Cease UUB
Instant
Counter target spell. If a spell countered this way is a creature spell, you may put that creature from the graveyard onto the battlefield under your control.
//
Desist BRR
Instant
Desist deals 4 damage to target creature. If that creature dies this turn, reveal its controller's hand and choose a card. That player discards that card.
Fuse
Blood BBR
Sorcery
Sacrifice a creature. Blood deals damage equal to that creature's toughness to up to two target creatures or players.
Fuse
//
Thunder RGG
Sorcery
Draw two cards. You may discard up to three cards. For each card you discard, add RG to your mana pool and Thunder deals 1 damage to target creature or player.
Fuse
Hearth RRG
Sorcery
Put a warmth counter on target land. Whenever you tap that land for mana, you may add R or G to your mana pool. If you spend that mana on a creature spell, it has haste.
Fuse
//
Home GWW
Artifact- Fortification
Fortify 1
Whenever fortified land is tapped for mana, you may put a green and white Human creature token with base power and toughness 1/1 onto the battlefield.
Fuse
Earth GGW
Sorcery
Put a green and white creature token with vigilance, trample, and base power and toughness 3/3 onto the battlefield tapped.
Fuse
//
Sky WUU
Enchantment
Creatures have flying and don't untap during their owners' untap steps.
2: Untap target creature. Any player may activate this ability.
Fuse
Trial WWU
Instant
Exile target creature that dealt damage this turn. You and that creature's controller each draw a card.
Fuse
//
Tribulation UBB
Instant
Return target creature from exile or a graveyard to the battlefield under your control. Target opponent chooses a creature you don't control. Those two creatures fight.
Fuse
Split names are really hard. If anybody has better suggestions, I'm all ears. These are designed for very wacky games, and I hope they live up to that.
Cease and tribulation are both far too powerful....
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Second: While I don't think an instant/sorcery split card would cause problems, a non-permanent/permanent split card definitely does. Split cards have both sets of characteristics while not on the stack. Trying to resolve a sorcery/enchantment would have one half try to put it in the graveyard and the other half try to put it onto the battlefield.
It would require an edit to the CR rules where only the set of characteristics on the/a permanent half of a split card "count" on the battlefield. It's not that hard a change.
Most of them have similar ideas or work well together, so fuse. Trial and Tribulation was the only one concepted as a fuse spell, as "removal with upside for opponent, and you get it back, but it has to work for it".
Most of them have similar ideas or work well together, so fuse. Trial and Tribulation was the only one concepted as a fuse spell, as "removal with upside for opponent, and you get it back, but it has to work for it".
They...really don't.
Cease/Desist: Desertion - artifact steal (And as harlannowick said way undercosted) and removal + selective discard have nothing to do with each other. No real relation at all.
Blood/Thunder: Sacrifice a creature to do damage to some stuff based on its toughness. Draw and discard to get burst mana and ping some stuff. The only relation they have is doing damage in wildly different manners.
Hearth/Home: Improves a land when you tap it for mana. Fine.
Earth/Sky: Makes a creature and globally nerfs creatures. Sure it has vigilance but you have to pay an extra 2 to do anything with it if you fuse it because Sky won't let it untap.
Trial/Tribulation: Because of targeting, cannot grab the creature Trial exiled. However, pulling any creature from exile is something that's not done, it's 3 mana instant speed reanimation, AND it acts as removal because it fights something when it enters the battlefield (Which also feels tacked on and out of color. Fighting is R/G).
Ah. If Tribulation can't grab the creature exiled by Trial... *rethinks design*
Could/should they be normal split spells? Remove "from exile" from Tribulation, then. I still like the idea of you not really gaining anything from Tribulation unless you have a creature that can claw its way back...
If I wanted damage to be dealt TO the Tribulation'd creature (the reanimated one) in the form of -1/-1 counters, just for that turn, how would I word that?
Instant
Counter target spell. If a spell countered this way is a creature spell, you may put that creature from the graveyard onto the battlefield under your control.
//
Desist BRR
Instant
Desist deals 4 damage to target creature. If that creature dies this turn, reveal its controller's hand and choose a card. That player discards that card.
