Golden Opportunity2WU Sorcery
Take an extra turn after this one. During that turn, your life total becomes 1. Then it becomes the total it was before that at the end of that turn. Exile Golden Opportunity.
Miracle 1(You may cast this card for its miracle cost when you draw it if it's the first card you draw this turn.) Such a fate draws the line between the choice that begins all days anew or the choice that ends all days to come.
So, thoughts on this kudasai?
I never really got to work with miracles since it was during a time of heavy self-development for me. So this is my late take on one. I had initially conceived that I could make this blue black, but thinking deeper, there's so much greater potential to extend the realms of fantasy and add something new and unique to those realms with the color combination of white and blue instead. Imperative choices of heroes are often those that come with great risks, and in the face of crushing magnetism. But to establish or preserve the aspect of sanctity, it is the only absolute resolve.
What do you mean, during that turn your life total becomes 1? You mean they lose all but 1 life at the beginning of their upkeep, and gain that much life at the beginning of the end step?
Not gain, but the life total becomes the amount it was at the end of the turn before the extra. I was on the ropes as the need to spell that out or not.
If your life total changes then by the rules you gain or lose however much life. Yes, you need to spell it out like that. Other cards care about players losing or gaining life.
Golden Opportunity2WU Sorcery
Take an extra turn after this one. During that turn, your life total becomes 1.
Miracle 1 [i](You may cast this card for its miracle cost when you draw it if it's the first card you draw this turn.)
I am guessing you want the life to go back to normal after that turn, if that's the case this card doesn't do that it would be 1 even after.
If that is your intent with that card it is too strong IMO since the 2 drawbacks (being at one for a turn and being 2 colored) are too little for a n effect that costs 5 usually. Adding to that being able to miracle it for 2 makes it broken.
If your intent was the same as the card currently functions (Setting your like to 1 even after that turn) it's still strong (and probably still broken) but not that bad as what I imagine you intented.
In both cases I think this needs an exile clause like most modern Instant/sorcery based extra turn spells to prevent easy recursion shenannigans.
Also I Personally would drop the miracle as it adds a lot of power to an already extremly overpowered card.
P.S. There is a way to word it to make it do what you (probably) intended.
Taking the card as I assume you intend it to work rather than what is written. Broken as all hell and in the wrong colors. Extra turn spells are already contentious. You put a fake downside on it and reduced the cost while giving it a significant upside. Considering without your fake downside this effect costed 7 last time and exiled itself. I wouldn't be comfortable with anything less than 7 as the downside is as I mentioned Fake.
If you make it a real downside then there could be talk about cost reduction but you still need to place it in the right color. When designing multicolor cards think "What part is what color". While you don't have to match 1 to 1 you shouldn't have out-of-color effects.
Why not just say "if you would lose life that turn, instead lose the game"? Functionally, it is the same thing in about 95% of cases and also doesn't let people cheese the clause by just gaining a ton of life. It also gets around the "incoherent" wording that you don't want to type out and solves the problem of what you want to happen if they do gain life.
It's just that the only way to spell it out is kind of incoherent.
It's not really necessary, since the context could suggest that 'only during that turn' specifically.
I figured this would be a nice, easy one for you all. Here comes the underhand softball. Go'head, knock it out of the park.
Yeah but the rules work the way they do and as you have been told time and time again it is bad design to change the rules to fit your cards if there are ways to do it without needing that. WizardMNs solution is a not 1 to 1 solution but one which makes it similar enough isn't as cluttered as the alternative.
Why not just say "if you would lose life that turn, instead lose the game"? Functionally, it is the same thing in about 95% of cases and also doesn't let people cheese the clause by just gaining a ton of life. It also gets around the "incoherent" wording that you don't want to type out and solves the problem of what you want to happen if they do gain life.
The way you're suggesting for it to work is too restrictive, closes too much interactivity, and doesn't allow players who use this to have a "fighting chance" to make a powerplay off of it.
Players will already be unable to use this if they have any effects that cause them to lose life at the beginning of their upkeep. They won't be able to use it in the face of burn, or pingers, vampiric damage, life sapping counterspells, and so on.
