, and you don't get multiple effects from it (unless you are clever too , somehow).
Here again, making it an artifact allows the casual "charge counter" decks to play with it and have more possible uses as its easier to bounce and reuse artifacts and charge counters than enchantments with all the artifact themes around.
Chaos Funnel :symb::symr:
Enchantment
Spells cost less and an additional "Pay 1 life" to cast.
Helm of Awakening with a damage added. Not a bad idea, but i would make it slighty different. With the additional cost you guarantee that they lose life directly if the spell is casted , and can't prevent it (which is important as white could otherwise really work around it).
If the card wants to be even more "chaos" it could use its effect and add it up in a turn:
Chaos Funnel :symb::symr:
Enchantment
Spells cost less and an additional "Pay 1 life" to cast for each spell casted this turn.
This would allow drastic plays, as you can play your instant burn spells in the upkeep, reduce the costs by your opponents spells, but they will lose 2+ life from them, and you can play more and more instants if you want to, maybe they simply keep silent for the turn, but you are the aggressor, so that isnt really bad for you.
Doing it this way allows for some wacky "Suicide Storm" decks, which abuse this card with Tendrils to gain life back, and play Mana Artifacts to ramp the mana, so you keep you alive and still get a massive turn, but thats only true in older formats which have the important pieces , and i wouldnt call it broken in that kind of formats (as it can easy kill yourself).
Overall a lot possible options, but a nice idea to simply take Helm of Awakening and make it "colored".
Mana Diluter
Artifact
When Mana Diluter enters the battlefield, choose a color.
If a player would add mana of the chosen color to his or her mana pool for the first time in a turn, instead that player adds to his or her mana pool.
Seems to be kinda boring, mainly because the card is "land destruction" in formats that need the colored mana, and if it isnt important, the card is totally useless.
Might be better on a creature that forces mana to channel , ala:
Green Channeler 2G
Creature - Elf, Shaman
If a player would add green mana to his or her mana pool for the first time in a turn, instead that player adds one mana of any color to his or her mana pool.
2/2
Black Channeler 2B
Creature - Zombie, Shaman
If a player would add non black mana to his or her mana pool for the first time a turn, instead that player adds B to his or her mana pool. B, Pay 1 life: Add one mana of any color to your manapool. Each player may activate this ability.
2/2
This way you get a overall usefull "channeler" but allways in color.
For your card it could work like this:
Mana Diluter 3
Artifact - Golem
If a player would add mana to his or her mana pool for the first time in a turn, that player adds to his or her mana pool instead. 2: Add one mana of any color to your manapool. Each player may activate this ability.
2/2
So if they stuck on 1 mana, it will steal the color, but it will help everyone to channel mana, especially good if your set is about multicolor and needs help in mana fixing.
Well Charge counters only make sence on Artifacts, as you actual "charge" them with Energy (well might be ok on lands too), enchantments are not like real Material to put elektricity into, they are more fictional things, especially Auras.
And Auras tend to use specific counters just for them.
Take the Helix Pinnacle = Tower counters.
Hoofprints of the Stag = Hoofprint counters
If the aura makes creatures, it ofcourse makes creatures that make sence for the card, and not just random ones.
So for Enchantments you make a lot more special counters that reflect what happens better , Aurification for examples uses "gold" counters as the creatures really turn into gold.
If your "enchantment" actual "charges" it makes more sence as an Artifact, as enchantments tend to power up in different ways than artifacts do or machines.
Enchantments that use "charge" counters are special too:
For example "Black market" it "charges" something from the dead creatures and pays you from it.
Ion Storm is made in Mirrodin, and that really "charges" with Energy, so it makes sence that it uses the charge counters to deal the damage (but doesnt use it by itself).
So searching Gatherer for "Charge counters" pretty much everything is an artifact, as it makes the most sence on them.
Vivid Lands use Charge counters as thats what it actual is, they are "charged" with Mana that isnt permanent.
The card that comes near your design of the blue card is Force Bubble, it simply consumes damage till the Force Field will break down, and so use "depletion" counters for that reason.
If you use charge counters on your card, it makes more sence if they actual get removed, and not added, as the damage eats power away and doesnt add it.
So this means, i would use Charge counters whenever i can for Artifacts, as thats most the time correct for what they actual do, but for enchantments i would stick with special counters that help to represent the flavour and make it more visible what the enchantments actual does.
I think Counterpoint should have charge counters, I initially envisioned the spell as a hat you put in your mind and charged it with your thoughts, and used that magical energy to repel spells.
