Necropact2B
Sorcery (R)
Kicker 2B
Target opponent sacrifices a creature. Return up to one target creature card with a mana value of 3 or less from your graveyard to the battlefield. If Necropact was kicked, target opponent sacrifices two creatures then return any creature card from a graveyard to the battlefield under your control instead.
Target player sacs a creature is 1B, each player sacs is 2BB, and reanimate any creature is 4B.
This is way undercosted for its flexibility and card advantage. If it was each player sac and was only the first ability, it should probably be 2BB alone
I disagree. Some of the benchmarks you are using to evaluate my card are either inaccurately described or outclassed by other already printed and preferred options. For example, Barter in Blood has each player sacrificing two creatures, not one. 4B is the sweet-spot for limited only uncommon reanimation spells -- not reanimation staples such as Persist.
Necropact un-kicked is a fusion of Diabolic Edict and Call of the Death-Dweller both 2-3 CC cards. This loses both the keyword counters provided by Call and the ability to return more than one creature from the graveyard, and gains an edict. It's definitely a tradeoff that is a net positive, but not unreasonably so, especially at a heightened rarity.
The second mode costs 4BB - At that mana cost you should be able to get Dead Drop + Zombify. Surprisingly, there doesn't appear to be any card outside of Dead Drop that has this exact same one-sided double sacrifice effect and it is difficult to assign a mana value to a non-delve equivalent of a delve card though my estimate would be about 4B. I don't think it is unreasonable that for an additional B we could see unconditional reanimation added to this as a powerful late game play. This is exactly the kind of situation-based tide turning effect a 6CC sorcery should offer.
I disagree. Some of the benchmarks you are using to evaluate my card are either inaccurately described or outclassed by other already printed and preferred options. For example, Barter in Blood has each player sacrificing two creatures, not one. 4B is the sweet-spot for limited only uncommon reanimation spells -- not reanimation staples such as Persist.
Necropact un-kicked is a fusion of Diabolic Edict and Call of the Death-Dweller both 2-3 CC cards. This loses both the keyword counters provided by Call and the ability to return more than one creature from the graveyard, and gains an edict. It's definitely a tradeoff that is a net positive, but not unreasonably so, especially at a heightened rarity.
The second mode costs 4BB - At that mana cost you should be able to get Dead Drop + Zombify. Surprisingly, there doesn't appear to be any card outside of Dead Drop that has this exact same one-sided double sacrifice effect and it is difficult to assign a mana value to a non-delve equivalent of a delve card though my estimate would be about 4B. I don't think it is unreasonable that for an additional B we could see unconditional reanimation added to this as a powerful late game play. This is exactly the kind of situation-based tide turning effect a 6CC sorcery should offer.
I'm going to jump in and agree with rowan. This is undercosted.
However. I also agree with your argument above. The only problem is your argument works if you were designing two different cards that each did what you intended. While you have submitted a single card with kicker. When designing these type of mana sink cards neither "mode" can be the most efficient version of such a card.
User is right. The flexibility adds to the cost for each individual mode.
Further, Barter in Blood is able to cost 4 because EACH player sacrifices 2 creatures. It is net card disadvantage unless you have left your board for them to attack for serveral turns. Your card is +1 card advantage base and +2 if kicked.
It can be fixed fairly easily though, by requiring the caster to also sacrifice the same number or creatures.
Necropact 2B
Sorcery (R)
Kicker 2BB
EACH PLAYER sacrifices a creature, then return up to one target creature card with a mana value of 3 or less from your graveyard to the battlefield.
If Necropact was kicked, EACH PLAYER sacrifices two creatures, then return TARGET creature card from a graveyard to the battlefield under your control instead.
This reduces the card advantage gap, and removes the ability to return a creature you just sacrificed. The kicker version still needs to be a little more expensive, but not by as much.
I think this wants to seem cool from a table top perspective, but the standards would be low to say that it is.
It's simply too slow, and the top end would see that it doesn't make the cut over something like Victimize.
I think it's trying to be too ambiguous about what it really wants to do (reanimate any creature), and as a developer, you should be more straightforward and dominant to make it do that, and do it as efficient as possible.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Sorcery (R)
Kicker 2B
Target opponent sacrifices a creature. Return up to one target creature card with a mana value of 3 or less from your graveyard to the battlefield. If Necropact was kicked, target opponent sacrifices two creatures then return any creature card from a graveyard to the battlefield under your control instead.
This is way undercosted for its flexibility and card advantage. If it was each player sac and was only the first ability, it should probably be 2BB alone
Necropact un-kicked is a fusion of Diabolic Edict and Call of the Death-Dweller both 2-3 CC cards. This loses both the keyword counters provided by Call and the ability to return more than one creature from the graveyard, and gains an edict. It's definitely a tradeoff that is a net positive, but not unreasonably so, especially at a heightened rarity.
The second mode costs 4BB - At that mana cost you should be able to get Dead Drop + Zombify. Surprisingly, there doesn't appear to be any card outside of Dead Drop that has this exact same one-sided double sacrifice effect and it is difficult to assign a mana value to a non-delve equivalent of a delve card though my estimate would be about 4B. I don't think it is unreasonable that for an additional B we could see unconditional reanimation added to this as a powerful late game play. This is exactly the kind of situation-based tide turning effect a 6CC sorcery should offer.
However. I also agree with your argument above. The only problem is your argument works if you were designing two different cards that each did what you intended. While you have submitted a single card with kicker. When designing these type of mana sink cards neither "mode" can be the most efficient version of such a card.
Further, Barter in Blood is able to cost 4 because EACH player sacrifices 2 creatures. It is net card disadvantage unless you have left your board for them to attack for serveral turns. Your card is +1 card advantage base and +2 if kicked.
It can be fixed fairly easily though, by requiring the caster to also sacrifice the same number or creatures.
Necropact 2B
Sorcery (R)
Kicker 2BB
EACH PLAYER sacrifices a creature, then return up to one target creature card with a mana value of 3 or less from your graveyard to the battlefield.
If Necropact was kicked, EACH PLAYER sacrifices two creatures, then return TARGET creature card from a graveyard to the battlefield under your control instead.
This reduces the card advantage gap, and removes the ability to return a creature you just sacrificed. The kicker version still needs to be a little more expensive, but not by as much.
It's simply too slow, and the top end would see that it doesn't make the cut over something like Victimize.
I think it's trying to be too ambiguous about what it really wants to do (reanimate any creature), and as a developer, you should be more straightforward and dominant to make it do that, and do it as efficient as possible.