Mechanic J. Cranial Plating, anyone? If it costs less than a billion, more than a few Extended games could have a turn 3 like:
"Play and equip Heavy Metal Helmet to <critter>. Swing. Draw seven or so cards. Go."
I like e too, but I say make it a mass flicker effect and an instant and forget about the extra turn. That way, if you use it reactively, you miss your next attack phase. Hopefully it will be appropriately costed to push any proactive use of it in combination with mass removal into the plague wind cost range. I think this card is very similar to time stop so it should be costed about the same. This similarity between this card and time stop should also be reduced by the removal of the extra turn part of the card.
Mechanic J would never see print as it is. R&D jokes that they'll never make another card that says "Draw seven" because they always end up broken and banned. Mechanic J could easily be "Draw seven or more." It would have to cost a fortune or have a huge drawback tacked onto it.
This raises the question of whether or not R&D should doctor these mechanics before the vote. What if you voted for Mechanic J because you want to see how crazy it is in constructed, and then they change it post-vote and add "You lose the game at the end of the turn" to it. Is that really letting the fans pick the effect of the card???
It's been mentioned above -- I can't possibly believe that out of 10,000 entries, these are the best 10. Half of them are useless and would become crap rares, and half of the others, we've already figured out ways to completely break them in constructed.
This is all very disappointing after what seemed like an endless wait for the Top 10.
I felt the same way after the art selection process. Can't please everyone all the time, although what some of these have to do with the artwork = MaRo gots some 'splainin' to do!
I voted for F because the choices are over all very weak and very few of them are innovative at all. The reasons I chose F:
It would be a sideboard hoser for Desire/Brainfreeze decks in Extended (it would have to be an instant though).
The possibility of creating a new archetype based on milling/removing one's own library. The existing archetype is beyond weak (Dampen/Ire) but giving an "I Win" spell as an alternate route to victory might bring more people to play with decklists and possibly create something viable.
Removing your own deck IS an archetype--Life, Cephalid Breakfast, et al. Just depends what format you are looking at.
In order of popularity...
E can do some very johnny things, but is generally very narrow. They'd give it a high cost because it 'gives you another turn,' except that turn is probably rather useless. Sure, you could do the Upheaval trick to cast something over it, but that trick was only good because your OPPONENT would be sans-stuff as well. The only use I see for E are lots of CIP abilities--again, mainly Ewit, which will no longer be T2 when whatever we pick gets printed anyway (unless WotC makes it a rare in 9th). This + Ewit + hell, I dunno, Maggot Carrier and a lifegain creature = very slow insta win. In other words, this effect is USUALLY useless, except when it's BROKEN, which means it would cost a HILLION mana and/or get nerfed in development.
I voted J, not just because it has potential to be very, stupidly efficient I'm liking Ewit+Bonesplitter atm), but also because it has the versatility of clearing one of THEIR creatures out of the way for a while, too. As for matching the art, I can ALMOST see it--kinda dissappear in a puff of smoke, I dunno.
Beware mechanic C -- the number doesn't have to be variable. They just haven't picked one yet. It might only be two, in which case it's a stupid clone. I don't see it going over 4, and they probably wouldn't go that high just to avoid Kokusho interaction. While it might make sense to not have it able to target Legendary critters, it would seem an odd addendum to a card outside of Kamigawa block.
B is simply stupid. All this does is give you the rest of the turn to find some sort of lifesaver card. If you couldn't do that WITHOUT this card, you couldn't do that WITH it either--you're better off with a healing salve.
F - bleck. There's no knowing what the set this comes out in will be like, but this will likely be useless in its own environment, but annoyingly abusive in Extended. As a rule, I tend to hate any 'by the way, i win' cards. Speaking of which, it would probably be horribly overcosted--look at Coalition Victory, and that's probably harder to achieve than just emptying your deck.