Hmm... can counter the Makeshift Mannequin, can remove the card from the graveyard in response, but and can't really do anything about it.
But reanimator needs another good target!
Maybe its power and toughness should be equal to the number of Plains you control?
Even if your opponent reanimates Inkwell Leviathan, you can still try to do stuff to stop it. Your dude means nobody can stop you, and you start playing the game by yourself. That is not fun.
Enchant land
This still doesn't fix it. It'd be like thinking a card that said "reveal this card every upkeep from your hand: draw 2 cards" is balanced because red can Wheel of Fortune it away, blue can Vendillion Clique it, black can discard it, etc.
Check any other "prevent all damage" card that exists. All of them have a dreadfully hard to maintain specification.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Nah. Boring. There's no way around it except to luck out by playing the right deck against it.
Also meh. Would work if it had a way to die on itself, but once more, you gotta just be playing with colors with enchantment hate if you ever plan to win.
If it went to the graveyard on its own, it'd be better.
Cute! However, it needs higher blue commitment.
Puts the fun in funnel. However, this shouldn't be black. Feels extremely red.
Ehhhhhh, guess it's fine. Especially good in heavy monocolor environments?
:6mana::symw::symw::symw:
Creature- Angel
Flying
Nonwhite spells can't be played.
"End this senseless depravity now!"
7/7
Cards like this normally give a way out, like Rule of Law, at least 1 spell should be allowed so the game isnt totally locked.
For this creature it just screams to be Reanimated, and than you simply win against non-white , this is no good idea.
Its a giant 7/7 flyer , the ability should be scaled down to Rule of Law (if you want, non-white).
You can even make the card cheaper, as pretty much everything with 8+ mana is so much that you must cheat it and never hard cast, as its nearly impossible to reach 8 mana via lands in a normal magic game (especially if i could simply use Baneslayer Angel and win with 5 mana max).
Bubble of Grandeur 2
Enchantment
: Prevent all damage that would be dealt to you this turn. Put a charge counter on ~ for each damage prevented this way.
Whenever ~ untaps, pay 1 for each charge counter on it, or sacrifice it.
When ~ leaves the battlefield, you lose 1 life for each charge counter on it.
Here again. The card is way too powerfull hard lock, as you totally nullify damage with it, and you force the opponent to have an answer to the enchantment with no way out.
Cards like this (like Worship) tend to have a requierement , so can red and black (which can't kill enchantments normally) kill the creature to get around it.
For your card here, it would be an idea to make the counters Age counters, so the player must pay a giant manacost to keep the Force Shield online.
Blue had this kind of prevention for a long time, but right now its something that goes more and more to white (if it isnt allready) , as white got a similiar card in Force Bubble, other preventers in Aurification , the well known Moat, Circle of Protection, Pariah, Worship and all this.
Blue has it in form of Energy Shield , Meishin, the Mind Cage and such, but it has allways a hard cost to keep them online.
So its "ok" if you want it blue, but than it should be hard to keep it alive, and even with my fixes, you can abuse it, if you are able to remove the charge counters, or use the charge counters for your advantage.
Could be a good idea to make it an artifact itself, protective like Sun Droplet, if you want the interaction with the Charge Counters // some little Casual combos like "Dismantle" and all that.
Counterpoint :2mana::symu:
Artifact
~ enters the battlefield with a Charge counter on it for each card in target opponent's hand.
Remove a Charge counter from Counterpoint: Counter target spell, if it has a converted manacost equal to the number of charge counters on ~.
While your idea isnt bad, i feel "charge" counters are something for artifacts. The card as it is, is a bad counterspell, it will just delay your opponents play, as you won't play cards that you can counter with it (unless they want to) , but you won't counter important things with it anyway, especially later in the game.
Could make more sence if you make the card a little more tricky, so it counters a spell "equal" to the number of charge counters on it, instead of forcing the extra mana, this would make a lesser form of Counterbalance that isnt online forever.
This way the card hates "cheap" cards but it will run out of counters and if you want to counter the Lightning Bolt and have 3 counters on it, you must spend all your counters down to 1.
So you want to have a lot of counters, but a clever opponent will not play the curve down, and you don't get multiple effects from it (unless you are clever too , somehow).
Here again, making it an artifact allows the casual "charge counter" decks to play with it and have more possible uses as its easier to bounce and reuse artifacts and charge counters than enchantments with all the artifact themes around.