This context however enables players to have an option that gains them life at their upkeep, or offers a life giving option to powerplay off of, and counter-act an opponent's attempt to sweep them at the beginning of the extra turn.
Golden Opportunity2WU Sorcery
Take an extra turn after this one. During that turn, your life total becomes 1. Then it becomes the total it was before that at the end of that turn. Exile Golden Opportunity.
Miracle 1(You may cast this card for its miracle cost when you draw it if it's the first card you draw this turn.) Such a fate draws the line between the choice that begins all days anew or the choice that ends all days to come.
So, thoughts on this kudasai?
Now that the card is actually templated mostly correct to do what you want it it do, the power level is still and issue. Its a 4 mana spell with the same Miracle cost at Temporal Mastery, a 7 mana spell and a drawback that, while it seems crippling, is irrelevant. At 4 mana, its only ever right to play this for miracle if your opponent is tapped out when you draw it. Its regular casting cost should be 5-6 if it has miracle or 3-4 if it does not.
Additionally, this isn't a blue-white card, and especailly not with a white-hybrid miracle cost as the ability to cast with hybrid mana means it should make sense as a mono-colored card of either color. High risk/high reward extra turns are a red thing, see Chance for Glory/Final Fortune, so this makes a lot of sense, both cast normally or with a hybrid miracle in Blue/Red
Golden Opportunity4UR Sorcery
Take an extra turn after this one. At the beginning of that turn, your life total becomes 1. At the end of that turn, you gain life equal to the amount of life you lost that turn.
Exile Golden Opportunity.
Miracle 1(You may cast this card for its miracle cost when you draw it if it's the first card you draw this turn.) Such a fate draws the line between the choice that begins all days anew or the choice that ends all days to come.
Honestly, I think this is more interesting as a 4 mana spell without miracle, as miracle is the least interesting part of the card but forces the cost up due to the low-probability-but-high-potential-gain of the ability.
Since they already have more than a fighting chance with this heavily undercosted and superpowered extra turn spell the extra "restriction" Wizard proposed are fine.
Players will already be unable to use this if they have any effects that cause them to lose life at the beginning of their upkeep. They won't be able to use it in the face of burn, or pingers, vampiric damage, life sapping counterspells, and so on.
Except you are already in blue and control when the spell is cast so all those issues are minor since you will cast this either when you have protection up, are sure the opponent cant do any damage or you lose anyway and casting this is a last ditch effort to draw/do something to win the game.
And if you insist the card to do what you intended to do anyways then word it that way FetalTadpole's wording for example.
//
Take an extra turn after this one. At the beginning of that turns upkeep your life total becomes 1. At the beginning of that turns end step gain life equal to the life lost that turn.
//
This is the shortest I could think of that should work within the rules.
However I already think even if the Life stays at one I still think this is a overpowered card where the card it was (presumably) inspired from Temporal Mastery Costs 7 mana and exiles itself where as your card costs 4 (two colored but still 3 mana less) has a drawback that is negligeble as you cast it when the coast is clear anyway.
Nevermind that your version is easier to miracle.
And you're all suggesting this isn't somewhere between those?
Yes, it is more powerful due to the presence of Miracle. Miracle will rarely be relevant, but it effectively doubles the power of the card when it is, allowing you to cast the extra turn spell AND an additional spell to set up your ability to win on the extra turn.
There is a reason we havent had a 5 mana unconditional extra turn card in standard for 12 Years since it's exeptionally strong.
And savor the moments drawback is significantly higher than yours since you know you need to work around that way more than yours to have it not just be a glorified 3 mana Explore for savor the moment you need to build your deck to make use of it. For your card that is not really necessary the only workaround yours has is when to play it.
Yes without miracle your card is slightly weaker than Temporal ManipulationTime WarpCapture of Jingzhou but those are still pretty strong cards and I'd argue that with miracle your card is stronger than those
And you're all suggesting this isn't somewhere between those?
the difference being this doesn't have a drawback. In what way is having 1 life a risk during your own turn? (high cost) or (low cost + quirk) has been the template for time warp effects for decades now, and won't change anytime soon. A custom card should reflect that. If you want to template it differently, there should be good reason to do so.
