Lightning Helix - RW
Instant
Lightning Helix deals 3 damage to target creature or player and you gain 3 life.
and
Seeds of Strength - GW
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
The former is Lightning Bolt and Healing Salve (lifegain portion) rolled into one. The latter is Giant Growth and Healing Salve (damage prevention portion) rolled into one. Does this mean we'll be seeing dual-boons for the other two colour-combinations (UB and GB) for Ravnica? What would the other 2 dual-boons do? (If they exist?)
Dark Ritual is out of Black's place in the pie, and an Ancestral Recall might prove too hefty for its cost. So what would the new effects be? Discuss.
Seeds Of Strength doesn't prevent damage. It's nothing like Healing Salve.
It does, sorta in a way. Let's say you Bolt my Eager Cadet, I play Seeds of Strength targetting said Cadet, bringing it to 4/4. Now it doesn't die because the Bolt does not deal enough damage to kill my Cadet with a 4/4 butt, essentially 'preventing' 3 damage from the bolt. It's all a matter of perspective.
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Quote from jonnyjonski (on Legends" names in Ravnica) »
I'm jazzed!! No more "Wankushookam, the Fist that Opens Only This Much"!
Quote from Shindig_Ascension (on Religion in Magic) »
Wrath of God couldn't be more religious if the picture was Jesus smacking demons with a jug of Holy Water.
How is that different from Giant Growth? It doesn't exactly support your "dual boon cycle" theory.
Well would you have preferred it as this?
GiantSalve/HealingGrowth - GW
Instant
Target creature gets +3/+3 until end of turn.
I'm sure with a cost higher than Giant Growth it oughta do more, now it "prevents" 2 damage to a creature and 1 damage to another creature, or whatever permutation you wish.
EDIT: And Seeds of Strength gives up to 3 creatures +1/+1! Hey, there's a 3 in there! That qualifies as a 'boon'!
EDIT: Nevermind, there's a threat on this. How do I delete my post? Sorry guys.
Seeds of Strength - :symg::symw:
Instant (C)
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Lightning Helix - :symr::symw:
Instant (U)
Lightning Helix deals 3 damage to target creature or player and you gain 3 life.
Anyone smell a cycle? This reminds me a little too much of the Alpha cycle of Giant Growth, Lightning Bolt, Dark Ritual, Ancestral Recall, Healing Salve. It wouldn't be completely the same, as you need to fit it into the 4/3/3 formula, but hey, it's speculation.
Now, maybe there are one of these per guild; a combined version of two Alpha cards but for two mana. If we follow this train of thought, we get:
G/W: creature pump + damage prevention (check)
R/W: burn + life gain (check)
G/B: temporary mana + creature pump
U/B: mana + cards....but WAY toned down from Alpha days obviously, though DarkRit+Ancestral Recall in one card would be fun.
Then more in Guildpact and Dissenssion.
Also, if the cards really were to follow the Alpha effects as tightly as these two do, then could the U/B one be the "really powerful card that makes up for all the recent blue shafting"?
Just thoughts. Innocent thoughts.
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Never confuse movement with action. -Ernest Hemingway
Now, maybe there are one of these per guild; a combined version of two Alpha cards but for two mana. If we follow this train of thought, we get:
G/W: creature pump + damage prevention (check)
R/W: burn + life gain (check)
G/B: temporary mana + creature pump
U/B: mana + cards....but WAY toned down from Alpha days obviously, though DarkRit+Ancestral Recall in one card would be fun.
Then more in Guildpact and Dissenssion.
Also, if the cards really were to follow the Alpha effects as tightly as these two do, then could the U/B one be the "really powerful card that makes up for all the recent blue shafting"?
Just thoughts. Innocent thoughts.
To be fair, the green and white one isn't really a combination of Healing Salve and Giant Growth, it's just a spreadable Giant Growth.
Also, take into account that temporary mana acceleration is now a red thing. If black has cards in this cycle I would imagine the effects would be more along the lines of -X/-X, discard, or some other such ability.
As far as making up for blue's recent shafting, I have to imagine it'll be a mono-blue card. I don't think blue mages would be amused if WotC said, "Here, we fixed blue for you! As long as you play black that is..."
Seeds of Strength - :symg::symw:
Instant (C)
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
I don't see how this would be damage prevention, just giant growth that allows up to 3 creatures to get +1/+1. With the color wheel shift I would see the fast mana being BR spell 3 color mana of BR with a lightning bolt not bad not good. Only 1 mana gain and hard to use when its not your turn.