D -- I actually like this, and it fits the art. Sure, it isn't exactly a guilded light or exactly a fog or whatnot, but it's VERY versatile. Compare to time stop--as a counter, it's overcosted, as a fog, it's overcosted, as a free turn, it costs more than the standard and lets them untap. But it's still at least playable (in block to say the least), because it can do so MANY things fairly effectively. I see the same thing here. I also see an elegant sort of card that WotC will no doubt print eventually of their own accord.
I - Kinda cute, but very hard to use. You have to have gotten something useful into an opponent's graveyard, and have nothing too painful in yours. There are ways to keep your own graveyard clean, but there's already plenty of ways to get stuff out of your opponent's grave. Unless you want that enchantment but now we're talking super-narrow again.
G--spork indeed. Well, this is usually gonna be used on effects from stuff you control... so it'd be about as useful as, say, Sculpting Steel in a deck revolving around a few specific artifacts. You see that often? Exactly. This is another effect I'm sure they'll get around to printing eventually anyway.
H -- a mirror match counterspell. Interesting, but very, very narrow (unless they do something like Clamp again, i.e. a card in EVERY deck that you would want to counter ANYway. But we don't want to see that happen). Worse, though, this isn't USEFULLY narrow--it depends on what your opponents do, no amount of wishful thinking will make it more useful than they let it be.
A--this could be a very amusing timmy/johnny card, and do annoying things with an Enchantress out. I'd especially love to see it as an instant (no way)... possibly one of the rudest combat tricks ever. No chance this will win.
I really like mechanic G, but the templating of the real card would be a killer. Under the current wording, what happens when you sayCopy regeneration? You don't choose targets with regeneration, so it just does nothing.
ABD are too boring in my opinion to be for a you make the card.
C is really interesting, but it really depends on what the number is.
E is just like a card I've made before. You can do some really fun stuff with it, but my gut tells me that this ability is just another crap rare in a tier 3 combo deck.
F is interesting, but I think it could be way too abuseable if you built a deck around it.
H is interesting, and as long as it costs 4 or less, playable.
I: Would probally be costed too high to be interesting.
J: Interesting, but its way too good as is. It would probally cost 6 by the time their done tweaking with it. I mean, its temporary removal/creature saving AND it can draw you cards.
I picked D because it's something that hasn't been done before (and the only other ones I really liked didn't have much to do with the art or wouldn't have had a chance of winning)
hey what about mechanic c? thats freakin awsome. imagene doing it on a magpie, or even better a frost weilder. if the number part of it was cac then you would have 4 magipies drawing you 4 cards per turn and 4 frostweilders doing 4 damage per turn. sounds like a useful card to me
C is insane with comes into play effects. Even if number is 2 think about using it on a Deranged Hermit or Siege-Gang Commander. It would be just plain awesome with a lot of things. Think about Phantom Nishoba. Multiple 8/8 trample spirit linkers that don't die to damage.
man go J) *drools at thought of using it with ball lightning* if red burn would make an IMMEDIATE COMEBACK in 1.5
even if it was costed at 4
you get
draw 6 cards
discard 1 card
swing for two turns with a 6/(infinte) trampler sacrifice it at the end of the second turn
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Asking people to remove quotes in their signatures is tyranny! If I can't say something just because someone's feelings are hurt then no one would ever be able to say anything! Political correctness is stupid.
I voted D, partly because I'm a white mage at heart and partly because it's insanely elegant. I'd write down my opinions for the other cards (as a fan designer myself) but no one actually reads this far in the thread.
another good thing about c, think about it wiht eternal witness, you could have an infinate combo, with copying the witness you could get 3 if they use the cac cost, which means you could get the orginal back, the spell, and another card of your choice. then do it again. Holy cow that would be a good card
man go J) *drools at thought of using it with ball lightning* if red burn would make an IMMEDIATE COMEBACK in 1.5
even if it was costed at 4
you get
draw 6 cards
discard 1 card
swing for two turns with a 6/(infinte) trampler sacrifice it at the end of the second turn
? how is it 6/ infinite and why do u have it for 2 turns :confused3::confused3::confused3::confused3::confused3::confused3::confused3::confused3:?