Chaos Funnel :symb::symr:
Enchantment
Spells cost less and an additional "Pay 1 life" to cast.
Helm of Awakening with a damage added. Not a bad idea, but i would make it slighty different. With the additional cost you guarantee that they lose life directly if the spell is casted , and can't prevent it (which is important as white could otherwise really work around it).
If the card wants to be even more "chaos" it could use its effect and add it up in a turn:
Chaos Funnel :symb::symr:
Enchantment
Spells cost less and an additional "Pay 1 life" to cast for each spell casted this turn.
This would allow drastic plays, as you can play your instant burn spells in the upkeep, reduce the costs by your opponents spells, but they will lose 2+ life from them, and you can play more and more instants if you want to, maybe they simply keep silent for the turn, but you are the aggressor, so that isnt really bad for you.
Doing it this way allows for some wacky "Suicide Storm" decks, which abuse this card with Tendrils to gain life back, and play Mana Artifacts to ramp the mana, so you keep you alive and still get a massive turn, but thats only true in older formats which have the important pieces , and i wouldnt call it broken in that kind of formats (as it can easy kill yourself).
Overall a lot possible options, but a nice idea to simply take Helm of Awakening and make it "colored".
Mana Diluter
Artifact
When Mana Diluter enters the battlefield, choose a color.
If a player would add mana of the chosen color to his or her mana pool for the first time in a turn, instead that player adds to his or her mana pool.
Seems to be kinda boring, mainly because the card is "land destruction" in formats that need the colored mana, and if it isnt important, the card is totally useless.
Might be better on a creature that forces mana to channel , ala:
Green Channeler 2G
Creature - Elf, Shaman
If a player would add green mana to his or her mana pool for the first time in a turn, instead that player adds one mana of any color to his or her mana pool.
2/2
Black Channeler 2B
Creature - Zombie, Shaman
If a player would add non black mana to his or her mana pool for the first time a turn, instead that player adds B to his or her mana pool.
B, Pay 1 life: Add one mana of any color to your manapool. Each player may activate this ability.
2/2
This way you get a overall usefull "channeler" but allways in color.
For your card it could work like this:
Mana Diluter 3
Artifact - Golem
If a player would add mana to his or her mana pool for the first time in a turn, that player adds to his or her mana pool instead.
2: Add one mana of any color to your manapool. Each player may activate this ability.
2/2
So if they stuck on 1 mana, it will steal the color, but it will help everyone to channel mana, especially good if your set is about multicolor and needs help in mana fixing.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
The "for the first" time is missing my copy paste, easy explained.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
And Auras tend to use specific counters just for them.
Take the Helix Pinnacle = Tower counters.
Hoofprints of the Stag = Hoofprint counters
If the aura makes creatures, it ofcourse makes creatures that make sence for the card, and not just random ones.
So for Enchantments you make a lot more special counters that reflect what happens better , Aurification for examples uses "gold" counters as the creatures really turn into gold.
If your "enchantment" actual "charges" it makes more sence as an Artifact, as enchantments tend to power up in different ways than artifacts do or machines.
Enchantments that use "charge" counters are special too:
For example "Black market" it "charges" something from the dead creatures and pays you from it.
Ion Storm is made in Mirrodin, and that really "charges" with Energy, so it makes sence that it uses the charge counters to deal the damage (but doesnt use it by itself).
So searching Gatherer for "Charge counters" pretty much everything is an artifact, as it makes the most sence on them.
Vivid Lands use Charge counters as thats what it actual is, they are "charged" with Mana that isnt permanent.
The card that comes near your design of the blue card is Force Bubble, it simply consumes damage till the Force Field will break down, and so use "depletion" counters for that reason.
If you use charge counters on your card, it makes more sence if they actual get removed, and not added, as the damage eats power away and doesnt add it.
So this means, i would use Charge counters whenever i can for Artifacts, as thats most the time correct for what they actual do, but for enchantments i would stick with special counters that help to represent the flavour and make it more visible what the enchantments actual does.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Even if your opponent reanimates Inkwell Leviathan, you can still try to do stuff to stop it. Your dude means nobody can stop you, and you start playing the game by yourself. That is not fun.
This still doesn't fix it. It'd be like thinking a card that said "reveal this card every upkeep from your hand: draw 2 cards" is balanced because red can Wheel of Fortune it away, blue can Vendillion Clique it, black can discard it, etc.
Check any other "prevent all damage" card that exists. All of them have a dreadfully hard to maintain specification.