Altruistic Ultimatum WWWWWW
Instant (R)
Blocking creatures get +7/+7 and gain lifelink until end of turn. Return Altruistic Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Deceitful Ultimatum UUUUUU
Instant (R)
Return target spell or permanent to it’s owner’s hand. Return Deceitful Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Sinister Ultimatum BBBBBB
Sorcery (R)
You lose half your life, rounded down and draw that many cards. Return Sinister Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Madman’s Ultimatum RRRRRR
Sorcery (R)
Add 10R. Return Madman’s Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Verdant Ultimatum GGGGGG
Sorcery (R)
Untap all lands you control. They becomes 5/5 green Wurm creatures until end of turn. Return Verdant Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Ask the Navigator 1B
Sorcery (M)
Reveal your library. Target opponent chooses the name of a nonland card revealed. You may pay 1 life to have that player choose another revealed card name not already chosen, then repeat this process until you don’t pay life. Put the last chosen card into your hand. Shuffle your library.
The size of these effects is all over the place. Hold the Line plus gaining an unholy amount of life is a pretty big thing. So is crazy card draw and enough mana to cast a Darksteel Colossus. Verdant Ultimatum's effect should probably win you the game outright. Then there's... the one that's Venser, Shaper Savant's ETB ability.
These should probably all cost seven total mana especially with the free buyback thing and the blue effect needs to be tweaked.
Ask the Navigator is definitely not mythic-worthy. That's a rare.
Yeah. I'm having trouble balancing them, the Blue and Red have gone through multple iterations and I can never get them to what I feel it right.
Red - I had the same thought. It originally had the "Spend only on instant or sorcery spells" since it's intended just to cast 2 fireballs for the win. I'll add it back but then it makes the card bad so...
Blue - Was originally just Capsize but even with the spell return I guess it's not good.
Ask the Navigator - I made it Mythic cuz in my head I saw it going into a busted combo deck like Swans of Bryn Argoll or Treasure Hunt combo.
Altruistic Ultimatum WWWWWWW
Instant (R)
Blocking creatures get +7/+7 and gain indestructible until end of turn. Return Altruistic Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Deceitful Ultimatum UUUUUUU
Instant (R)
Exile target spell or nontoken permanent. That card's owner may play it for as long as it remains exiled. Return Deceitful Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Sinister Ultimatum BBBBBBB
Sorcery (R)
You lose half your life, rounded down and draw that many cards. Return Sinister Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Madman’s Ultimatum RRRRRRR
Sorcery (R)
Add 10R. Spend this mana only to cast instant or sorcery spells. Return Madman’s Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Verdant Ultimatum GGGGGGG
Sorcery (R)
Untap all Forests you control. They becomes 5/5 green Wurm creatures until end of turn. Return Verdant Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Ask the Navigator 1B
Sorcery (R)
Reveal your library. Target opponent chooses the name of a nonland card revealed. You may pay 1 life to have that player choose another revealed card name not already chosen, then repeat this process until you don’t pay life. Put the last chosen card into your hand. Shuffle your library.
I feel that green is the only good one here. That's mostly because it's the one that mostly clearly reads 'win the game'.
White being so defensive is cool but it feels like no one would ever actually use it. It doesn't help you win and you need creatures on both sides of the field for it to do anything.
Blue is still so bad, capsize is broken because big mana decks, like tron, can cast it multiple times a turn; removing all threats then widdling down mana. It feels useless in everything but battlecruzier magic.
Black is a very interesting effect, the only awkward thing is that it feels redundant to return to your hand. This isn't actually a problem it just feels very weird.
As awkward as it would be to write it out red really should add red mana. It is the most useful to get back turn after turn as it's effectively ramp. As is it's very weak because you need more than 7 sources of colored mana to really benefit. By producing 11 red mana you can chain impulsive draws and the spells you drew without problem.
Honestly, I think that the big issue with these ultimatums, mechanically speaking, is the free buyback effect. I think that they might feel better if they had an effect that matched their cost, but no buyback effect, rather than just try to make something that is a weaker effec that you get every turn if you devote the resources to it (at which point, you’ve essentially remade the spells wth Epic, so why not just make another spell with Epic instead?)
