1. Explain whether or not you think these cards are fair, and why/why not.
2. Try and figure out the pattern I used to make them, and if that alone can serve as a means of balance. (Hint: Wizards did it, so why can't I? Not 100% true, but the pattern is, to say the least. Perhaps stretching the color pie a bit thin.)
Surge of RenewalWU
Instant (Uncommon)
You gain 6 life.
Draw a card. "We've only just begun to fight."
Atoning EmptinessWU
Instant (Uncommon)
Destroy all enchantments.
Draw a card. By forsaking material possession, the Order is able to empty their minds and pave way for spiritual visions.
Unerring BloodlustRG
Instant (Uncommon)
Return up to two target creature cards from your graveyard to your hand.
Draw a card. Creatures born for battle die for battle. Sometimes, they even die for battle again.
Crude EnforcementWB
Instant (Uncommon)
Destroy target artifact or land.
Cycling 2 "If you refuse to pay the tax, what happens next falls out of our jurisdiction."
Roar of the MightyGW
Instant (Uncommon)
Roar of the Mighty deals 5 damage to target opponent. "I can't shake the sound of it even to this day. The beast was so terrible - even it's roar killed me a little inside.
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Never ever create a card without taking the extra minute to double check it.
1. Explain whether or not you think these cards are fair, and why/why not.
2. Try and figure out the pattern I used to make them, and if that alone can serve as a means of balance. (Hint: Wizards did it, so why can't I? Not 100% true, but the pattern is, to say the least. Perhaps stretching the color pie a bit thin.)
Surge of RenewalWU
Instant (Uncommon)
You gain 6 life.
Draw a card. "We've only just begun to fight."
Pretty good, but maybe a little too much. I'd suggest dropping the lifegain to 4 or 5. Given Sun's Bounty or Renewed Faith, the extra can lock in the cantrip effect with the lifegain somewhere in the middle.
Atoning EmptinessWU
Instant (Uncommon)
Destroy all enchantments.
Draw a card. By forsaking material possession, the Order is able to empty their minds and pave way for spiritual visions.
Too good, IMO, mostly because WU isn't the global-destruction pair. This should be WG and maybe cost more, and probably as a sorcery.
Unerring BloodlustRG
Instant (Uncommon)
Return up to two target creature cards from your graveyard to your hand.
Draw a card. Creatures born for battle die for battle. Sometimes, they even die for battle again.
Black-green, I think. This is too much card advantage for RG.
Crude EnforcementWB
Instant (Uncommon)
Destroy target artifact or land.
Cycling 2 "If you refuse to pay the tax, what happens next falls out of our jurisdiction."
Black-red or black-green, I think. White's not the biggest fan of LD compared to those two.
Roar of the MightyGW
Instant (Uncommon)
Roar of the Mighty deals 5 damage to target opponent. "I can't shake the sound of it even to this day. The beast was so terrible - even it's roar killed me a little inside.
This just feels... wrong. It's also really really good.
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Do I Contradict Myself? Very Well Then I Contradict Myself.
1. Explain whether or not you think these cards are fair, and why/why not.
2. Try and figure out the pattern I used to make them, and if that alone can serve as a means of balance. (Hint: Wizards did it, so why can't I? Not 100% true, but the pattern is, to say the least. Perhaps stretching the color pie a bit thin.)
Surge of RenewalWU
Instant (Uncommon)
You gain 6 life.
Draw a card. "We've only just begun to fight."
This looks wrong. I've been trying to understand what part of White contains life gain, to understand it in relation to the other colours. I don't have much, except that it's very mysterious on a blue card.
It's probably fair, since I don't see it being very good. I think it is still less than what it would take to run a 2+ mana life spell, even one that cantrips. But I'm not the best judge of power level.
Atoning EmptinessWU
Instant (Uncommon)
Destroy all enchantments.
Draw a card. By forsaking material possession, the Order is able to empty their minds and pave way for spiritual visions.
This looks really efficient. Like enchantment removal that people might stand a chance in Hell of running, if there were good enchantments in top decks but not in a viable white-blue one.