Do you have a reason? If not, it needs to change.
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Your authoritarianism will be the reason the company suffers another 60M in losses.
the difference being this doesn't have a drawback. In what way is having 1 life a risk during your own turn? (high cost) or (low cost + quirk) has been the template for time warp effects for decades now, and won't change anytime soon. A custom card should reflect that. If you want to template it differently, there should be good reason to do so.
Do you have a reason? If not, it needs to change.
There is a big reason. It was explained in a previous post. This spell cannot be used in a bundle of scenarios, because it will lose you the game. And even if you have a response backup, so long as it's not sufficient.
The drawback of skipping your untap step is absolutely not greater than risking losing the game.
Given that, I just think it triggers attention deficit that there would be two miracles that both allow extra turns.
Mine though certainly is more creative, and probably is the creativity that should have been shown firsthand for such a dynamic concept.
the difference being this doesn't have a drawback. In what way is having 1 life a risk during your own turn? (high cost) or (low cost + quirk) has been the template for time warp effects for decades now, and won't change anytime soon. A custom card should reflect that. If you want to template it differently, there should be good reason to do so.
Do you have a reason? If not, it needs to change.
There is a big reason. It was explained in a previous post. This spell cannot be used in a bundle of scenarios, because it will lose you the game. And even if you have a response backup, so long as it's not sufficient.
The drawback of skipping your untap step is absolutely not greater than risking losing the game.
Given that, I just think it triggers attention deficit that there would be two miracles that both allow extra turns.
Mine though certainly is more creative, and probably is the creativity that should have been shown firsthand for such a dynamic concept.
Use the card when your opponent is tapped out shuts down most of the scenarios that would lead to a game loss not being able to untap make the extra turn mute without setup since you either cant play cards/attack the turn you cast savor so you have more mana to play stuff/attack in the extra turn or you cant play stuff/attack in your extra turn since nothing of yours untap thats what i meant when saying you need more setup to make Savor the moment not into a Explore aka just drawing a card and make a land drop.
It is unlikely that one would lose the game in the extra turn one would likely not play self damaging cards on upkeep if they played your card making it wholly depending on the opponent and you can avoid that pretty easily. So the risk of losing the game is minimal with your card while the reward is huge, with Savor the risk is nonexistent but the reward is minimal great if you haven't completely build your deck around it. Making the drawback not worth it in most cases. Whereas your drawback is negligible in most cases.
And as I said before if it just changed your life to 1 even after that turn then we can talk about risk of dying and even then it would still be a pretty strong card. Then you would actually be incentivised to build your deck accordingly.
There is a big reason. It was explained in a previous post. This spell cannot be used in a bundle of scenarios, because it will lose you the game. And even if you have a response backup, so long as it's not sufficient.
The drawback of skipping your untap step is absolutely not greater than risking losing the game.
Skipping an untap is an unavoidable drawback that reduces the utility of the extra turn, being at 1 life for your turn only on an extra turn is easily ignored.
As everyone with experience playing the game knows, it is easy to play around being at one life for a turn by simply waiting for your opponent to tap out, and even then only Red consistently has meaningful ways to directly damage an opponent during their turn meaning that a majority of decks wouldn't interact with your "drawback".
Given that, I just think it triggers attention deficit that there would be two miracles that both allow extra turns.
Mine though certainly is more creative, and probably is the creativity that should have been shown firsthand for such a dynamic concept.
There it is, the admission that you are more concerned with feeding your ego than feedback on the actual quality of your card design. It doesn't matter how "creative" the card is, if its over powered or creates bad play patterns, its a bad card.
Its too bad your craving for validation gets in the way in the way of you learning from your mistakes, or you might have improved as a designer by now.
Seems fine. Although it's not really in white's color pie. I see the gaining life part, but that still doesn't seem like a white thing since it caused you to lose almost all your life in the first place.
I do like that the card itself is more of a fixed time warp. Neat and cool.
Not digging the miracle part. But that was a weird thing anyways.
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Sorcery
Take an extra turn after this one. During that turn, your life total becomes 1. Then it becomes the total it was before that at the end of that turn. Exile Golden Opportunity.
