Necromancer's Touch2B
Sorcery {U}
Return target creature card from your graveyard to the battlefield if its converted mana cost is less than or equal to the number of cards in your graveyard.
Firemind's Apprentice
Creature - Goblin Wizard {U} 2U: Whenever Firemind's Apprentice deals damage to a player this turn, draw a card. 2R: Firemind's Apprentice deals 1 damage to target creature or player. 2/2
Thanks :). Yes, I know that tapping it is strictly better than sacrificing it, but I like using mechanics in different, flavorful ways. It is also a cleaner way of expressing what I want the card to do than spelling out "At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, tap it."
I understand that this is largely a difference of opinion, but "different, flavorful ways" should not result in an obvious choice when there is a way to evoke the same concept without doing so (that you have just identified).
Walk the PlankUB
Sorcery {U}
Target opponent sacrifices a creature. Each other creature that player controls gets -2/-0 until end of turn.
Drunken Sailor3R
Creature - Dwarf Pirate (U)
When Drunken Sailor enters the battlefield, it fights another target creature.
Echo t (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
3/3
IIW: Take a bad mechanic and make it better.
This is a funny card, but the echo cost should have an additional cost associated with it (in the interest of better gameplay). Otherwise the player will simply always choose to tap it.
admadm: Not very interesting.
JuanCu: Cool but overly narrow. It's hard to think of things other than cycling (forecast?) that interact meaningfully with this.
Cythare: Definitely pushed and potentially difficult to keep track of considering the various combinations of colored mana. Still a cool design.
avatarz: I like it but it's pretty boring for a rare.
Ink-Treader: Seems harmless but is actually absurd with Dredge.
ManyCookies: Cards that combo so easily with Time Warp effects are worrisome.
JuanCu: What does "trigger all triggers" mean? "Each permanent with one or more triggered abilities triggers each of its abilities?"
Stapler: I like that the card tells a bit of a story, but I think this story has way too many moving parts.
Winner: Cythare
Next: Pirates and princesses (wut).
Also: you know a user is not a Club Flamingo's newbie anymore when his judgments don't exceed the five words.
Here is a image showing the number of words used in a single judgment in relation to the number of victories:
Also: you know a user is not a Club Flamingo's newbie anymore when his judgments don't exceed the five words.
Here is a image showing the number of words used in a single judgment in relation to the number of victories:
True for some (CC), not for others (myself).
Crown of the Mindrazer2
Legendary Artifact {R}
At the beginning of your upkeep, each player exiles a card at random from his or her hand. You may play those cards this turn.
EpiphanyXUR
Instant {R}
Draw X cards. At the beginning of your next end step, discard your hand. Epiphany deals damage to each opponent equal to the number of cards discarded this way.
Sorcery {U}
Return target creature card from your graveyard to the battlefield if its converted mana cost is less than or equal to the number of cards in your graveyard.
IIW: Constellation.
Creature - Merfolk Wizard {R}
Islandwalk
Inspired — Whenever Deepwater Drowner becomes untapped, return each other untapped creature to its owner's hand.
2/3
IIW: Constellation.
Creature - Goblin Wizard {U}
2U: Whenever Firemind's Apprentice deals damage to a player this turn, draw a card.
2R: Firemind's Apprentice deals 1 damage to target creature or player.
2/2
IIW: Constellation.
I understand that this is largely a difference of opinion, but "different, flavorful ways" should not result in an obvious choice when there is a way to evoke the same concept without doing so (that you have just identified).
Walk the Plank UB
Sorcery {U}
Target opponent sacrifices a creature. Each other creature that player controls gets -2/-0 until end of turn.
IIW: Make a splash.
This is a funny card, but the echo cost should have an additional cost associated with it (in the interest of better gameplay). Otherwise the player will simply always choose to tap it.
JuanCu: Cool but overly narrow. It's hard to think of things other than cycling (forecast?) that interact meaningfully with this.
Cythare: Definitely pushed and potentially difficult to keep track of considering the various combinations of colored mana. Still a cool design.
avatarz: I like it but it's pretty boring for a rare.
Ink-Treader: Seems harmless but is actually absurd with Dredge.
ManyCookies: Cards that combo so easily with Time Warp effects are worrisome.
JuanCu: What does "trigger all triggers" mean? "Each permanent with one or more triggered abilities triggers each of its abilities?"
Stapler: I like that the card tells a bit of a story, but I think this story has way too many moving parts.
Next: Pirates and princesses (wut).
I'm not sure if I should be annoyed that you are holding one counterexample against me or impressed that you went to the trouble of finding it.
The flavor and intent of the card is very clearly the same, though.
True for some (CC), not for others (myself).
Crown of the Mindrazer 2
Legendary Artifact {R}
At the beginning of your upkeep, each player exiles a card at random from his or her hand. You may play those cards this turn.
IIW: Interesting triggers.
It didn't click at the time.
Instant {R}
Draw X cards. At the beginning of your next end step, discard your hand. Epiphany deals damage to each opponent equal to the number of cards discarded this way.
IIW: Interesting triggers.
Identity Thief 1UU
Creature {U}
Identity Thief can't be blocked.
Other creatures lose all creature types.
2/1
IIW: Constellation or strive.