Again... I'm trying to understand Tempest of Light/Tranquility, and why it should be in its place. The only thing I know is that maybe WotC should let up on enchantment removal if they ever want people to seriously use enchantments (that aren't broken). They always print these janky cards like Demystify, except if enchantments were actually good, White's efficiency would get them into decks anyway. Case in point: Wispmare. WTH is this? And yet. . . .
Boggles the mind.
It seems, at least, like the cost is too low for -any- spell that says "destroy all" on it somewhere. Also, I am skeptic of the gold; I don't see how Blue's draw coincides with whatever kind of will it is to destroy the enchantments - since I don't know what that will is, but also, this intuition of a doubt that Blue would tolerate it.
Unerring BloodlustRG
Instant (Uncommon)
Return up to two target creature cards from your graveyard to your hand.
Draw a card. Creatures born for battle die for battle. Sometimes, they even die for battle again.
Waaay too many cards. Draw three cards, right there, come on. I haven't seen Green pay less than five mana to get back more than one card, since ever.
And I really don't see the gold on this one. Also, cantrip creates tension with the reason for Green's use of Recollect.
At this point, I'm racking my brain with your "how did I generate these?" question.
Crude EnforcementWB
Instant (Uncommon)
Destroy target artifact or land.
Cycling 2 "If you refuse to pay the tax, what happens next falls out of our jurisdiction."
Neither White or Black can destroy artifacts this easily; and certainly it's not in their nature to have such a 'demolishing' option at that bargain price.
I just wonder... where did this come from? How did you make it up??
Cycling is cycling, though. That is just a power level thing.
Don't know where the two mana amount comes from... curse you! I'll treat this like a puzzle for the whole weekend!
Roar of the MightyGW
Instant (Uncommon)
Roar of the Mighty deals 5 damage to target opponent. "I can't shake the sound of it even to this day. The beast was so terrible - even it's roar killed me a little inside.[/QUOTE]
....
Hurricane + damage prevention??!?!? Is that how you came up with this? Something crazy? I can't even imagine.
It's sooo wrong... those kinda of tools are the tools of rage, and of pride, i.e., pride for thinking you could do someone in (do anything, really) with just a wave of sorcery; without a community, context for your life. Red and Black. Green-White doesn't want to be like them, and to protect that, it can't do some things they do.
Also they mechanically don't have Reach (not the keyword), for very good reason.
I believe Mountains.dec would kill three men and a baby to have a two mana Lava Axe, by the way. I can't confirm my figures right now, though.
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Surge of emptiness -- fine by me. I never considered life gain to be worth the cardboard its printed on, and this won't change my mind. White gives lifegain, blue gives cantrip. Not much else to say.
Atoning Emptiness -- tempest of light cost 3cc. While WU is slightly harder to come by than 2W, the draw gives it too much of a benefit over tempest.
I'd much rather see this as WG, or even mono green (1GG) and a sorcery. For one thing, green has demonstrated similar global enchantment destruction (tranquility) and, lately, card draw effects.
unerring bloodlust -- everything about this card says black or white to me. Sure, green can get away with a cycle of life thing, but that's a stretch. Also, too much of card advantage for a 2cc spell of any color, let alone red and green.
crude enforcement -- either BG or RB, more inline with terminate and putrefy. Those colors seem more in line in destroying land and artifacts than BW is; if white with black it often either means enchantment destruction (mortify) or can blast anything (vindicate).
Roar of the mighty -- direct damage doesn't belong in green or white, and definitely not in both. I don't care about exceptions like unyaro bee sting or sunlance (since both cards are off-color anyway).
To be true, Essence drain is a "good" card to start as a Removal for Limited, Lightning Helix is just over the top for a burn spell, simply because 3 damage for 2 mana is allready strong, adding Lifegain is even better, and making it Instant is even more of the extras.
And in the end you have a very very very pushed burn spell, and its over the top no question, simply because its horrible undercosted.
An important thing is that Magic tends to get the "Push" something is "fair" and they do something that is simply "better", no real new design, just make it stronger than the older, its a bad trend that doesnt give Magic something new, it just makes games more brutal and draws more random (as the quality is overall higher).
It doesnt mean we need horrible "bad" cards like in Homelands, but it is not a good idea to go for "better and better", simply because theirs a Limit and the game doesnt become more fun if your creatures just get overall +2/+2 and your spells cost 2 mana less than before.
