Shadow Game1UB Sorcery
Take another turn after this one. An opponent of your choice controls that turn. You control that player's next turn. Some nightmares we must walk through to reach our dreams. The darkest masters know this—and embrace it.
So here's a design that I came up with inspired by design below which I saw on Instagram. It was a very intriguing concept, but I believe the original designer had made one of the classic blunders; wanting to do something dynamic, with versatility; which comes at a cost so great, you mine as well have not bothered in the first place. In my experience, I've boiled this down into something that's much more cut-throat and edgy. It does something incredibly dynamic, yet includes an aspect of challenge. It's well under the median mana curve, so that the cost is as competitive as the best content wants-and-needs to be. I originally wanted to name this "Walk the Nightmare" or "Walk the Nightmares", but that name just didn't seem to have as much staying power in comparison. I feel that gravity of this name—as a magic technique—is much more universal and enrapturing.
The effect is simple and concise, but a creative twist on mindslaver effects. Might be a little to cheap at 3 mana, as it has the not-symmetrical-symmetrical-effect strength, which is to say that it seems even but you can minimze the damage your opponent does to you since you'll know its coming and they won't. Also, its a spell you usually won't want to cast on turn three anyway, but late game when the board is more set up for your advantage. Blue-Black is definitely the right colors for this.
Interestingly, the exile clause on the original is actually an upside here, as an opponent controlling your turn to their advantage would be the one who controls if you loop it or not on your next turn (that they are controlling) which they'd only do if its to their advantage and the exile effect would be taking that option away from them.
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Sorcery
Take another turn after this one. An opponent of your choice controls that turn. You control that player's next turn.
Some nightmares we must walk through to reach our dreams. The darkest masters know this—and embrace it.
So here's a design that I came up with inspired by design below which I saw on Instagram. It was a very intriguing concept, but I believe the original designer had made one of the classic blunders; wanting to do something dynamic, with versatility; which comes at a cost so great, you mine as well have not bothered in the first place. In my experience, I've boiled this down into something that's much more cut-throat and edgy. It does something incredibly dynamic, yet includes an aspect of challenge. It's well under the median mana curve, so that the cost is as competitive as the best content wants-and-needs to be. I originally wanted to name this "Walk the Nightmare" or "Walk the Nightmares", but that name just didn't seem to have as much staying power in comparison. I feel that gravity of this name—as a magic technique—is much more universal and enrapturing.
Interestingly, the exile clause on the original is actually an upside here, as an opponent controlling your turn to their advantage would be the one who controls if you loop it or not on your next turn (that they are controlling) which they'd only do if its to their advantage and the exile effect would be taking that option away from them.