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first turn
Nick: I lay a swamp, tap, dark ritual...
Me: If you cast a hypnotic specter I'll punch you in the face
Nick:...ahh I take 3 points of mana burn
The reason I play black according to CrovaxtheCursed:
Seeds can be played defensively (IE in response to combat damage or burn) on more than one of your own creatures to save them from dying, just like Healing Salves prevention ability.
I think RB will be 3 mana and three damage to a player - it's perfectly fair that way. 3 damage to a player is rarely constructed worthy, but if it doesn't cost you mana...it may have a chance.
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Never confuse movement with action. -Ernest Hemingway
Seeds can be played defensively (IE in response to combat damage or burn) on more than one of your own creatures to save them from dying, just like Healing Salves prevention ability.
I think RB will be 3 mana and three damage to a player - it's perfectly fair that way. 3 damage to a player is rarely constructed worthy, but if it doesn't cost you mana...it may have a chance.
Sure, seeds can be played defensively, but that doesn't really have anything to do with the white aspect. Giant Growth can to, but it's not actually damage prevention.
The white part of Seeds is spreading the bonus around to multiple creatures, rather than one large pump on a single creature.
Seeds can be played defensively (IE in response to combat damage or burn) on more than one of your own creatures to save them from dying, just like Healing Salves prevention ability.
I think RB will be 3 mana and three damage to a player - it's perfectly fair that way. 3 damage to a player is rarely constructed worthy, but if it doesn't cost you mana...it may have a chance.
Last time I checked, Healing Salve could only target one creature.
If this truly is a cycle then, I'm not sure what R/B will get, but if it is life loss+mana then, all of the mana will be red because otherwise you get this in extended:
If this truly is a cycle then, I'm not sure what R/B will get, but if it is life loss+mana then, all of the mana will be red because otherwise you get this in extended:
Turn 1: Swamp, Mox(red), R/B boon, Hippie.
And that, my friend, is frown town.
that combo isn't as broken as dark ritual. think about it you need the mox, red card, boon, and hippie in your opening hand. that is three specific cards plusany red card. compare this to dark ritual+hippie.
"Wall of Roots trades with Doran. Doran doesn't like Wall of Roots. You would think he might, as they are both trees. But Doran is a sociopathic tree. He and other trees don't get along – hell, he doesn't even get along with himself. Have you seen what happens when you cast two Dorans? Let me tell you, it isn't pretty." -Uri Peleg
mhmm yeah i smell a cycle.. if U/andB/ get a boon, it seals the deal. i forsee the r/b as -
Demonic Fire RB
Instant
Draw 2 cards lose 4 life
Deal 3 damage to target creature/player
- edit: if it was not 4 life the card would not see play..
or
Demonic Rit RB instant
Add to your pool
target player loses 2 life you gain 2 life
there are about 4 different combos of abilities red and black could have..
what I want to see is the R/ one... mhmmm lightning bolt/ancestral.. *stands up gets his 1.5 counter burn deck out and tweaks it for type 2*
if these boons are good I can see alot of 3 color decks running around come the end of the block
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"One Day Reason and Sanity will rule the World....."
"Unfortunately that day will be the day after all us Homo Sapiens explode in fiery balls of death from a Thermonuclear Hell..."
Add BBB to your mana pool. Draw three cards. Win the goddamn game.
Anyway, Seeds is Bounty of the Hunt sans the pitch ability. I like Lightning Helix because of its utility. A six point life-swing is always good, especially in limited.
I still don't think that these are a cycle. It's not like we have any way of proving (or disproving...I guess) that they are, but if they are. The U/B would probably be:
U/Boon
Instant
Target player loses two life. You gain two life.
Draw a card.
Many of the boons mentioned here would be considered overpowered by R&D...
Before proposing new dual "boons", perhaps we can create balanced boons by deciding what each color should get for one mana of its color(taking into account that it will require some other color) and then combine them...
Here is my proposal...
R-deal 3 damage to target creature or player
U-Draw two cards, then discard a card
W-gain 3 life
B-target player loses 2 life
G-put a 2/2 green bear token into play
Power Issues:U could be "draw two cards, then discard a card" or simply "draw a card".
The cards tend to be balanced as you either lose playing consistancy or lose life to dual lands(somtimes as much as you just gained with the dual boon), often at least 2 life, using cards such as Temple Garden.