To get some comments to the cards:
Surge of Renewal :symw::symu:
Instant (Uncommon)
You gain 6 life.
Draw a card.
Its a strong card, its normally not blue at all, as cantrip is for each color and normally costs 2 colorless mana.
So say its 2W and has the same effect, its not "clearly" over the top, but lifegain is hard to judge, simply because it depends a lot what is running in your format.
Lifegain is normally the counterpart to "direct" burn or lifelose, if you can "negate" 2 burn spells by a red Burn deck you allready made card advantage, if you play lifegain against creatures you just "fog" them so you dont really get anything thats really worth it.
As todays formats tend to be very focused on creatures, lifegain is overall a bad thing, unless its an extra on allready strong cards like Kitchen Finks, Loxodon Hierarch, and any form of Lifelink, simply because "that" lifegain is allways good as its a welcome "extra".
Renewed Faith doesnt have the "cantrip" to focus on, its a lifegain spell for 2W thats "fair" and pretty simpel, the Cycling effect is ment to reduce the effect in exchange for the cantrip, so its allready a fair card to get just 2 life for 1W cantrip.
A good example for lifegain + blues carddraw is Kiss of Amesha, which works wonderful in Limited as the lifegain is huge enough to win you a damage race and the card draw will give you hopefully an edge too.
So your version here does 6 life and draws just 1 card, so its not far away from Kiss of Amesha, as we dont want to scale the card 1to1 down (which is a mistake anyway) lets assume it costs 1WU, gains 4 life and cantrips, thats good but we have other cards to compare.
Theirs the 2WG spell with Cascade that gains 4 life, overall Cascade is "like" a upgraded Cantrip (in exchange it wants to slightly consider cards in your deck to get more quality).
So lifegain is a lot better placed in White and/or green than in blue.
If the card is WG and gains 7 life we have an existing card.
If we scale it down to 4 life and a cantrip we allready have a pretty decent card, if it is good for constructed just depends how good lifegain is in your format and most the time it isnt strong in current Magic which is highly for heavy creature combat.
Atoning Emptiness :symw::symu:
Instant (Uncommon)
Destroy all enchantments.
Draw a card.
Here again, its "blue", the effect has no reason to be blue.
If its green/white and "sorcery" it might be printable, even if its pushed a lot.
Powerwise its "currently" not important to destroy multiple enchantments, but theirs nothing that prevents an "Enchantment" based set and it instantly is a powerhouse.
Unerring Bloodlust :symr::symg:
Instant (Uncommon)
Return up to two target creature cards from your graveyard to your hand.
Draw a card.
The card is in no way red, if its black/green and "without" cantrip it would be playable allready. As cantrip is worth 2 colorless its still a strong card for 2BG and sorcery, playing this card in Limited will win you games by the card advantage, so never underestimate that.
This card is just horrible. Land destruction is placed in red/black mainly green gets it more as a Plow Under like effect, blue can get this too (white should not get Land hate in my book, as killing lands is a very unhonorable act, even in Real Life you would never "Burn" a land down if you have a piece of honor).
A card that comes close to this is Wreck Havoc, the "cant be countered" is a small part that can easy be considerer "extra" without adding mana at all (best if your format has some strong counterspells included that deserve some hate).
Lets say we put Wreck Havoc on 1GR and its allready a very fair card (4 is to much that easy).
Land Destruction should cost 3 simply because hating mana is something that critical hits Magic, its like hard counters that should cost 3 mana, its a base that works better than making the cards undercosted and create unfun plays that frustrate players.
And ofcourse the "cycling" does only make sence for Limited, as it helps to get away cards that are situnational or very expensive, or simply not worth anymore (for fast cards), its not an mechanic to just give out because it feels "why not".
Roar of the Mighty :symg::symw:
Instant (Uncommon)
Roar of the Mighty deals 5 damage to target opponent.
Most is said, this card is so much against Magic, Lava Axe effects are red, possible black (but more lifelose or drain than), the effect is something that works in Limited aggressive decks, if you have 2 spells that deal 5 damage you can kill a player with a "save" 10 life, thats a giant bonus for beatdown decks if they know the opponent is dead with 10 life.
