True Grit W
Instant
Prevent the next 7 damage that would be dealt to target creature or player this turn.
Exile a card from your hand.
Blood for Blood 5R
Instant
Blood for Blood costs 1 less to cast for each 1 damage dealt to you this turn.
Blood for Blood deals 5 damage to target creature or player.
Offering B
Sorcery
Draw three cards, add BB to your mana pool, and lose 5 life. Then exile Offering.
(Yeah... probably broken.)
Dark Embrace 2B
Enchantment
Whenever a card you own is exiled from anywhere, draw a card and lose 1 life.
Berserker Trance R
Enchantment
Mountains you control produce an additional R when tapped for mana.
Double all damage that would be dealt to you.
Second Wind 2W
Instant
Exile any number of noncreature cards from your hand. Gain 5 life for each card exiled this way.
Dropkick R
Sorcery
Dropkick deals 2 damage to target creature. If that creature is tapped, draw a card and add R to your mana pool.
Reaper 1BB
Sorcery
Reaper deals 1 damage to each creature. You gain life equal to the total damage dealt this way.
Backflip 3U
Instant
Remove target blocking creature from combat.
Draw two cards.
Glacial Retreat 1WW
Instant
Prevent the next 9 damage that would be dealt to you this turn.
Choose up to two target attacking creatures. Those creatures don’t untap during their controller’s next untap step.
Go for the Eyes 0
Instant
Go for the Eyes is black.
Put a -1/-1 counter on target attacking or blocking creature.
Meteor Strike 5R
Sorcery
Meteor Strike deals 10 damage to target creature.
At the beginning of your first main phase on your next turn, add RRR to your mana pool.
True Grit - Fine; purely reactive and desperation cards like this, that are so costly, are usually not that good. The drawback seems... random?... out of context. Maybe with a more trade-mind-for-body kind of flavor it'd work better. As-is the name seems to imply a tough and level mind, so it's a bit backwards.
Blood for Blood - Fine. Seems spiritually similar to Thunderous Wrath.
Offering - Unprintably insane. This would be an overpushed card at 1BB.
Dark Embrace - Very narrow but a potentially interesting build-around. Dumb with unkillability and Arc-Slogger.
Berserker Trance - Very high risk/high reward, and I think the reward might be too high for the risk here? The decks comboing out with this will do that way before an opponent can kill them with damage.
Second Wind - Second Wind is already a card name. Why noncreature?
Dropkick - Awesome. Love this one. Conditionally free and self-replacing seems dangerous but the effect is minor enough to be okay in my book.
Reaper - Strange name for a sorcery. I also can't believe this exact effect has never been printed.
Backflip - Sure. Would need reminder text about how everything without trample the target blocked is still blocked.
Glacial Retreat - Cost seems right...ish? It's a good defensive trick. Flavor's nice too.
Go for the Eyes - Perfect.
Meteor Strike - Love this one. (Although, damage in amounts this high is now considered a color pie bleed for red - maybe 7 damage and hit creatures or planeswalkers?)
I'm not actually familiar with that game, so I really analyzed these cards in a vacuum. I understand it's a card game, and... the cards represent moves your character does?
Yeah, exactly. There are attacks that deal damage in various ways, skills that prevent damage to you or do other miscellaneous things like draw cards, and powers that work like Magic's enchantments. It's fun to try and translate the card concepts into Magic.
One of the things that translates very poorly between the two games is discarding/exiling cards from hand. In Magic this is almost always card disadvantage and a Very Bad Thing TM. In Slay the Spire you often have negative status effect cards in hand that you'd prefer exiling because they do things like causing life loss if they are in your hand at the end of turn.
This is an almost untranslatable concept outside of silver borders. Maybe even sacrificing permanents which could be more easily Sleeper Agent is a better/more "honest" translation of the concept.
Another aspect is obviously that Slay the Spire replaces your hand with a fresh full set every turn while being quite restricted in mana/energy and built-in recursion (which makes exiling a card upon resolution an actually relevant drawback).
Alternatively interesting might also be actually replicating the meta-gameplay of Slay the Spire with multiple short games and continuously drafted decks. Hmmm.
Private Mod Note
():
Rollback Post to RevisionRollBack
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]
True grit -- reminds me strongly of scars of the veteran. Weaker than scars, but a bit more flexible because you can toss any card rather than just a white one (none of you have no cards in hand). But scars isn't that great of a card, so I'm not too impressed with this, either.
