Time Crisis1RU Sorcery
Take an additional turn after this one. An opponent of your choice chooses a phase. You skip that phase during your next turn. Then choose a different phase. You get an additional one of those phases during your next turn. "I once thought I found life in victory—but now I've found it's only special beside defeat." —Nevinyrral
An exciting contemporary to Savor the Moment. I know I could see this split as two different spells. It's certainly elegant that way, but nowhere near as suspenseful and interesting. I think what's most interesting about this is what white combinations really really want to be able to use this, but can only do so facing significant challenge as is. Not totally against if this was hybrid instead, but something about that says "too easy". Even if it was split off into different spells, I would still consider for a "choose a phase - get an extra phase next turn" only spell over —isn't that odd?
Combat phase would only matter if you have haste or vigilance. Everything about that says, .
Just so you're clear the Phases of a turn are Beginning Phase/Main Phase/Combat Phase/Post-combat Main Phase/Ending Phase.
First thing to address is the Ending Phase shouldn't be an option. Because it will require a lot of words to describe what happens and nobody wants that mess. After that there isn't much reason to choose anything besides the beginning phase for either player. So while the design looks like it has a lot of options it's quite bland if the opponent chooses beginning phase you choose combat as there is no reason for a third main phase. and that combat phase won't matter much without vigilance or untapping abilities.
Just so you're clear the Phases of a turn are Beginning Phase/Main Phase/Combat Phase/Post-combat Main Phase/Ending Phase.
First thing to address is the Ending Phase shouldn't be an option. Because it will require a lot of words to describe what happens and nobody wants that mess. After that there isn't much reason to choose anything besides the beginning phase for either player. So while the design looks like it has a lot of options it's quite bland if the opponent chooses beginning phase you choose combat as there is no reason for a third main phase. and that combat phase won't matter much without vigilance or untapping abilities.
So, extra turn, no beginning phase, double combat. That honestly sounds like a reasonable card though I'd imagine it Boros aligned. It would probably still need to cost 4 too. How to spell it out explicitly?
"Take an extra turn, skip beginning phase. After combat, additional combat step."?
So, extra turn, no beginning phase, double combat. That honestly sounds like a reasonable card though I'd imagine it Boros aligned. It would probably still need to cost 4 too. How to spell it out explicitly?
"Take an extra turn, skip beginning phase. After combat, additional combat step."?
Three combat phases without an untap step somewhere in-between is definitely a card but not an impressive one. No need up the cost as you only gain benefit from vigilance and untap effects.
Yeah, the other posters are right. This seems like a card with a lot of options but the options that are actually worth choosing by either players are really limited.
The opponent has no reason to have you skip anything other than the beginning phase. The caster doesn’t even really benefit from anything since there’s not an untap for additional combat phases.
Cards like Wound Reflection are great example of how other phases can be significant, so limiting it to just the ones you're suggesting is tunnel vision.
Cards like Wound Reflection are great example of how other phases can be significant, so limiting it to just the ones you're suggesting is tunnel vision.
So you're thinking there are players out there who will play three colours, a six mana enchantment that does nothing on its own and also their deck makes opponents lose life, but not through combat (otherwise having more combat steps is better)? Sounds niche, my friend.
Fatespinner is probably a better card to borrow the options from for the reasons others have given.
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"Did you think to kill me? There's no flesh and blood within this cloak to kill. There is only an idea. Ideas are bulletproof." - V, V for Vendetta. Alan Moore
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Sorcery
Take an additional turn after this one. An opponent of your choice chooses a phase. You skip that phase during your next turn. Then choose a different phase. You get an additional one of those phases during your next turn.
"I once thought I found life in victory—but now I've found it's only special beside defeat."
—Nevinyrral
An exciting contemporary to Savor the Moment. I know I could see this split as two different spells. It's certainly elegant that way, but nowhere near as suspenseful and interesting. I think what's most interesting about this is what white combinations really really want to be able to use this, but can only do so facing significant challenge as is. Not totally against if this was hybrid instead, but something about that says "too easy". Even if it was split off into different spells, I would still consider
Combat phase would only matter if you have haste or vigilance. Everything about that says,
First thing to address is the Ending Phase shouldn't be an option. Because it will require a lot of words to describe what happens and nobody wants that mess. After that there isn't much reason to choose anything besides the beginning phase for either player. So while the design looks like it has a lot of options it's quite bland if the opponent chooses beginning phase you choose combat as there is no reason for a third main phase. and that combat phase won't matter much without vigilance or untapping abilities.
So, extra turn, no beginning phase, double combat. That honestly sounds like a reasonable card though I'd imagine it Boros aligned. It would probably still need to cost 4 too. How to spell it out explicitly?
"Take an extra turn, skip beginning phase. After combat, additional combat step."?
The opponent has no reason to have you skip anything other than the beginning phase. The caster doesn’t even really benefit from anything since there’s not an untap for additional combat phases.
So you're thinking there are players out there who will play three colours, a six mana enchantment that does nothing on its own and also their deck makes opponents lose life, but not through combat (otherwise having more combat steps is better)? Sounds niche, my friend.
Fatespinner is probably a better card to borrow the options from for the reasons others have given.