Green and White should never get direct Burn, Hurricane is a card that is good to kill creatures, but its just a mistake that it hits players and does this only as a mirror to Earthquake which works in red, but Hurricane doesnt do the job it "should" in green, it only can because of the mirror it is.
Crude Enforcement- this card is painful to look at. Black doesn't get artifact removal outside of gold, period, and white doesn't usually get artifact removal anymore, green and red having taken that over. Black gets land destruction occasionally, but white doesn't unless it's armageddon. For BW to have this kind of effect it would definitely cost more than two. this card belongs in BG or BR.
Roar of the Mighty- What. This card is the biggest middle finger towards the color pie I've ever seen. Even Blue has gotten direct damage in the past, but you've given an instant-speed lava axe to GW, the lifegaining, regenerating, creature-loving colors. I'm morbidly fascinated with how you actually came up with this.
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far." - H.P. Lovecraft
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1. Explain whether or not you think these cards are fair, and why/why not.
2. Try and figure out the pattern I used to make them, and if that alone can serve as a means of balance. (Hint: Wizards did it, so why can't I? Not 100% true, but the pattern is, to say the least. Perhaps stretching the color pie a bit thin.)
Surge of Renewal WU
Instant (Uncommon)
You gain 6 life.
Draw a card.
"We've only just begun to fight."
Atoning Emptiness WU
Instant (Uncommon)
Destroy all enchantments.
Draw a card.
By forsaking material possession, the Order is able to empty their minds and pave way for spiritual visions.
Unerring Bloodlust RG
Instant (Uncommon)
Return up to two target creature cards from your graveyard to your hand.
Draw a card.
Creatures born for battle die for battle. Sometimes, they even die for battle again.
Crude Enforcement WB
Instant (Uncommon)
Destroy target artifact or land.
Cycling 2
"If you refuse to pay the tax, what happens next falls out of our jurisdiction."
Roar of the Mighty GW
Instant (Uncommon)
Roar of the Mighty deals 5 damage to target opponent.
"I can't shake the sound of it even to this day. The beast was so terrible - even it's roar killed me a little inside.
Pretty good, but maybe a little too much. I'd suggest dropping the lifegain to 4 or 5. Given Sun's Bounty or Renewed Faith, the extra can lock in the cantrip effect with the lifegain somewhere in the middle.
Too good, IMO, mostly because WU isn't the global-destruction pair. This should be WG and maybe cost more, and probably as a sorcery.
Black-green, I think. This is too much card advantage for RG.
Black-red or black-green, I think. White's not the biggest fan of LD compared to those two.
This just feels... wrong. It's also really really good.
Very Well Then I Contradict Myself.
This looks wrong. I've been trying to understand what part of White contains life gain, to understand it in relation to the other colours. I don't have much, except that it's very mysterious on a blue card.
It's probably fair, since I don't see it being very good. I think it is still less than what it would take to run a 2+ mana life spell, even one that cantrips. But I'm not the best judge of power level.
Atoning Emptiness WU
Instant (Uncommon)
Destroy all enchantments.
Draw a card.
By forsaking material possession, the Order is able to empty their minds and pave way for spiritual visions.
This looks really efficient. Like enchantment removal that people might stand a chance in Hell of running, if there were good enchantments in top decks but not in a viable white-blue one.
Again... I'm trying to understand Tempest of Light/Tranquility, and why it should be in its place. The only thing I know is that maybe WotC should let up on enchantment removal if they ever want people to seriously use enchantments (that aren't broken). They always print these janky cards like Demystify, except if enchantments were actually good, White's efficiency would get them into decks anyway. Case in point: Wispmare. WTH is this? And yet. . . .
Boggles the mind.
It seems, at least, like the cost is too low for -any- spell that says "destroy all" on it somewhere. Also, I am skeptic of the gold; I don't see how Blue's draw coincides with whatever kind of will it is to destroy the enchantments - since I don't know what that will is, but also, this intuition of a doubt that Blue would tolerate it.
Unerring Bloodlust RG
Instant (Uncommon)
Return up to two target creature cards from your graveyard to your hand.
Draw a card.
Creatures born for battle die for battle. Sometimes, they even die for battle again.
Waaay too many cards. Draw three cards, right there, come on. I haven't seen Green pay less than five mana to get back more than one card, since ever.
