Legend: Simple and effective, but I fear it will cause you to get blown out. Rarely do you want to enchant your opponent's creatures; most of the cards you want to use have negative effects and if you use positive ones then you might get owned by one piece of enchantment removal.
Lordshadow: "broken" counters are right, considering it effectively shuts down your opponent's draw step and they will be out of cards a lot of the time. Don't know why you'd want to sacrifice it; continuous discard is a lot better.
Noatz: That first ability seems really good, considering Vendilion Clique. Making it repeatable basically means you can wreck their hand. I suppose it should be okay at 4 mana, but... seems risky. Probably increase the activation cost. The second should probably be fine but is also really pushing it.
Big_Cal: Pretty fair card; half-decent removal that can double as a Jester's Cap ability. Shame that the main decks you want Jester's Cap against (ie. combo) often don't run many creatures.
kill-joy: Epitome of glue gun. Way too many random abilities tacked together; completely unnecessary. It's horribly underpowered, costing 6 and not doing much except killing a creature maybe. The last ability doesn't need to be that expensive (Sands of Delirium). Too many X, too many abilities, lacks cohesion.
DRey: A really bad Mire's Toll. You even gave it a similar name! Such an original card.
herbert west: Interesting names are good. Obscure word salad is not. Not a blue ability by half - the first part is Cabal Therapy - and could probably be mono-black instead, actually.
Random_Nation: Not white at all. Not only is it lobotomy, which is black, it's also got added lifeloss, which is black. This doesn't even make flavourful sense as a white card! It's also quite weak and underpowered at 4 mana; for that kind of mana, you can uncounterably get rid of any of a single card from anywhere. The lifeloss is generally pretty insignificant.
1. Big_Cal
2. Legend
3. Noatz
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If you're having creature problems I feel bad for you son
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
I'm not sure how you can cast the found cards for free with Inquisition cells, it should only allow you to cast them with colorless mana. Can you explain?
Oops, apologies, the weird wording threw me off. When you can cast a card by its normal mana cost you don't need to specify it. You just say "you can cast cards exiled with ~." I still believe that the card was good enough before the ability of casting the exiled stuff. It's no longer too broken but still makes me a bit nervous because the potential of 3 for 1 or more card advantage.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Legend - Elegant little line of text you've got there, and probably the best possible name for that card. I'd cost this at maybe higher because it really does have the potential to grab you a lot of creatures. Noatz - The first activated ability - the Vendilion Clique-esque one - seems way undercosted; this could potentially be very disruptive. I like it as a cohesive whole though, and the second ability is fine for its cost. herbert west - Nice name, interesting flashback cost. Feels like way too much busywork for its effect. Big_Cal - So you get information out of people if you do kill them? Seems a bit backward. Otherwise fine; 2B seems like the right cost for two -1/-1 counters/minor bonus. Random_Nation - Ow, this is usually gonna be a big life hit, except maybe against really fast decks like Zoo. Also, why is this white? Black gets both of those effects. kill-joy - I get the whole "three abilities" thing, but this doesn't really feel like a cohesive whole; in fact, it feels like three cards stapled into one. The three abilities all serve completely different functions. DRey - Perhaps underpowered by a little but still a design that made me say "YES GOOD." I like how the ratios compare to a full Distress. lordshadow - On the one hand, this is griefer-tastic. On the other, it's also got pretty great flavor and at least isn't too disruptive since it at least always leave your opponents with one card in hand. Might be a tad undercosted, but still fine.
Seriously, this card is in the top three three times (EDIT: let's make that FOUR now) at the time of this edit when there's already Mire's Toll? Unbelievable. Apparently I need to work on my copy-and-paste skills.
Swamp's Toll B
Sorcery
Target player reveals a number of cards from his or her hand equal to double the number of Swamps you control. You choose a nonland from them. That player discards that card.
The game is not being dumbed down. Control is doing fine; Draw-Go is not the only kind of control. Aggro is doing fine; Red Deck Wins is not the only kind of aggro. Creature combat is an important core concept and belongs in every color. Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
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Lordshadow: "broken" counters are right, considering it effectively shuts down your opponent's draw step and they will be out of cards a lot of the time. Don't know why you'd want to sacrifice it; continuous discard is a lot better.
Noatz: That first ability seems really good, considering Vendilion Clique. Making it repeatable basically means you can wreck their hand. I suppose it should be okay at 4 mana, but... seems risky. Probably increase the activation cost. The second should probably be fine but is also really pushing it.
Big_Cal: Pretty fair card; half-decent removal that can double as a Jester's Cap ability. Shame that the main decks you want Jester's Cap against (ie. combo) often don't run many creatures.
kill-joy: Epitome of glue gun. Way too many random abilities tacked together; completely unnecessary. It's horribly underpowered, costing 6 and not doing much except killing a creature maybe. The last ability doesn't need to be that expensive (Sands of Delirium). Too many X, too many abilities, lacks cohesion.
DRey: A really bad Mire's Toll. You even gave it a similar name! Such an original card.
herbert west: Interesting names are good. Obscure word salad is not. Not a blue ability by half - the first part is Cabal Therapy - and could probably be mono-black instead, actually.
Random_Nation: Not white at all. Not only is it lobotomy, which is black, it's also got added lifeloss, which is black. This doesn't even make flavourful sense as a white card! It's also quite weak and underpowered at 4 mana; for that kind of mana, you can uncounterably get rid of any of a single card from anywhere. The lifeloss is generally pretty insignificant.
2. Legend
3. Noatz
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Oops, apologies, the weird wording threw me off. When you can cast a card by its normal mana cost you don't need to specify it. You just say "you can cast cards exiled with ~." I still believe that the card was good enough before the ability of casting the exiled stuff. It's no longer too broken but still makes me a bit nervous because the potential of 3 for 1 or more card advantage.
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Legend - Elegant little line of text you've got there, and probably the best possible name for that card. I'd cost this at maybe higher because it really does have the potential to grab you a lot of creatures.
Noatz - The first activated ability - the Vendilion Clique-esque one - seems way undercosted; this could potentially be very disruptive. I like it as a cohesive whole though, and the second ability is fine for its cost.
herbert west - Nice name, interesting flashback cost. Feels like way too much busywork for its effect.
Big_Cal - So you get information out of people if you do kill them? Seems a bit backward. Otherwise fine; 2B seems like the right cost for two -1/-1 counters/minor bonus.
Random_Nation - Ow, this is usually gonna be a big life hit, except maybe against really fast decks like Zoo. Also, why is this white? Black gets both of those effects.
kill-joy - I get the whole "three abilities" thing, but this doesn't really feel like a cohesive whole; in fact, it feels like three cards stapled into one. The three abilities all serve completely different functions.
DRey - Perhaps underpowered by a little but still a design that made me say "YES GOOD." I like how the ratios compare to a full Distress.
lordshadow - On the one hand, this is griefer-tastic. On the other, it's also got pretty great flavor and at least isn't too disruptive since it at least always leave your opponents with one card in hand. Might be a tad undercosted, but still fine.
3. Noatz
2. DRey
1. Legend
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
T3 of team nemesis:
1. Big_Cal
2. Random_Nation
3. lordshadow
Phyrexian Editor
tacticalcelebrant
savia
Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.