Fuse
Sorcery
Sacrifice a creature. Blood deals damage equal to that creature's toughness to up to two target creatures or players.
Fuse
//
Thunder RGG
Sorcery
Draw two cards. You may discard up to three cards. For each card you discard, add RG to your mana pool and Thunder deals 1 damage to target creature or player.
Fuse
Sorcery
Put a warmth counter on target land. Whenever you tap that land for mana, you may add R or G to your mana pool. If you spend that mana on a creature spell, it has haste.
Fuse
//
Home GWW
Artifact- Fortification
Fortify 1
Whenever fortified land is tapped for mana, you may put a green and white Human creature token with base power and toughness 1/1 onto the battlefield.
Fuse
Sorcery
Put a green and white creature token with vigilance, trample, and base power and toughness 3/3 onto the battlefield tapped.
Fuse
//
Sky WUU
Enchantment
Creatures have flying and don't untap during their owners' untap steps.
2: Untap target creature. Any player may activate this ability.
Fuse
Instant
Exile target creature that dealt damage this turn. You and that creature's controller each draw a card.
Fuse
//
Tribulation UBB
Instant
Return target creature from exile or a graveyard to the battlefield under your control. Target opponent chooses a creature you don't control. Those two creatures fight.
Fuse
Split names are really hard. If anybody has better suggestions, I'm all ears. These are designed for very wacky games, and I hope they live up to that.
My pet, really super tentantive, in development, 40-man format- Star Team!
Modern-
RWG"Frigga" (Allies)GWR
Standard-
"Kendra" (RabbleRed)
EDH-
WUR Zedruu ControlRUW
RUG Riku GUR
BGW Ghave WBG
RWB Kaalia BWR
CUBE-
Khans of Tarkir Procedural Cube
- Manite
Second: While I don't think an instant/sorcery split card would cause problems, a non-permanent/permanent split card definitely does. Split cards have both sets of characteristics while not on the stack. Trying to resolve a sorcery/enchantment would have one half try to put it in the graveyard and the other half try to put it onto the battlefield.
Most of them have similar ideas or work well together, so fuse. Trial and Tribulation was the only one concepted as a fuse spell, as "removal with upside for opponent, and you get it back, but it has to work for it".
My pet, really super tentantive, in development, 40-man format- Star Team!
Modern-
RWG"Frigga" (Allies)GWR
Standard-
"Kendra" (RabbleRed)
EDH-
WUR Zedruu ControlRUW
RUG Riku GUR
BGW Ghave WBG
RWB Kaalia BWR
CUBE-
Khans of Tarkir Procedural Cube
Cease/Desist: Desertion - artifact steal (And as harlannowick said way undercosted) and removal + selective discard have nothing to do with each other. No real relation at all.
Blood/Thunder: Sacrifice a creature to do damage to some stuff based on its toughness. Draw and discard to get burst mana and ping some stuff. The only relation they have is doing damage in wildly different manners.
Hearth/Home: Improves a land when you tap it for mana. Fine.
Earth/Sky: Makes a creature and globally nerfs creatures. Sure it has vigilance but you have to pay an extra 2 to do anything with it if you fuse it because Sky won't let it untap.
Trial/Tribulation: Because of targeting, cannot grab the creature Trial exiled. However, pulling any creature from exile is something that's not done, it's 3 mana instant speed reanimation, AND it acts as removal because it fights something when it enters the battlefield (Which also feels tacked on and out of color. Fighting is R/G).
Could/should they be normal split spells? Remove "from exile" from Tribulation, then. I still like the idea of you not really gaining anything from Tribulation unless you have a creature that can claw its way back...
If I wanted damage to be dealt TO the Tribulation'd creature (the reanimated one) in the form of -1/-1 counters, just for that turn, how would I word that?
My pet, really super tentantive, in development, 40-man format- Star Team!
Modern-
RWG"Frigga" (Allies)GWR
Standard-
"Kendra" (RabbleRed)
EDH-
WUR Zedruu ControlRUW
RUG Riku GUR
BGW Ghave WBG
RWB Kaalia BWR
CUBE-
Khans of Tarkir Procedural Cube