VandalismXR Sorcery
Up to X target artifacts and/or lands lose all abilities until the end of their controller's next turn. "Many are as easy to torment as children. Just break their toys—and it will break their soul." —Tibalt
Totally seeing the ultimate end of this being it becoming a Planeswalker ability.
This is an interesting effect. While normally red doesn't cause things to lose their abilities as an extension of its ability to destroy said permanents it seems reasonable as a temporary measure. Only two concerns. First, why is this "Up to"? Under what situations would you choose a value for X greater than the number of targets you want? If you don't understand how targeting multiple targets works and you wanted to prevent fizzling then I understand but you don't need that; as long as a single target is still legal the effect does all it can. The second concern is that it very easily reads "Target player skips their next turn". I'm not certain that that is a bad thing but it is something to be concerned about. Overall I think it actually fails to do what you want it to do outside of shutting down pesky artifacts and outright destroying them would be easier. Probably a perfectly fine rare.
I like the effect, and the cost seems okay-ish... maybe XRR so the land tapping isn't too punishing. Its kinda a sorcery Rishadan Port with extra utility. The previous poster is right that "Up to" is unnecessary for the targets.
Are you interested in locking their artifact creatures from attacking and blocking as well? That would require additional wording, but it could be done easily.
X target artifacts and/or lands lose all abilities and cannot attack or block until the end of their controller's next turn.
I don't think this exact type of ability nullification has been done before, and part of me wonders if this effect is mono-red. Kinda feels red-green a little bit, but I can see an argument for blue or blue-green as well.
In any event, and with cost-balancing tdb, this is a solid card.
Consider that Gigadrowse made several broken combo decks viable in Standard. This is at least as good. Probably printable though.
Gigadrowse was powerful because you could do it at the end of the opponents turn and because it replicated you couldn't effectively stop it with countermagic. This version is like a worse Silence really.
As Vandal's Junction enters the battlefield, put X Pillage counters on it.
Remove a Pillage counter from Vandal's Junction; Tap target artifact or land. 5: Put a Pillage counter on Vandal's Junction.
The original card just seems too wonky as a sorcery to me, so I made my own version of a card I think has some potential. I think tapping the permanent is better, because it's easier to remember when there's a lot of targets, and it gets most of the job done. To compensate for the loss of utility against things that have continuous abilities, I made it reusable.
As Vandal's Junction enters the battlefield, put X Pillage counters on it.
Remove a Pillage counter from Vandal's Junction; Tap target artifact or land. 5: Put a Pillage counter on Vandal's Junction.
Where the sorcery was fairly balanced, this card actually is going to cause more play balance issues. Here, the use of counters allows you to selectively blank the same land over multiple turns, potentially keeping the opponent off one of their colors and unable to play for multiple turns, rather than having to heavily commit yourself to gain a 1 turn lockdown.
Where the sorcery was fairly balanced, this card actually is going to cause more play balance issues. Here, the use of counters allows you to selectively blank the same land over multiple turns, potentially keeping the opponent off one of their colors and unable to play for multiple turns, rather than having to heavily commit yourself to gain a 1 turn lockdown.
I think that's fine, considering the up-front payment isn't low.
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Sorcery
Up to X target artifacts and/or lands lose all abilities until the end of their controller's next turn.
"Many are as easy to torment as children. Just break their toys—and it will break their soul."
—Tibalt
Totally seeing the ultimate end of this being it becoming a Planeswalker ability.
Are you interested in locking their artifact creatures from attacking and blocking as well? That would require additional wording, but it could be done easily.
I don't think this exact type of ability nullification has been done before, and part of me wonders if this effect is mono-red. Kinda feels red-green a little bit, but I can see an argument for blue or blue-green as well.
In any event, and with cost-balancing tdb, this is a solid card.
Gigadrowse was powerful because you could do it at the end of the opponents turn and because it replicated you couldn't effectively stop it with countermagic. This version is like a worse Silence really.
We're not worried about attacking and blocking. It shouldn't include that anyways, as there's nothing in the flavor for that.
I personally really enjoy the aspect of Red pulling off a hard lockdown like this by means of brute force (squaring up volume for volume).
Enchantment
As Vandal's Junction enters the battlefield, put X Pillage counters on it.
Remove a Pillage counter from Vandal's Junction; Tap target artifact or land.
5: Put a Pillage counter on Vandal's Junction.
The original card just seems too wonky as a sorcery to me, so I made my own version of a card I think has some potential. I think tapping the permanent is better, because it's easier to remember when there's a lot of targets, and it gets most of the job done. To compensate for the loss of utility against things that have continuous abilities, I made it reusable.
Where the sorcery was fairly balanced, this card actually is going to cause more play balance issues. Here, the use of counters allows you to selectively blank the same land over multiple turns, potentially keeping the opponent off one of their colors and unable to play for multiple turns, rather than having to heavily commit yourself to gain a 1 turn lockdown.
I think that's fine, considering the up-front payment isn't low.