This might qualify as a continuation. The cards are supposed sorceries that cost :2C::2D:2E:. These five are the wedge colored.
They also are in no way related to Alara.
Adjust the Scales :sym2r::sym2w::sym2b:
Sorcery
Each player that controls the most creatures, sacrifices a creature.
Each player that controls the most lands, sacrifices a land.
Each player that has the highest number of cards in hand, discards a card.
Realign Territory :sym2g::sym2u::sym2r:
Sorcery
Put target land on top of its owner's library. You may put a land card from your hand onto the battlefield.
Remain :sym2w::sym2b::sym2g:
Sorcery
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Déjà Vu :sym2u::sym2r::sym2w:
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Dark Wish :sym2b::sym2g::sym2u:
Sorcery
Reveal your hand. An opponent chooses a nonland card from it. Cast it without paying its mana cost if able.
Some cards fit their task better than others obviously. I'd like to see improved suggestions for those.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Realign Territory is sick strong. Not only pushing your opponent one land back from turn 3 (Turn 2 or 4 from the opponent's point of view) but also potentially pushes you one turn ahead is nothing to joke about.
I think it should cost at least four. But then the point of your cycle would be lost.
The card is generally harder to cast than Fallow Earth/Uproot. I had it originally with only the card text of those two cards. I didn't think that the additional land drop would push it too far, but if that's the case I will consider taking it out.
At that point it is best-case Fallow Earth.
Remain seems underpowered when compared to Faith's Reward, which does the same thing at instant speed for 3W.
What about just "Return target permanent card from your graveyard to the battlefield". Make it "any" graveyard if you want to push it.
The effect you suggest seems to cost more. I was happy with Recreation.
I considered also the card text of Zombify. I agree though with the current development towards putting these effects at higher converted mana costs and won't break with it here - especially not on a card that actually can be cast at the cost of Rise from the Grave in monoblack and is cheaper once you get to the other colors. A creature from any graveyard would already obsolete the card (ignoring the cost-neutral effect of Rise from the Grave).
I partially agree though on the instant issue. Any idea for a smaller fix/twist without making this an instant?
I do not deny your abilities to design interesting cards and I do not deny the fact that you could print these cards but from a standard point of view, Fallow Earth is too strong. Land destruction at three mana is too early to start ruining the game.
That happens from turn four on and out since M10. Quite boring, yes.
The card is boring without the extra land drop so I say you should let it be even though the mana cost is not difficult to pay at all. It will only be played in decks where it is easy to cast anyway.
I'm not sure what you are trying to say here. Portions of this post seem to contradict other portions.
What about this secret:
Realign Territories (2/G)(2/U)(2/R)
Sorcery (R)
Gain control of a land target player controls. That player draws a card.
That way it simultaneously boosts you while hurting your opponent, but at least you give them a draw out of it. Also, I think triple color land destruction is fine. the chances of someone getting this (legacy/vintage excluded) on turn 3 is not high.
Why does blue get an extra combat phase? Why does blue care about attacking creatures? (Referring to Deja Vu)
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They also are in no way related to Alara.
Sorcery
Each player that controls the most creatures, sacrifices a creature.
Each player that controls the most lands, sacrifices a land.
Each player that has the highest number of cards in hand, discards a card.
Sorcery
Put target land on top of its owner's library. You may put a land card from your hand onto the battlefield.
Sorcery
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Sorcery
Reveal your hand. An opponent chooses a nonland card from it. Cast it without paying its mana cost if able.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
What about just "Return target permanent card from your graveyard to the battlefield". Make it "any" graveyard if you want to push it.
Currently Playing:
Legacy: Something U/W Controlish
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The card is generally harder to cast than Fallow Earth/Uproot. I had it originally with only the card text of those two cards. I didn't think that the additional land drop would push it too far, but if that's the case I will consider taking it out.
At that point it is best-case Fallow Earth.
The effect you suggest seems to cost more. I was happy with Recreation.
I considered also the card text of Zombify. I agree though with the current development towards putting these effects at higher converted mana costs and won't break with it here - especially not on a card that actually can be cast at the cost of Rise from the Grave in monoblack and is cheaper once you get to the other colors. A creature from any graveyard would already obsolete the card (ignoring the cost-neutral effect of Rise from the Grave).
I partially agree though on the instant issue. Any idea for a smaller fix/twist without making this an instant?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I'm not sure what you are trying to say here. Portions of this post seem to contradict other portions.
I didn't use Fallow Earth as a baseline. I used Uproot. This card is "best case" Fallow Earth.
It seems to me that you are trying to say that the "best case" should be Uproot, but at the same time suggest that I leave the card unchanged.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Realign Territories (2/G)(2/U)(2/R)
Sorcery (R)
Gain control of a land target player controls. That player draws a card.
That way it simultaneously boosts you while hurting your opponent, but at least you give them a draw out of it. Also, I think triple color land destruction is fine. the chances of someone getting this (legacy/vintage excluded) on turn 3 is not high.
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Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!