Miracle 1 (You may cast this card for its miracle cost when you draw it if it's the first card you draw this turn.)
Such a fate draws the line between the choice that begins all days anew or the choice that ends all days to come.
So, thoughts on this kudasai?
I never really got to work with miracles since it was during a time of heavy self-development for me. So this is my late take on one. I had initially conceived that I could make this blue black, but thinking deeper, there's so much greater potential to extend the realms of fantasy and add something new and unique to those realms with the color combination of white and blue instead. Imperative choices of heroes are often those that come with great risks, and in the face of crushing magnetism. But to establish or preserve the aspect of sanctity, it is the only absolute resolve.
I am guessing you want the life to go back to normal after that turn, if that's the case this card doesn't do that it would be 1 even after.
If that is your intent with that card it is too strong IMO since the 2 drawbacks (being at one for a turn and being 2 colored) are too little for a n effect that costs 5 usually. Adding to that being able to miracle it for 2 makes it broken.
If your intent was the same as the card currently functions (Setting your like to 1 even after that turn) it's still strong (and probably still broken) but not that bad as what I imagine you intented.
In both cases I think this needs an exile clause like most modern Instant/sorcery based extra turn spells to prevent easy recursion shenannigans.
Also I Personally would drop the miracle as it adds a lot of power to an already extremly overpowered card.
P.S. There is a way to word it to make it do what you (probably) intended.
It's not really necessary, since the context could suggest that 'only during that turn' specifically.
I figured this would be a nice, easy one for you all. Here comes the underhand softball. Go'head, knock it out of the park.
As for the exile clause, I would consider that could be necessary, or at least helpful to the design and its domain influence.
If you make it a real downside then there could be talk about cost reduction but you still need to place it in the right color. When designing multicolor cards think "What part is what color". While you don't have to match 1 to 1 you shouldn't have out-of-color effects.
Yeah but the rules work the way they do and as you have been told time and time again it is bad design to change the rules to fit your cards if there are ways to do it without needing that. WizardMNs solution is a not 1 to 1 solution but one which makes it similar enough isn't as cluttered as the alternative.
The way you're suggesting for it to work is too restrictive, closes too much interactivity, and doesn't allow players who use this to have a "fighting chance" to make a powerplay off of it.
Players will already be unable to use this if they have any effects that cause them to lose life at the beginning of their upkeep. They won't be able to use it in the face of burn, or pingers, vampiric damage, life sapping counterspells, and so on.
This context however enables players to have an option that gains them life at their upkeep, or offers a life giving option to powerplay off of, and counter-act an opponent's attempt to sweep them at the beginning of the extra turn.
Such as Elixir of Immortality.
Now that the card is actually templated mostly correct to do what you want it it do, the power level is still and issue. Its a 4 mana spell with the same Miracle cost at Temporal Mastery, a 7 mana spell and a drawback that, while it seems crippling, is irrelevant. At 4 mana, its only ever right to play this for miracle if your opponent is tapped out when you draw it. Its regular casting cost should be 5-6 if it has miracle or 3-4 if it does not.
Additionally, this isn't a blue-white card, and especailly not with a white-hybrid miracle cost as the ability to cast with hybrid mana means it should make sense as a mono-colored card of either color. High risk/high reward extra turns are a red thing, see Chance for Glory/Final Fortune, so this makes a lot of sense, both cast normally or with a hybrid miracle in Blue/Red
Golden Opportunity 4UR
Sorcery
Take an extra turn after this one. At the beginning of that turn, your life total becomes 1. At the end of that turn, you gain life equal to the amount of life you lost that turn.
Exile Golden Opportunity.
Miracle 1 (You may cast this card for its miracle cost when you draw it if it's the first card you draw this turn.)
Such a fate draws the line between the choice that begins all days anew or the choice that ends all days to come.
Honestly, I think this is more interesting as a 4 mana spell without miracle, as miracle is the least interesting part of the card but forces the cost up due to the low-probability-but-high-potential-gain of the ability.
Except you are already in blue and control when the spell is cast so all those issues are minor since you will cast this either when you have protection up, are sure the opponent cant do any damage or you lose anyway and casting this is a last ditch effort to draw/do something to win the game.