I feel that green is the only good one here. That's mostly because it's the one that mostly clearly reads 'win the game'.
White being so defensive is cool but it feels like no one would ever actually use it. It doesn't help you win and you need creatures on both sides of the field for it to do anything.
Blue is still so bad, capsize is broken because big mana decks, like tron, can cast it multiple times a turn; removing all threats then widdling down mana. It feels useless in everything but battlecruzier magic.
Black is a very interesting effect, the only awkward thing is that it feels redundant to return to your hand. This isn't actually a problem it just feels very weird.
As awkward as it would be to write it out red really should add red mana. It is the most useful to get back turn after turn as it's effectively ramp. As is it's very weak because you need more than 7 sources of colored mana to really benefit. By producing 11 red mana you can chain impulsive draws and the spells you drew without problem.
Thanks for your input.
White- I feel the same way. Righteousness has never been good. I may take this one back to the drawing board.
Blue- Looks like this one will have to be redone too hmm.
Black - You're right this will only ever be cast once but I figured maybe it'll be fun for a deck that gains massive life.
Red- Red originally added RRRRRRRRRRRR (12 red mana). Maybe I'll go back to that.
Green- My favorite and the one I feel is closest to the power level I wanted. Glad you agree. I wanted these to be win now or next turn cards. (or inevitable win in the case of the blue one)
Updates:
Glorious Ultimatum WWWWWWW
Instant (R)
Redirect all damage that would be dealt to you this turn to target creature you control. Return Glorious Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Deceitful Ultimatum UUUUUUU
Instant (R)
Put target spell or permanent on the bottom of it's owner's library. Return Deceitful Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Sinister Ultimatum BBBBBBB
Sorcery (R)
Pay any amount of life up to half your life total, rounded down, then draw that many cards. Return Sinister Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Madman’s Ultimatum RRRRRRR
Sorcery (R)
Add RRRRRRRRRRRR. Spend this mana only to cast red spells. Return Madman’s Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Verdant Ultimatum GGGGGGG
Sorcery (R)
Untap all Forests you control. They becomes 5/5 green Wurm creatures until end of turn. Return Verdant Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Perfect. I was trying to think of the best wording and I think you've got it.
Glaring Ultimatum WWWWWWW
Instant
The next time damage would be dealt to you this turn, that damage is dealt to target creature or player instead. Return Glaring Ultimatum to it's owner's hand at the beginning of your next upkeep.
Thanks for all the help, the cards are much better now.
Edit: O right, the blue one.
Dubious Ultimatum UUUUUUU
Instant (R)
Copy up to one target instant or sorcery spell. You may choose new targets for the copy. Create a token that's a copy of up to one target nonland permanent. Return Dubious Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Instant (R)
Blocking creatures get +7/+7 and gain lifelink until end of turn. Return Altruistic Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Deceitful Ultimatum UUUUUU
Instant (R)
Return target spell or permanent to it’s owner’s hand. Return Deceitful Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Sinister Ultimatum BBBBBB
Sorcery (R)
You lose half your life, rounded down and draw that many cards. Return Sinister Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Madman’s Ultimatum RRRRRR
Sorcery (R)
Add 10R. Return Madman’s Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Verdant Ultimatum GGGGGG
Sorcery (R)
Untap all lands you control. They becomes 5/5 green Wurm creatures until end of turn. Return Verdant Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Ask the Navigator 1B
Sorcery (M)
Reveal your library. Target opponent chooses the name of a nonland card revealed. You may pay 1 life to have that player choose another revealed card name not already chosen, then repeat this process until you don’t pay life. Put the last chosen card into your hand. Shuffle your library.
These should probably all cost seven total mana especially with the free buyback thing and the blue effect needs to be tweaked.
Ask the Navigator is definitely not mythic-worthy. That's a rare.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Red - I had the same thought. It originally had the "Spend only on instant or sorcery spells" since it's intended just to cast 2 fireballs for the win. I'll add it back but then it makes the card bad so...
Blue - Was originally just Capsize but even with the spell return I guess it's not good.