Berserker trance -- see high tide. The thing with high tide is that when you cast it, it is very likely that the turn is over. Unless your opponent has a ton of burn instant burn in hand, berserker trance's drawback is pretty much negligible. Making high tide a permanent (and not even symmetrical) makes it both more powerful and more flexible than high tide, since you can take a few turns of extra damage.
Dark Embrace should probably be "whenever one or more cards you own are exiled from anywhere, draw a card and lose 1 life". That way it's the incremental advantage engine I think it's intended to be (since you can't get more than one card per instance of exiling things), rather than a standard/modern combo deck waiting to happen (Gurmag Angler, draw six!).
Instant
Prevent the next 7 damage that would be dealt to target creature or player this turn.
Exile a card from your hand.
Blood for Blood 5R
Instant
Blood for Blood costs 1 less to cast for each 1 damage dealt to you this turn.
Blood for Blood deals 5 damage to target creature or player.
Offering B
Sorcery
Draw three cards, add BB to your mana pool, and lose 5 life. Then exile Offering.
(Yeah... probably broken.)
Dark Embrace 2B
Enchantment
Whenever a card you own is exiled from anywhere, draw a card and lose 1 life.
Berserker Trance R
Enchantment
Mountains you control produce an additional R when tapped for mana.
Double all damage that would be dealt to you.
Second Wind 2W
Instant
Exile any number of noncreature cards from your hand. Gain 5 life for each card exiled this way.
Dropkick R
Sorcery
Dropkick deals 2 damage to target creature. If that creature is tapped, draw a card and add R to your mana pool.
Reaper 1BB
Sorcery
Reaper deals 1 damage to each creature. You gain life equal to the total damage dealt this way.
Backflip 3U
Instant
Remove target blocking creature from combat.
Draw two cards.
Glacial Retreat 1WW
Instant
Prevent the next 9 damage that would be dealt to you this turn.
Choose up to two target attacking creatures. Those creatures don’t untap during their controller’s next untap step.
Go for the Eyes 0
Instant
Go for the Eyes is black.
Put a -1/-1 counter on target attacking or blocking creature.
Meteor Strike 5R
Sorcery
Meteor Strike deals 10 damage to target creature.
At the beginning of your first main phase on your next turn, add RRR to your mana pool.
• Recent Card Ideas • My Drawings at DeviantArt
Blood for Blood - Fine. Seems spiritually similar to Thunderous Wrath.
Offering - Unprintably insane. This would be an overpushed card at 1BB.
Dark Embrace - Very narrow but a potentially interesting build-around. Dumb with unkillability and Arc-Slogger.
Berserker Trance - Very high risk/high reward, and I think the reward might be too high for the risk here? The decks comboing out with this will do that way before an opponent can kill them with damage.
Second Wind - Second Wind is already a card name. Why noncreature?
Dropkick - Awesome. Love this one. Conditionally free and self-replacing seems dangerous but the effect is minor enough to be okay in my book.
Reaper - Strange name for a sorcery. I also can't believe this exact effect has never been printed.
Backflip - Sure. Would need reminder text about how everything without trample the target blocked is still blocked.
Glacial Retreat - Cost seems right...ish? It's a good defensive trick. Flavor's nice too.
Go for the Eyes - Perfect.
Meteor Strike - Love this one. (Although, damage in amounts this high is now considered a color pie bleed for red - maybe 7 damage and hit creatures or planeswalkers?)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I changed True Grit so you can choose what to discard, now. That's how the upgraded version of the StS card works, anyway.
• Recent Card Ideas • My Drawings at DeviantArt
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
• Recent Card Ideas • My Drawings at DeviantArt
This is an almost untranslatable concept outside of silver borders. Maybe even sacrificing permanents which could be more easily Sleeper Agent is a better/more "honest" translation of the concept.
Another aspect is obviously that Slay the Spire replaces your hand with a fresh full set every turn while being quite restricted in mana/energy and built-in recursion (which makes exiling a card upon resolution an actually relevant drawback).
Alternatively interesting might also be actually replicating the meta-gameplay of Slay the Spire with multiple short games and continuously drafted decks. Hmmm.
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
Berserker trance -- see high tide. The thing with high tide is that when you cast it, it is very likely that the turn is over. Unless your opponent has a ton of burn instant burn in hand, berserker trance's drawback is pretty much negligible. Making high tide a permanent (and not even symmetrical) makes it both more powerful and more flexible than high tide, since you can take a few turns of extra damage.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
- Rabid Wombat