That would therefore leave us with the following instants. RW-Deal 3 damage to target creature or player. Gain 3 life. UW-Draw two cards, then discard a card. Gain 3 life. GW-Put a 2/2 green bear token into play. Gain 3 life. WB-Target player loses 2 life. Gain 3 life ;this could just be BB, so it seems a little off. BR-Deal 3 damage to target creature or player, target player loses 2 life BU-Target player loses 2 life. Draw two cards, then discard a card BG-Put a 2/2 green bear token into play. Target player loses two life. GR-Put a 2/2 green bear token into play. Deal 3 damage to target creature or player. GU-Put a 2/2 green bear token into play. Draw two cards, then discard a card. UR-Deal 3 damage to target creature or player. Draw two cards, then discard a card.
Click here to visit my userpage at Wikipedia, where I am currently an administrator.:cool2:
"Your attack has been rendered quite harmless, it is however, quite pretty." -Saprazzan vizier
"It was probably a lowsy spell in the first place." -Ertai, wizer adept
"The duel was going badly for me and Zur thought I was finished. He boasted that he would eat my soul--but all he ate were his words." -Gustha Ebbasdotter
GW-Put a 2/2 green bear token into play. Gain 3 life.
We already know the WG card and it doesn't do what you say it will. It doesn't even gain life. It's:
WG
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Basically, a more elegant (if slightly weaker) version of Bounty of the Hunt. If anything, they'll look at other 'boon' like cards and use things that have effects which when reprinted would be two colors.
However, my speculation is that the U/B boon will probably end up being:
We already know the WG card and it doesn't do what you say it will. It doesn't even gain life. It's:
WG
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
I never said that these boons would be printed. I made a proposal for balanced boons. The WG boon does already exist, and it is simply a more versatile version of previous similar cards.
The Ravnica dual-colored instants do not follow such a merger pattern, so it is unlikely that they will print mine.
UB Instant Target player discards a card. Draw a card.
This definety seems like something that they would print. Actually, if wanted to predict, I would try this template(because they don't all follow the boon pattern):
Click here to visit my userpage at Wikipedia, where I am currently an administrator.:cool2:
"Your attack has been rendered quite harmless, it is however, quite pretty." -Saprazzan vizier
"It was probably a lowsy spell in the first place." -Ertai, wizer adept
"The duel was going badly for me and Zur thought I was finished. He boasted that he would eat my soul--but all he ate were his words." -Gustha Ebbasdotter
That doesnt mean every creature is Masticore, and that doesnt mean every land is Tolarian academy. This also doesnt mean that the best cards MTG has ever seen is in this set. Its going to be a good set, not the best, weve seen what the orb is spilling out. Its not looking that amazing anymore.(Although I hope it will be the best)
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and
The former is Lightning Bolt and Healing Salve (lifegain portion) rolled into one. The latter is Giant Growth and Healing Salve (damage prevention portion) rolled into one. Does this mean we'll be seeing dual-boons for the other two colour-combinations (UB and GB) for Ravnica? What would the other 2 dual-boons do? (If they exist?)
Dark Ritual is out of Black's place in the pie, and an Ancestral Recall might prove too hefty for its cost. So what would the new effects be? Discuss.
G: Reclaim
B: Rase dead
combine!!!
~name~ BG
Instant
Return target card from your graveyard to your hand.
hmm... a multicolor instant Regrowth
I do not sign 5yr+ old cards. Please do not pm me for this.
It does, sorta in a way. Let's say you Bolt my Eager Cadet, I play Seeds of Strength targetting said Cadet, bringing it to 4/4. Now it doesn't die because the Bolt does not deal enough damage to kill my Cadet with a 4/4 butt, essentially 'preventing' 3 damage from the bolt. It's all a matter of perspective.
Consult the Necrosages 1UB
Target player draws or discards 2
Putrefy 1BG
Destroy target artifact or enchantment, can't be regenerated.
So perhaps this will be a cycle too:
RW 1RW
Choose one- Target creature gets +6/+0 or target creature gets +0/+6
GW 1GW
Choose one- Destroy all artifacts or destroy all enchantments
Currently Playing:
Legacy: Something U/W Controlish
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Well would you have preferred it as this?
I'm sure with a cost higher than Giant Growth it oughta do more, now it "prevents" 2 damage to a creature and 1 damage to another creature, or whatever permutation you wish.