Ask the Navigator - I made it Mythic cuz in my head I saw it going into a busted combo deck like Swans of Bryn Argoll or Treasure Hunt combo.
Altruistic Ultimatum WWWWWWW
Instant (R)
Blocking creatures get +7/+7 and gain indestructible until end of turn. Return Altruistic Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Deceitful Ultimatum UUUUUUU
Instant (R)
Exile target spell or nontoken permanent. That card's owner may play it for as long as it remains exiled. Return Deceitful Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Sinister Ultimatum BBBBBBB
Sorcery (R)
You lose half your life, rounded down and draw that many cards. Return Sinister Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Madman’s Ultimatum RRRRRRR
Sorcery (R)
Add 10R. Spend this mana only to cast instant or sorcery spells. Return Madman’s Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Verdant Ultimatum GGGGGGG
Sorcery (R)
Untap all Forests you control. They becomes 5/5 green Wurm creatures until end of turn. Return Verdant Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Ask the Navigator 1B
Sorcery (R)
Reveal your library. Target opponent chooses the name of a nonland card revealed. You may pay 1 life to have that player choose another revealed card name not already chosen, then repeat this process until you don’t pay life. Put the last chosen card into your hand. Shuffle your library.
White being so defensive is cool but it feels like no one would ever actually use it. It doesn't help you win and you need creatures on both sides of the field for it to do anything.
Blue is still so bad, capsize is broken because big mana decks, like tron, can cast it multiple times a turn; removing all threats then widdling down mana. It feels useless in everything but battlecruzier magic.
Black is a very interesting effect, the only awkward thing is that it feels redundant to return to your hand. This isn't actually a problem it just feels very weird.
As awkward as it would be to write it out red really should add red mana. It is the most useful to get back turn after turn as it's effectively ramp. As is it's very weak because you need more than 7 sources of colored mana to really benefit. By producing 11 red mana you can chain impulsive draws and the spells you drew without problem.
Thanks for your input.
White- I feel the same way. Righteousness has never been good. I may take this one back to the drawing board.
Blue- Looks like this one will have to be redone too hmm.
Black - You're right this will only ever be cast once but I figured maybe it'll be fun for a deck that gains massive life.
Red- Red originally added RRRRRRRRRRRR (12 red mana). Maybe I'll go back to that.
Green- My favorite and the one I feel is closest to the power level I wanted. Glad you agree. I wanted these to be win now or next turn cards. (or inevitable win in the case of the blue one)
Updates:
Glorious Ultimatum WWWWWWW
Instant (R)
Redirect all damage that would be dealt to you this turn to target creature you control. Return Glorious Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Deceitful Ultimatum UUUUUUU
Instant (R)
Put target spell or permanent on the bottom of it's owner's library. Return Deceitful Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Sinister Ultimatum BBBBBBB
Sorcery (R)
Pay any amount of life up to half your life total, rounded down, then draw that many cards. Return Sinister Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Madman’s Ultimatum RRRRRRR
Sorcery (R)
Add RRRRRRRRRRRR. Spend this mana only to cast red spells. Return Madman’s Ultimatum from your graveyard to your hand at the beginning of your next upkeep.
Verdant Ultimatum GGGGGGG
Sorcery (R)
Untap all Forests you control. They becomes 5/5 green Wurm creatures until end of turn. Return Verdant Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
I'm uncomfortable with blue being able to 'permanently' deal with creatures regardless of cost. Maybe it could copy a spell or permanent? Maybe twice?
Black is the same and it was good before.
Red is much better limiting it to red spells is a massive improvement.
Green is the same.
Glaring Ultimatum WWWWWWW
Instant
The next time damage would be dealt to you this turn, that damage is dealt to target creature or player instead. Return Glaring Ultimatum to it's owner's hand at the beginning of your next upkeep.
Thanks for all the help, the cards are much better now.
Edit: O right, the blue one.
Dubious Ultimatum UUUUUUU
Instant (R)
Copy up to one target instant or sorcery spell. You may choose new targets for the copy. Create a token that's a copy of up to one target nonland permanent. Return Dubious Ultimatum to it’s owner’s hand at the beginning of your next upkeep.
Better?