And if you insist the card to do what you intended to do anyways then word it that way FetalTadpole's wording for example.
//
Take an extra turn after this one. At the beginning of that turns upkeep your life total becomes 1. At the beginning of that turns end step gain life equal to the life lost that turn.
//
This is the shortest I could think of that should work within the rules.
However I already think even if the Life stays at one I still think this is a overpowered card where the card it was (presumably) inspired from Temporal Mastery Costs 7 mana and exiles itself where as your card costs 4 (two colored but still 3 mana less) has a drawback that is negligeble as you cast it when the coast is clear anyway.
Nevermind that your version is easier to miracle.
It sucks aside from Miracle cost.
You can take an extra turn all day for 5 mana, in monocolor, without any drawback.
Temporal Manipulation — Time Warp
You can get one for 3 mana, with a moderate drawback, that isn't even game threatening.
Savor the Moment
And you're all suggesting this isn't somewhere between those?
Yes, it is more powerful due to the presence of Miracle. Miracle will rarely be relevant, but it effectively doubles the power of the card when it is, allowing you to cast the extra turn spell AND an additional spell to set up your ability to win on the extra turn.
And savor the moments drawback is significantly higher than yours since you know you need to work around that way more than yours to have it not just be a glorified 3 mana Explore for savor the moment you need to build your deck to make use of it. For your card that is not really necessary the only workaround yours has is when to play it.
Yes without miracle your card is slightly weaker than Temporal ManipulationTime WarpCapture of Jingzhou but those are still pretty strong cards and I'd argue that with miracle your card is stronger than those
the difference being this doesn't have a drawback. In what way is having 1 life a risk during your own turn? (high cost) or (low cost + quirk) has been the template for time warp effects for decades now, and won't change anytime soon. A custom card should reflect that. If you want to template it differently, there should be good reason to do so.
Do you have a reason? If not, it needs to change.
There is a big reason. It was explained in a previous post. This spell cannot be used in a bundle of scenarios, because it will lose you the game. And even if you have a response backup, so long as it's not sufficient.
The drawback of skipping your untap step is absolutely not greater than risking losing the game.
Given that, I just think it triggers attention deficit that there would be two miracles that both allow extra turns.
Mine though certainly is more creative, and probably is the creativity that should have been shown firsthand for such a dynamic concept.
Use the card when your opponent is tapped out shuts down most of the scenarios that would lead to a game loss not being able to untap make the extra turn mute without setup since you either cant play cards/attack the turn you cast savor so you have more mana to play stuff/attack in the extra turn or you cant play stuff/attack in your extra turn since nothing of yours untap thats what i meant when saying you need more setup to make Savor the moment not into a Explore aka just drawing a card and make a land drop.
It is unlikely that one would lose the game in the extra turn one would likely not play self damaging cards on upkeep if they played your card making it wholly depending on the opponent and you can avoid that pretty easily. So the risk of losing the game is minimal with your card while the reward is huge, with Savor the risk is nonexistent but the reward is minimal great if you haven't completely build your deck around it. Making the drawback not worth it in most cases. Whereas your drawback is negligible in most cases.
And as I said before if it just changed your life to 1 even after that turn then we can talk about risk of dying and even then it would still be a pretty strong card. Then you would actually be incentivised to build your deck accordingly.
Skipping an untap is an unavoidable drawback that reduces the utility of the extra turn, being at 1 life for your turn only on an extra turn is easily ignored.
As everyone with experience playing the game knows, it is easy to play around being at one life for a turn by simply waiting for your opponent to tap out, and even then only Red consistently has meaningful ways to directly damage an opponent during their turn meaning that a majority of decks wouldn't interact with your "drawback".
There it is, the admission that you are more concerned with feeding your ego than feedback on the actual quality of your card design. It doesn't matter how "creative" the card is, if its over powered or creates bad play patterns, its a bad card.
Its too bad your craving for validation gets in the way in the way of you learning from your mistakes, or you might have improved as a designer by now.
I do like that the card itself is more of a fixed time warp. Neat and cool.
Not digging the miracle part. But that was a weird thing anyways.