Lightning Fence XWR
Enchantment - R
Lightning Fence enters the battlefield with X charge counters.
At the beginning of each combat phase on each opponent's turn, that player may pay X, where X is the number of charge counters on Lightning Fence. If they don't, creatures they control can't attack you or a planeswalker you control this combat.
At the beginning of each of your combat phases remove a charge counter from Lightning Fence if you do Lightning Fence deals 2 damage to any target.
On the Bones of Ancestors 2GB
Enchantment - R
Players may cast creature spells with the same name as a creature card in a graveyard without paying their mana costs.
Deal with a Mad Scientist XUG
Enchantment — Aura
Enchant creature with a converted mana cost of X or less.
You control enchanted creature.
When Deal with a Mad Scientist enters the battlefield, put X +1/+1 counters on enchanted creature.
At the beginning of your end step if enchanted creatures power is 5 or more, sacrifice Deal with a Mad Scientist.
Deal with Mad scientist is fairly weak. control magic lets you control practically anything for 2UU. For 2UG, Deal can only take control of 2cc creatures with power less than 3. It can't even be common due to how complex it is. The only time it is better is when you're trying to control a 1cc creature, or you just want to kill a creature rather than control it (and even then, it depends on it's casting cost and power).
Lightning Fence - Neat Ghostly Prison variant. Definitely feels like both Lightning and Fence. I like that it gets less oppressive over time; seems like a necessary safety valve.
On the Bones of Ancestors - Definitely a combo card; I don't think there's anything really that degenerate you can do with this, but.
Deal with a Mad Scientist - Too many variables here and the overall effect is pretty weak even if Control Magic is undercosted by 1 these days. It can even backfire badly if your opponent has a pump spell or something. If you want to print a Threads of Disloyalty variant, just do that.
Thanks for the help everyone. Bones is definitely a combo card but I can't think of anything too broken with it. For the deal with a mad scientist what if I just went this route:
Hydra's Embrace XUG
Enchantment — Aura
Enchant creature with a converted mana cost of X or less.
You control enchanted creature.
When Deal with a Hydra's Embrace enters the battlefield, put X +1/+1 counters on enchanted creature.
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Enchantment - R
Lightning Fence enters the battlefield with X charge counters.
At the beginning of each combat phase on each opponent's turn, that player may pay X, where X is the number of charge counters on Lightning Fence. If they don't, creatures they control can't attack you or a planeswalker you control this combat.
At the beginning of each of your combat phases remove a charge counter from Lightning Fence if you do Lightning Fence deals 2 damage to any target.
On the Bones of Ancestors 2GB
Enchantment - R
Players may cast creature spells with the same name as a creature card in a graveyard without paying their mana costs.
Deal with a Mad Scientist XUG
Enchantment — Aura
Enchant creature with a converted mana cost of X or less.
You control enchanted creature.
When Deal with a Mad Scientist enters the battlefield, put X +1/+1 counters on enchanted creature.
At the beginning of your end step if enchanted creatures power is 5 or more, sacrifice Deal with a Mad Scientist.
Deal with Mad scientist is fairly weak. control magic lets you control practically anything for 2UU. For 2UG, Deal can only take control of 2cc creatures with power less than 3. It can't even be common due to how complex it is. The only time it is better is when you're trying to control a 1cc creature, or you just want to kill a creature rather than control it (and even then, it depends on it's casting cost and power).
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
On the Bones of Ancestors - Definitely a combo card; I don't think there's anything really that degenerate you can do with this, but.
Deal with a Mad Scientist - Too many variables here and the overall effect is pretty weak even if Control Magic is undercosted by 1 these days. It can even backfire badly if your opponent has a pump spell or something. If you want to print a Threads of Disloyalty variant, just do that.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Hydra's Embrace XUG
Enchantment — Aura
Enchant creature with a converted mana cost of X or less.
You control enchanted creature.
When Deal with a Hydra's Embrace enters the battlefield, put X +1/+1 counters on enchanted creature.