Gravity Zone1 Enchantment
Spells you cast during your opponent's turn have split second.
Your opponents may cast spells at any time they could cast an instant.
If Gravity Zone would leave the battlefield, transform it instead.
//
Inverted World Enchantment
You may cast spells at any time you could cast an instant.
Spells your opponents cast during your turn have split second. Pulling control out from chaos is like pulling a rabbit out of an empty hat—and that makes dragons natural magicians.
I had considered costing this with or instead. The concept to me was originally blue, but then I notioned to myself that blue will want to have to reach for this, as to not be able to so easily abuse it. Red and green both have synergy with the effect, and it makes sense in their domains as well; only with less potential for direct abuse. I think it's a very nice touch for the spooky season, blending power, cost, and risk.
This is a tough one because you are flavorfully trying to convey chaos, which is a red attribute, but the abilities feel more blue when granted to yourself. I don’t think this makes sense as r/g hybrid because granting global flash/split second doesn’t make sense as a mono-red or mono-green ability. You first instinct to make this blue was better and I’d most expect to see this at UR or 1UR.
This is a valid and interesting design. The drawback goes a long way to dropping the cost so this may in fact be a reasonable mana value. There could be a significant debate on what color(s) get this effect but it 100% doesn't fit into red green hybrid because this shouldn't be put into both mono red and mono green. If dead set on a hybrid cost that includes red and green I think (U/R)(G/U) would be most appropriate.
This is very neat! I love the simplicity of it combined with the tension both on individual faces and as a transform. I agree with the others that blue needs to be part of the cost, but I could see this card as either simic or izzet so something like a cost of 1U(R/G). Great card, Reap.
This can't go into blue because its most prominent combinations are blue-white and blue-black, both becoming immensely op if they don't have to reach for this through red or green. Forcing decks to split off into three color causes issues. Issues that create balance for what it'll get. UBR will cost removal, so the balance there already shows. The main point is to prevent two color from being able to abuse this, especially removal heavy colors/color combinations as mentioned.
This can't go into blue because its most prominent combinations are blue-white and blue-black, both becoming immensely op if they don't have to reach for this through red or green.
Yes, the consistent feedback you received was “good design, you just need to include blue in the cost”. If you cost this at U(R/G) instead of 1(R/G), this is no easier to go into BlueWhite or BlueBlack than currently (more difficult, actually), and can no longer slot into monogreen or mono red either.
Effectively, you argued that your own card needs to be more restricted in its castability when that was the exact feedback you were already getting.
This can't go into blue because its most prominent combinations are blue-white and blue-black, both becoming immensely op if they don't have to reach for this through red or green. Forcing decks to split off into three color causes issues. Issues that create balance for what it'll get. UBR will cost removal, so the balance there already shows. The main point is to prevent two color from being able to abuse this, especially removal heavy colors/color combinations as mentioned.
I really don't see how you're accomplishing any of that though.
Possibly you don't understand the implications of going from a blue-white or blue-black deck to now having to color-fix for green or red to include this.
Possibly you don't understand the implications of going from a blue-white or blue-black deck to now having to color-fix for green or red to include this.
If its at U(R/G), as was suggested, they still have to fix have to for green or red, but their non-blue sources cannot be used for the other mana. This is harder to cast in Blue/White and Blue/Black than your original casting cost, not easier.
Except it becomes tacky and unnecessary at that point. It doesn't need to be blue, it's in the realm of chaos and nature. It's fine exactly where it is.
Except it becomes tacky and unnecessary at that point. It doesn't need to be blue, it's in the realm of chaos and nature. It's fine exactly where it is.
You said yourself it needed to be more difficult to cast for UW and UB decks. 1(R/G) is significantly easier for one of those decks to cast than U(R/G) since the 1 can be payed by any of the non-U sources. You are literally contradicting your own argument from earlier.
Possibly you don't understand the implications of going from a blue-white or blue-black deck to now having to color-fix for green or red to include this.
They still have to color fix regardless of blue being included in the cost. Why do you think burn or stompy deserve this effect unhindered?
I'll cede that Aluren and Savage Summoning are green, but the first is symmetrical and a really old design that I don't think they'd print today, and the second is creatures only. And creatures are green's thing. Finally, Vedalken Orrery does mean any colour has access to flash. But I see that like Moonglove Extract or Meteorite - they don't mean direct damage is blue now, they just show any colour can pay more to get some effects out of its slice of the colour pie.
Again, I'll cede that Xantid Swarm is green, but 1) that's an attack trigger (i.e. a green thing) and 2) that's a flying creature with 0 power. I'm not sure they'd print that today either. There's also City of Solitude, but that's desperately old too.
I'm not sure what colour gets to expand when opponents can cast spells, but as a game rule kind of change, I'd guess white. Maybe blue, because it's changing timings. But not hybrid. What makes it red, Reap? (And to pre-empt, please cite cards, not 'chaos flavour makes it red!')
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Enchantment
Spells you cast during your opponent's turn have split second.
Your opponents may cast spells at any time they could cast an instant.
If Gravity Zone would leave the battlefield, transform it instead.
//
Inverted World
Enchantment
You may cast spells at any time you could cast an instant.
Spells your opponents cast during your turn have split second.
Pulling control out from chaos is like pulling a rabbit out of an empty hat—and that makes dragons natural magicians.
I had considered costing this with or instead. The concept to me was originally blue, but then I notioned to myself that blue will want to have to reach for this, as to not be able to so easily abuse it. Red and green both have synergy with the effect, and it makes sense in their domains as well; only with less potential for direct abuse. I think it's a very nice touch for the spooky season, blending power, cost, and risk.
Yes, the consistent feedback you received was “good design, you just need to include blue in the cost”. If you cost this at U(R/G) instead of 1(R/G), this is no easier to go into BlueWhite or BlueBlack than currently (more difficult, actually), and can no longer slot into monogreen or mono red either.
Effectively, you argued that your own card needs to be more restricted in its castability when that was the exact feedback you were already getting.
I really don't see how you're accomplishing any of that though.
If its at U(R/G), as was suggested, they still have to fix have to for green or red, but their non-blue sources cannot be used for the other mana. This is harder to cast in Blue/White and Blue/Black than your original casting cost, not easier.
You said yourself it needed to be more difficult to cast for UW and UB decks. 1(R/G) is significantly easier for one of those decks to cast than U(R/G) since the 1 can be payed by any of the non-U sources. You are literally contradicting your own argument from earlier.
They still have to color fix regardless of blue being included in the cost. Why do you think burn or stompy deserve this effect unhindered?
I'll cede that Aluren and Savage Summoning are green, but the first is symmetrical and a really old design that I don't think they'd print today, and the second is creatures only. And creatures are green's thing. Finally, Vedalken Orrery does mean any colour has access to flash. But I see that like Moonglove Extract or Meteorite - they don't mean direct damage is blue now, they just show any colour can pay more to get some effects out of its slice of the colour pie.
Limiting when your opponents get to cast cards is a white thing (Grand Abolisher, Silence/Orim's Chant, the white bit of Teferi, Time Raveler, the white bit of Dragonlord Dromoka).
Again, I'll cede that Xantid Swarm is green, but 1) that's an attack trigger (i.e. a green thing) and 2) that's a flying creature with 0 power. I'm not sure they'd print that today either. There's also City of Solitude, but that's desperately old too.
I'm not sure what colour gets to expand when opponents can cast spells, but as a game rule kind of change, I'd guess white. Maybe blue, because it's changing timings. But not hybrid. What makes it red, Reap? (And to pre-empt, please cite cards, not 'chaos flavour makes it red!')