Although my Johnny tendencies hope that C wins. Imagine the possibilities with Elvish Piper. Or my current personal favorite Sekki, Season's Guide. Did someone dial up a patch of 9/9s?
Although my Johnny tendencies hope that C wins. Imagine the possibilities with Elvish Piper. Or my current personal favorite Sekki, Seasons' Guide. Did someone dial up a patch of 9/9s?
Mechanic C is not really good with legendary critters unless you want them to die (Kokusho anyone?)
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Tell me, something about mechanic J, if you don't mind. Cards loose counters when they are removed from the game, right? So a Krakilin or something else that was a 0/0 with several counters would let you draw several cards and not discard? Or would it count toughness as the creature leaves play?
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Wow forgot about that, c would be insanely powerful unless wotc made it cost like 10.
Edit
A seems powerful too with mythic porpotions.
How would C be insanely powerful? It would be a boon to spiritcraft, any other CIP effect (as would J) but the only Legendary creatures worth using it on (unless you have Mirror Gallery) are the CHK dragons, most importantly, Kokusko. It would expect to either see it cost like XGG, or 5(converted cost) on average, if they try to make it better, cheaper, if they try to make it worse, more expensive.
Imageine C with Verdent Force though. meh, if you are really bored (and can get him back) Imagine using C on a darksteel Colossis. (phear the Indistructible weenies!)
"Play and equip Heavy Metal Helmet to <critter>. Swing. Draw seven or so cards. Go."
The Faerie Godmother shall rule all!
Check this out : on the extra turn, I play a land + use it to cast said hasty creature.
Floating mana also works wonders, which I think should be taken into serious consideration. This, floating mana for Obliterate. KER-POW
I like how E interacts with the artwork, too.
This raises the question of whether or not R&D should doctor these mechanics before the vote. What if you voted for Mechanic J because you want to see how crazy it is in constructed, and then they change it post-vote and add "You lose the game at the end of the turn" to it. Is that really letting the fans pick the effect of the card???
It's been mentioned above -- I can't possibly believe that out of 10,000 entries, these are the best 10. Half of them are useless and would become crap rares, and half of the others, we've already figured out ways to completely break them in constructed.
This is all very disappointing after what seemed like an endless wait for the Top 10.
Maybe the cost should be RW, to keep it from being too combolicious, yet still workable.
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It would be a sideboard hoser for Desire/Brainfreeze decks in Extended (it would have to be an instant though).
The possibility of creating a new archetype based on milling/removing one's own library. The existing archetype is beyond weak (Dampen/Ire) but giving an "I Win" spell as an alternate route to victory might bring more people to play with decklists and possibly create something viable.
In order of popularity...
E can do some very johnny things, but is generally very narrow. They'd give it a high cost because it 'gives you another turn,' except that turn is probably rather useless. Sure, you could do the Upheaval trick to cast something over it, but that trick was only good because your OPPONENT would be sans-stuff as well. The only use I see for E are lots of CIP abilities--again, mainly Ewit, which will no longer be T2 when whatever we pick gets printed anyway (unless WotC makes it a rare in 9th). This + Ewit + hell, I dunno, Maggot Carrier and a lifegain creature = very slow insta win. In other words, this effect is USUALLY useless, except when it's BROKEN, which means it would cost a HILLION mana and/or get nerfed in development.
I voted J, not just because it has potential to be very, stupidly efficient I'm liking Ewit+Bonesplitter atm), but also because it has the versatility of clearing one of THEIR creatures out of the way for a while, too. As for matching the art, I can ALMOST see it--kinda dissappear in a puff of smoke, I dunno.
