Staggering Intuition2U
Instant
Suspend 1 - U
Draw a card. Then if Staggering Intuition wasn't cast from exile, exile it with three time counters on it.
EDIT: Here's a few more along the same lines.
Staggering Interference2W
Instant
Suspend 1 - 2W. Suspend only as a sorcery.
Your opponents can't cast noncreature spells this turn. Then if Staggering Interference wasn't cast from exile, exile it with three time counters on it.
Staggering Animation2B
Instant
Suspend 1 - B
Create a 2/2 black Zombie creature token. Then if Staggering Animation wasn't cast from exile, exile it with three time counters on it.
Staggering Fury2R
Instant
Suspend 1 - R
Staggering Fury deals 2 damage to any target. Then if Staggering Fury wasn't cast from exile, exile it with two time counters on it.
Staggering Growth2G
Instant
Suspend 1 - G
Distribute two +1/+1 counters among up to two target creatures you control. Then if Staggering Growth wasn't cast from exile, exile it with three time counters on it.
Intuition, its a neat divination variant but three turns to wait for the second draw is too much. Two turns is a long enough wait.
Interference, why is the suspend cost so high? A suspend cost of W seems too high already.
Animation, this might be the only one fine at a three turn wait.
Fury, as the only one you dropped to a two turn wait its the only one thsy feels fine as is.
Growth, oddly enough this is the strongest base spell. Instant speed counter placement is strong. Still think three turns is too long to wait but its close.
As a general note all suspend cards up until now have been sorceries (or creatures/artifacts) because the way suspend works you can suspend them on the opponents turn if it's an instant. This isn't necessarily a problem, but I wanted to make sure you were aware of this because the way most of these work you would suspend them on the opponent's end step then pass to your turn to immediately get them.
Otherwise the cards are find if somewhat underpowered. Staggershock exists for example. These would all make for great uncommons in a new set with suspend though. Maybe give Staggering Intuition a scry 1 or something as well since at full cost it's an instant speed divination that takes like 3 turns to get.
Wow, I actually didn't know that Suspend can be done at instant speed if the card is an instant. This makes the cards a little more powerful than I first thought, which is probably a good thing since I erred on the side of lower power when designing them. I wanted cards that were roughly the power level of uncommons.
Regarding Staggering Interference, I made the suspend cost high since the card can be used to protect combo turns without having to spend mana during the turn you're comboing off. If it just cost W to suspend it, you could invest a measly 1 mana the turn before your combo and be protected (or force your opponent to have yet another counterspell they can cast that turn). I suspect that the main way this card would be played is by suspending it. For this reason, I'm also adding the clause "Suspend only as a sorcery" to this card, as I don't think you should be able to instant-speed set up your protection for a turn 4 combo kill.
Regarding Staggering Intuition, at first I thought of making it exile itself with two time counters on it, but I was worried it would be quite strong like this. It would be essentially an instant-speed Divination with only a single blue mana color requirement, with the low downside of having to wait 1 extra turn for the 2nd card if you cast it on end step. Plus it has a cheap cantrip option for U. It seems like it would be significantly better than Hieroglyphic Illumination this way, especially since (unlike what I first thought) you can use its Suspend mode at instant speed. You're basically getting a 1 mana discount on your Hieroglyphic Illumination, with the downside that the cantrip and the extra draw don't happen until your next turn. I think I'll leave it at "exile it with 3 time counters", but I could see it with "2 time counters" if it were printed as a rare.
Staggering Fury was meant to be somewhere in between a Rift Bolt and a Staggershock. In fact, I named the cycle after Staggershock!
These mostly are over-costed or undercosted for their effects.
-Drawing a card now and again in three turns could probably be 1U
-Silence is just fine at 1 as an instant, so 3 to suspend as a sorcery that only effects non-creatures is way over-costed.
-Making a 2/2 at instant speed is three mana by itself, without the rebound. This should be a sorcery, not instant.
-Fury is fine
-Growth should probably be a sorcery as well.