And I really don't see the gold on this one. Also, cantrip creates tension with the reason for Green's use of Recollect.
At this point, I'm racking my brain with your "how did I generate these?" question.
Crude Enforcement WB
Instant (Uncommon)
Destroy target artifact or land.
Cycling 2
"If you refuse to pay the tax, what happens next falls out of our jurisdiction."
Neither White or Black can destroy artifacts this easily; and certainly it's not in their nature to have such a 'demolishing' option at that bargain price.
I just wonder... where did this come from? How did you make it up??
Cycling is cycling, though. That is just a power level thing.
Don't know where the two mana amount comes from... curse you! I'll treat this like a puzzle for the whole weekend!
Roar of the Mighty GW
Instant (Uncommon)
Roar of the Mighty deals 5 damage to target opponent.
"I can't shake the sound of it even to this day. The beast was so terrible - even it's roar killed me a little inside.[/QUOTE]
....
Hurricane + damage prevention??!?!? Is that how you came up with this? Something crazy? I can't even imagine.
It's sooo wrong... those kinda of tools are the tools of rage, and of pride, i.e., pride for thinking you could do someone in (do anything, really) with just a wave of sorcery; without a community, context for your life. Red and Black. Green-White doesn't want to be like them, and to protect that, it can't do some things they do.
Also they mechanically don't have Reach (not the keyword), for very good reason.
I believe Mountains.dec would kill three men and a baby to have a two mana Lava Axe, by the way. I can't confirm my figures right now, though.
Awesome avatar provided by Krashbot @ [Epic Graphics].
Atoning Emptiness -- tempest of light cost 3cc. While WU is slightly harder to come by than 2W, the draw gives it too much of a benefit over tempest.
I'd much rather see this as WG, or even mono green (1GG) and a sorcery. For one thing, green has demonstrated similar global enchantment destruction (tranquility) and, lately, card draw effects.
unerring bloodlust -- everything about this card says black or white to me. Sure, green can get away with a cycle of life thing, but that's a stretch. Also, too much of card advantage for a 2cc spell of any color, let alone red and green.
crude enforcement -- either BG or RB, more inline with terminate and putrefy. Those colors seem more in line in destroying land and artifacts than BW is; if white with black it often either means enchantment destruction (mortify) or can blast anything (vindicate).
Roar of the mighty -- direct damage doesn't belong in green or white, and definitely not in both. I don't care about exceptions like unyaro bee sting or sunlance (since both cards are off-color anyway).
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
To be true, Essence drain is a "good" card to start as a Removal for Limited, Lightning Helix is just over the top for a burn spell, simply because 3 damage for 2 mana is allready strong, adding Lifegain is even better, and making it Instant is even more of the extras.
And in the end you have a very very very pushed burn spell, and its over the top no question, simply because its horrible undercosted.
An important thing is that Magic tends to get the "Push" something is "fair" and they do something that is simply "better", no real new design, just make it stronger than the older, its a bad trend that doesnt give Magic something new, it just makes games more brutal and draws more random (as the quality is overall higher).
It doesnt mean we need horrible "bad" cards like in Homelands, but it is not a good idea to go for "better and better", simply because theirs a Limit and the game doesnt become more fun if your creatures just get overall +2/+2 and your spells cost 2 mana less than before.
To get some comments to the cards:
Surge of Renewal :symw::symu:
Instant (Uncommon)
You gain 6 life.
Draw a card.
Its a strong card, its normally not blue at all, as cantrip is for each color and normally costs 2 colorless mana.
So say its 2W and has the same effect, its not "clearly" over the top, but lifegain is hard to judge, simply because it depends a lot what is running in your format.
Lifegain is normally the counterpart to "direct" burn or lifelose, if you can "negate" 2 burn spells by a red Burn deck you allready made card advantage, if you play lifegain against creatures you just "fog" them so you dont really get anything thats really worth it.
As todays formats tend to be very focused on creatures, lifegain is overall a bad thing, unless its an extra on allready strong cards like Kitchen Finks, Loxodon Hierarch, and any form of Lifelink, simply because "that" lifegain is allways good as its a welcome "extra".