Beware mechanic C -- the number doesn't have to be variable. They just haven't picked one yet. It might only be two, in which case it's a stupid clone. I don't see it going over 4, and they probably wouldn't go that high just to avoid Kokusho interaction. While it might make sense to not have it able to target Legendary critters, it would seem an odd addendum to a card outside of Kamigawa block.
B is simply stupid. All this does is give you the rest of the turn to find some sort of lifesaver card. If you couldn't do that WITHOUT this card, you couldn't do that WITH it either--you're better off with a healing salve.
F - bleck. There's no knowing what the set this comes out in will be like, but this will likely be useless in its own environment, but annoyingly abusive in Extended. As a rule, I tend to hate any 'by the way, i win' cards. Speaking of which, it would probably be horribly overcosted--look at Coalition Victory, and that's probably harder to achieve than just emptying your deck.
D -- I actually like this, and it fits the art. Sure, it isn't exactly a guilded light or exactly a fog or whatnot, but it's VERY versatile. Compare to time stop--as a counter, it's overcosted, as a fog, it's overcosted, as a free turn, it costs more than the standard and lets them untap. But it's still at least playable (in block to say the least), because it can do so MANY things fairly effectively. I see the same thing here. I also see an elegant sort of card that WotC will no doubt print eventually of their own accord.
I - Kinda cute, but very hard to use. You have to have gotten something useful into an opponent's graveyard, and have nothing too painful in yours. There are ways to keep your own graveyard clean, but there's already plenty of ways to get stuff out of your opponent's grave. Unless you want that enchantment but now we're talking super-narrow again.
G--spork indeed. Well, this is usually gonna be used on effects from stuff you control... so it'd be about as useful as, say, Sculpting Steel in a deck revolving around a few specific artifacts. You see that often? Exactly. This is another effect I'm sure they'll get around to printing eventually anyway.
H -- a mirror match counterspell. Interesting, but very, very narrow (unless they do something like Clamp again, i.e. a card in EVERY deck that you would want to counter ANYway. But we don't want to see that happen). Worse, though, this isn't USEFULLY narrow--it depends on what your opponents do, no amount of wishful thinking will make it more useful than they let it be.
A--this could be a very amusing timmy/johnny card, and do annoying things with an Enchantress out. I'd especially love to see it as an instant (no way)... possibly one of the rudest combat tricks ever. No chance this will win.
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ABD are too boring in my opinion to be for a you make the card.
C is really interesting, but it really depends on what the number is.
E is just like a card I've made before. You can do some really fun stuff with it, but my gut tells me that this ability is just another crap rare in a tier 3 combo deck.
F is interesting, but I think it could be way too abuseable if you built a deck around it.
H is interesting, and as long as it costs 4 or less, playable.
I: Would probally be costed too high to be interesting.
J: Interesting, but its way too good as is. It would probally cost 6 by the time their done tweaking with it. I mean, its temporary removal/creature saving AND it can draw you cards.
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3CB and 4CB5CB!even if it was costed at 4
you get
draw 6 cards
discard 1 card
swing for two turns with a 6/(infinte) trampler sacrifice it at the end of the second turn
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? how is it 6/ infinite and why do u have it for 2 turns :confused3::confused3::confused3::confused3::confused3::confused3::confused3::confused3:?
Mechanic C is not really good with legendary critters unless you want them to die (Kokusho anyone?)
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Edit
A seems powerful too with mythic porpotions.
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How would C be insanely powerful? It would be a boon to spiritcraft, any other CIP effect (as would J) but the only Legendary creatures worth using it on (unless you have Mirror Gallery) are the CHK dragons, most importantly, Kokusko. It would expect to either see it cost like XGG, or 5(converted cost) on average, if they try to make it better, cheaper, if they try to make it worse, more expensive.
Imageine C with Verdent Force though. meh, if you are really bored (and can get him back) Imagine using C on a darksteel Colossis. (phear the Indistructible weenies!)