Cycles & PhasesGW
Enchantment
Land cards in your hand have cycling GW(GW, Discard this card: Draw a card.)
Whenever you cycle your second card each turn, target nonland permanent phases out.
Cycling 1GW
Cycles & PhasesGW
Enchantment
Land cards in your hand have cycling (G/W)(G/W)((G/W)(G/W), Discard this card: Draw a card.)
Whenever you cycle a card, target nonland permanent phases out. Scry 1.
Cycling 1GW
I can't decided if this card is overly restricted. While it has two very powerful abilities the limitations imposed make it fair. The main question is if those limits are too severe.
The only mark against this card is thst it is the type of card that encourages bad players to play worse and blame their cards. Such cards are fine but shouldn't be made frequently.
I can't decided if this card is overly restricted. While it has two very powerful abilities the limitations imposed make it fair. The main question is if those limits are too severe.
The only mark against this card is thst it is the type of card that encourages bad players to play worse and blame their cards. Such cards are fine but shouldn't be made frequently.
Elaborate please, you're saying a lot of interesting things
Honestly this feels underpowered. Tectonic Reformation is less restrictive to cast and Astral Drift is easier to trigger for only 1 more MV, and both are easier to cycle.
I think you can cut the "cycle your second card" part and maybe add a bonus like scry 1 or gain 1 life.
I can't decided if this card is overly restricted. While it has two very powerful abilities the limitations imposed make it fair. The main question is if those limits are too severe.
The only mark against this card is thst it is the type of card that encourages bad players to play worse and blame their cards. Such cards are fine but shouldn't be made frequently.
Elaborate please, you're saying a lot of interesting things
More or less the things mentioned by Rowanalpha. Costing GW to cycle lands by itself is a good yet highly restricted ability as it takes two colors of mana. Then Phasing out target nonland permanent is a good ability but it's locked behind two restrictions first being it only triggers the second time and then that restricts it to only once a turn. These three major restrictions cut down on how useful the card is. My first thought was that the card is playable in its current state but on further thought I would consider lessoning one or more of these restrictions. Or add an additional bonus.
As for encouraging bad players to play worse. Any card that tells you to not play your lands will make bad players play worse. A similar effect is the discard a card for benefit abilities that accompany madness. Skilled players are at a huge advantage when these types of cards are being used.
I don't think it really encourages proper gameplay either. This just wants to be abused with planeswalkers so they don't get devastated by very powerful creatures? That's genuinely what the white aspect removal covers.
You know, like when you want to play Liliana of the Veil, you load up your deck with creature discard Harsh Scrutiny//Despise and pick them apart to set the table for yourself.
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Enchantment
Land cards in your hand have cycling GW (GW, Discard this card: Draw a card.)
Whenever you cycle your second card each turn, target nonland permanent phases out.
Cycling 1GW
Cycles & Phases GW
Enchantment
Land cards in your hand have cycling (G/W)(G/W) ((G/W)(G/W), Discard this card: Draw a card.)
Whenever you cycle a card, target nonland permanent phases out. Scry 1.
Cycling 1GW
The only mark against this card is thst it is the type of card that encourages bad players to play worse and blame their cards. Such cards are fine but shouldn't be made frequently.
Elaborate please, you're saying a lot of interesting things
I think you can cut the "cycle your second card" part and maybe add a bonus like scry 1 or gain 1 life.
As for encouraging bad players to play worse. Any card that tells you to not play your lands will make bad players play worse. A similar effect is the discard a card for benefit abilities that accompany madness. Skilled players are at a huge advantage when these types of cards are being used.
I don't think it really encourages proper gameplay either. This just wants to be abused with planeswalkers so they don't get devastated by very powerful creatures? That's genuinely what the white aspect removal covers.
You know, like when you want to play Liliana of the Veil, you load up your deck with creature discard Harsh Scrutiny//Despise and pick them apart to set the table for yourself.