The biggest knock against these are they a basically "more-complicated-rebound". The Suspend 1 is awkward, these almost work better as a kicker variant.
Staggering Growth G
Sorcery
Kicker 2G
Distribute two +1/+1 counters among up to two target creatures you control.
If Staggering Growth was kicked and wasn't cast from exile, exile it with three time counters on it. It gains suspend.
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Instant
Suspend 1 - U
Draw a card. Then if Staggering Intuition wasn't cast from exile, exile it with three time counters on it.
EDIT: Here's a few more along the same lines.
Staggering Interference 2W
Instant
Suspend 1 - 2W. Suspend only as a sorcery.
Your opponents can't cast noncreature spells this turn. Then if Staggering Interference wasn't cast from exile, exile it with three time counters on it.
Staggering Animation 2B
Instant
Suspend 1 - B
Create a 2/2 black Zombie creature token. Then if Staggering Animation wasn't cast from exile, exile it with three time counters on it.
Staggering Fury 2R
Instant
Suspend 1 - R
Staggering Fury deals 2 damage to any target. Then if Staggering Fury wasn't cast from exile, exile it with two time counters on it.
Staggering Growth 2G
Instant
Suspend 1 - G
Distribute two +1/+1 counters among up to two target creatures you control. Then if Staggering Growth wasn't cast from exile, exile it with three time counters on it.
Interference, why is the suspend cost so high? A suspend cost of W seems too high already.
Animation, this might be the only one fine at a three turn wait.
Fury, as the only one you dropped to a two turn wait its the only one thsy feels fine as is.
Growth, oddly enough this is the strongest base spell. Instant speed counter placement is strong. Still think three turns is too long to wait but its close.
Otherwise the cards are find if somewhat underpowered. Staggershock exists for example. These would all make for great uncommons in a new set with suspend though. Maybe give Staggering Intuition a scry 1 or something as well since at full cost it's an instant speed divination that takes like 3 turns to get.
Regarding Staggering Interference, I made the suspend cost high since the card can be used to protect combo turns without having to spend mana during the turn you're comboing off. If it just cost W to suspend it, you could invest a measly 1 mana the turn before your combo and be protected (or force your opponent to have yet another counterspell they can cast that turn). I suspect that the main way this card would be played is by suspending it. For this reason, I'm also adding the clause "Suspend only as a sorcery" to this card, as I don't think you should be able to instant-speed set up your protection for a turn 4 combo kill.
Regarding Staggering Intuition, at first I thought of making it exile itself with two time counters on it, but I was worried it would be quite strong like this. It would be essentially an instant-speed Divination with only a single blue mana color requirement, with the low downside of having to wait 1 extra turn for the 2nd card if you cast it on end step. Plus it has a cheap cantrip option for U. It seems like it would be significantly better than Hieroglyphic Illumination this way, especially since (unlike what I first thought) you can use its Suspend mode at instant speed. You're basically getting a 1 mana discount on your Hieroglyphic Illumination, with the downside that the cantrip and the extra draw don't happen until your next turn. I think I'll leave it at "exile it with 3 time counters", but I could see it with "2 time counters" if it were printed as a rare.
Staggering Fury was meant to be somewhere in between a Rift Bolt and a Staggershock. In fact, I named the cycle after Staggershock!
-Drawing a card now and again in three turns could probably be 1U
-Silence is just fine at 1 as an instant, so 3 to suspend as a sorcery that only effects non-creatures is way over-costed.
-Making a 2/2 at instant speed is three mana by itself, without the rebound. This should be a sorcery, not instant.
-Fury is fine
-Growth should probably be a sorcery as well.
The biggest knock against these are they a basically "more-complicated-rebound". The Suspend 1 is awkward, these almost work better as a kicker variant.
Staggering Growth G
Sorcery
Kicker 2G
Distribute two +1/+1 counters among up to two target creatures you control.
If Staggering Growth was kicked and wasn't cast from exile, exile it with three time counters on it. It gains suspend.