Angelic Ascension: Shouldn't this be at least uncommon ? The drawback is too small. Nice design regardless.
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Eternity's End: This don't belong to a regular set as it's a strictly multiplayer card. Again, good design, for a Commander product.
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Swine Song: Incredibly broken. Blue generally have a hard time countering creatures for just U. That's because proportionally many creatures of CMC 2+ are played while most non-creature spells are CMC 1-2. So countering creatures for just U is a massive tempo swing (while countering small spells for the same amount isn't) and a 2/2 token does makeup for that.
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Barbarism: Really like this ! The +p/+t feels out of pie for red but I won't complain because this feels so old school in a good way. I think it could cost just 3RR or even 2RR.
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Gilded Centaur: I don't like that you need to keep one multicolor spell every turn just keep this on curve. Ideally this card should be slightly belo curve without bonus. Having a few explosive turns is not that bad as the card lacks evasion and can be chump blocked. I would go with 3/3.
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Angelfire: Perfect in every way.
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Counterpoise: Weird card. I could see 'attacking with toughness' as white/red theme now that you suggested it. I wish this card would let Defenders attack as Defender creatures will be a natural target for this.
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Undercity Dreams: Nice spin on underworld dreams. Good support for life gain decks while also being a general control punisher card.
Swine Song: Incredibly broken. Blue generally have a hard time countering creatures for just U. That's because proportionally many creatures of CMC 2+ are played while most non-creature spells are CMC 1-2. So countering creatures for just U is a massive tempo swing (while countering small spells for the same amount isn't) and a 2/2 token does makeup for that.
I disagree. If black can get Cast Down, Fatal Push, and Walk the Plank and white can getTake Vengeance being able to counter a creature for U while still leaving a creature behind seems perfectly fine. I know those are somewhat restricted but they work after the fact. If a player casts a creature and you don't have this counter in hand, it does nothing later on whereas the ones above can be top-decked to take care of a threat.
Blue can already counter creatures for 2 mana with Essence Scatter so the 1 mana reduction to still give the opponent a 2/2 seems fairly balanced. At the very least, "Incredibly Broken" is a bit hyperbolic even if the card is a bit on the powerful side.
Well 1 mana is the difference between unplayable card (Cancel) and too good to exist (Counterspell). Mana cost is such a important factor for counter spells because we are dealing with tempo advantage without card disadvantage.
Blue being bad a dealing with creatures is core part of its identity. Arguing for a cmc 1 creature counter with black and white cards make no sense. More so when those cards are not unconditional removal, are sorcery speed effects and does not have CMC 1. About Fatal Push notice that the amount of tempo swing allowed is hard coded in the card. The standard effect is only 1 mana of advantage while the morbid is capped at 3.
I meant incredibly broken in the sense that the card would likely be banned in standard and modern.
Pongify 3/3 tokens makes a lot of difference. It gives your opponent a Watchwolf vs. all the CMC 2 targets. Not all decks wants this card in their CMC 2 slot but Watchwolf still is above the curve and decent creature. Pongify only starts to give any solid benefit against CMC 3 creature. The potential for fizzling is what compensates it's over performance against high CMC cards (like Disdainful Stroke).
Swine Song is already profit vs. CMC 2 targets, making it a fairly low variance card.
Also if you compare 'destroy target creature' effect and 'counter target creature' effect you realize that the lower the CMC, the larger the balance swings towards the second. The difference between leaving one and two manas open for counters is enormous. The difference in power level between a 1 cmc counter and a 2 cmc counter is way, way bigger then the difference between a cmc 1 removal and a cmc 2 removal.
You guys have to remember that the biggest downside of counters is NOT not interacting with resolved stuff - it's having to leave mana open.
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Standard - Serious BGU Control R Aggro
Standard - For Fun BG Auras
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Angelic Ascension (Common)
3W
Sorcery
Exile target creature card from your graveyard.
Create a 4/4 white Angel creature token with flying.
Eternity’s End (Mythic)
5WW
Sorcery
Each player chooses a permanent you don’t control. The controllers of those permanents sacrifice them.
Swine Song (Uncommon)
U
Instant
Counter target creature spell. Its controller creates a 2/2 green Boar creature token.
Barbarism (Uncommon)
4RR
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each creature on the battlefield.
Gilded Centaur (Uncommon)
3G
Creature - Centaur
2/2
Whenever you cast a multicolored spell, Gilded Centaur gets +2/+2 until end of turn.
Angelfire (Rare)
XRW
Instant
Angelfire deals X damage to any target. You gain X life.
Counterpoise (Common)
RW
Enchantment - Aura
Enchant creature
Enchanted creature’s power is equal to its toughness.
Undercity Dreams (Rare)
WBB
Enchantment
Whenever an opponent draws a card, that player loses 1 life and you gain 1 life.
BGU Control
R Aggro
Standard - For Fun
BG Auras
Blue can already counter creatures for 2 mana with Essence Scatter so the 1 mana reduction to still give the opponent a 2/2 seems fairly balanced. At the very least, "Incredibly Broken" is a bit hyperbolic even if the card is a bit on the powerful side.
Blue being bad a dealing with creatures is core part of its identity. Arguing for a cmc 1 creature counter with black and white cards make no sense. More so when those cards are not unconditional removal, are sorcery speed effects and does not have CMC 1. About Fatal Push notice that the amount of tempo swing allowed is hard coded in the card. The standard effect is only 1 mana of advantage while the morbid is capped at 3.
I meant incredibly broken in the sense that the card would likely be banned in standard and modern.
BGU Control
R Aggro
Standard - For Fun
BG Auras
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Swine Song is already profit vs. CMC 2 targets, making it a fairly low variance card.
Also if you compare 'destroy target creature' effect and 'counter target creature' effect you realize that the lower the CMC, the larger the balance swings towards the second. The difference between leaving one and two manas open for counters is enormous. The difference in power level between a 1 cmc counter and a 2 cmc counter is way, way bigger then the difference between a cmc 1 removal and a cmc 2 removal.
You guys have to remember that the biggest downside of counters is NOT not interacting with resolved stuff - it's having to leave mana open.
BGU Control
R Aggro
Standard - For Fun
BG Auras