Renewed Faith doesnt have the "cantrip" to focus on, its a lifegain spell for 2W thats "fair" and pretty simpel, the Cycling effect is ment to reduce the effect in exchange for the cantrip, so its allready a fair card to get just 2 life for 1W cantrip.
A good example for lifegain + blues carddraw is Kiss of Amesha, which works wonderful in Limited as the lifegain is huge enough to win you a damage race and the card draw will give you hopefully an edge too.
So your version here does 6 life and draws just 1 card, so its not far away from Kiss of Amesha, as we dont want to scale the card 1to1 down (which is a mistake anyway) lets assume it costs 1WU, gains 4 life and cantrips, thats good but we have other cards to compare.
Theirs the 2WG spell with Cascade that gains 4 life, overall Cascade is "like" a upgraded Cantrip (in exchange it wants to slightly consider cards in your deck to get more quality).
So lifegain is a lot better placed in White and/or green than in blue.
If the card is WG and gains 7 life we have an existing card.
If we scale it down to 4 life and a cantrip we allready have a pretty decent card, if it is good for constructed just depends how good lifegain is in your format and most the time it isnt strong in current Magic which is highly for heavy creature combat.
Atoning Emptiness :symw::symu:
Instant (Uncommon)
Destroy all enchantments.
Draw a card.
Here again, its "blue", the effect has no reason to be blue.
If its green/white and "sorcery" it might be printable, even if its pushed a lot.
Powerwise its "currently" not important to destroy multiple enchantments, but theirs nothing that prevents an "Enchantment" based set and it instantly is a powerhouse.
Unerring Bloodlust :symr::symg:
Instant (Uncommon)
Return up to two target creature cards from your graveyard to your hand.
Draw a card.
The card is in no way red, if its black/green and "without" cantrip it would be playable allready. As cantrip is worth 2 colorless its still a strong card for 2BG and sorcery, playing this card in Limited will win you games by the card advantage, so never underestimate that.
Crude Enforcement :symw::symb:
Instant (Uncommon)
Destroy target artifact or land.
Cycling
This card is just horrible. Land destruction is placed in red/black mainly green gets it more as a Plow Under like effect, blue can get this too (white should not get Land hate in my book, as killing lands is a very unhonorable act, even in Real Life you would never "Burn" a land down if you have a piece of honor).
A card that comes close to this is Wreck Havoc, the "cant be countered" is a small part that can easy be considerer "extra" without adding mana at all (best if your format has some strong counterspells included that deserve some hate).
Lets say we put Wreck Havoc on 1GR and its allready a very fair card (4 is to much that easy).
Land Destruction should cost 3 simply because hating mana is something that critical hits Magic, its like hard counters that should cost 3 mana, its a base that works better than making the cards undercosted and create unfun plays that frustrate players.
And ofcourse the "cycling" does only make sence for Limited, as it helps to get away cards that are situnational or very expensive, or simply not worth anymore (for fast cards), its not an mechanic to just give out because it feels "why not".
Roar of the Mighty :symg::symw:
Instant (Uncommon)
Roar of the Mighty deals 5 damage to target opponent.
Most is said, this card is so much against Magic, Lava Axe effects are red, possible black (but more lifelose or drain than), the effect is something that works in Limited aggressive decks, if you have 2 spells that deal 5 damage you can kill a player with a "save" 10 life, thats a giant bonus for beatdown decks if they know the opponent is dead with 10 life.
Green and White should never get direct Burn, Hurricane is a card that is good to kill creatures, but its just a mistake that it hits players and does this only as a mirror to Earthquake which works in red, but Hurricane doesnt do the job it "should" in green, it only can because of the mirror it is.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
But the problem is that Lightning Helix is Lightning Bolt + Healing Salve not Essence Drain - three mana.
There is no W spell that gains 6 life or destroys all enchantments, and there is nothing close to half of any of the other cards in a one mana spell.
If you want to make these gold, appropriate costs could be 1GW, 2GW, 3BG, 2RG, and 2BR respectively for these effects as instants.
Roar of the Mighty- What. This card is the biggest middle finger towards the color pie I've ever seen. Even Blue has gotten direct damage in the past, but you've given an instant-speed lava axe to GW, the lifegaining, regenerating, creature-loving colors. I'm morbidly fascinated with how you actually came up with this.