EDIT: And Seeds of Strength gives up to 3 creatures +1/+1! Hey, there's a 3 in there! That qualifies as a 'boon'!
Seeds of Strength - :symg::symw:
Instant (C)
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Lightning Helix - :symr::symw:
Instant (U)
Lightning Helix deals 3 damage to target creature or player and you gain 3 life.
Anyone smell a cycle? This reminds me a little too much of the Alpha cycle of Giant Growth, Lightning Bolt, Dark Ritual, Ancestral Recall, Healing Salve. It wouldn't be completely the same, as you need to fit it into the 4/3/3 formula, but hey, it's speculation.
Now, maybe there are one of these per guild; a combined version of two Alpha cards but for two mana. If we follow this train of thought, we get:
G/W: creature pump + damage prevention (check)
R/W: burn + life gain (check)
G/B: temporary mana + creature pump
U/B: mana + cards....but WAY toned down from Alpha days obviously, though DarkRit+Ancestral Recall in one card would be fun.
Then more in Guildpact and Dissenssion.
Also, if the cards really were to follow the Alpha effects as tightly as these two do, then could the U/B one be the "really powerful card that makes up for all the recent blue shafting"?
Just thoughts. Innocent thoughts.
-Ernest Hemingway
To be fair, the green and white one isn't really a combination of Healing Salve and Giant Growth, it's just a spreadable Giant Growth.
Also, take into account that temporary mana acceleration is now a red thing. If black has cards in this cycle I would imagine the effects would be more along the lines of -X/-X, discard, or some other such ability.
As far as making up for blue's recent shafting, I have to imagine it'll be a mono-blue card. I don't think blue mages would be amused if WotC said, "Here, we fixed blue for you! As long as you play black that is..."
Instant (C)
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
I don't see how this would be damage prevention, just giant growth that allows up to 3 creatures to get +1/+1. With the color wheel shift I would see the fast mana being BR spell 3 color mana of BR with a lightning bolt not bad not good. Only 1 mana gain and hard to use when its not your turn.
Nick: I lay a swamp, tap, dark ritual...
Me: If you cast a hypnotic specter I'll punch you in the face
Nick:...ahh I take 3 points of mana burn
The reason I play black according to CrovaxtheCursed:
Anyway, I'd reckon black would get minor -X/-X/conditional(?) discard and blue would get bounce/card draw/library manupilation. Although I don't mind seeing mana and big draws.
I think RB will be 3 mana and three damage to a player - it's perfectly fair that way. 3 damage to a player is rarely constructed worthy, but if it doesn't cost you mana...it may have a chance.
-Ernest Hemingway
Sure, seeds can be played defensively, but that doesn't really have anything to do with the white aspect. Giant Growth can to, but it's not actually damage prevention.
The white part of Seeds is spreading the bonus around to multiple creatures, rather than one large pump on a single creature.
Last time I checked, Healing Salve could only target one creature.
If this truly is a cycle then, I'm not sure what R/B will get, but if it is life loss+mana then, all of the mana will be red because otherwise you get this in extended:
Turn 1: Swamp, Mox(red), R/B boon, Hippie.
And that, my friend, is frown town.
that combo isn't as broken as dark ritual. think about it you need the mox, red card, boon, and hippie in your opening hand. that is three specific cards plusany red card. compare this to dark ritual+hippie.
I kill you with
it.
Instant
~ deals 3 damage to target player. That player adds RRR to his or her mana pool.
Do this at eot when they're tapped out to burn for another 3. Or, do it to yourself to get mana acceleration.
Demonic Fire RB
Instant
Draw 2 cards lose 4 life
Deal 3 damage to target creature/player
- edit: if it was not 4 life the card would not see play..
or
Demonic Rit RB instant
Add to your pool
target player loses 2 life you gain 2 life
there are about 4 different combos of abilities red and black could have..
what I want to see is the R/ one... mhmmm lightning bolt/ancestral.. *stands up gets his 1.5 counter burn deck out and tweaks it for type 2*
if these boons are good I can see alot of 3 color decks running around come the end of the block
"One Day Reason and Sanity will rule the World....."
"Unfortunately that day will be the day after all us Homo Sapiens explode in fiery balls of death from a Thermonuclear Hell..."
I need a new avvie and sig banner...
I doubt they'd print that, since it's obviously 6 damage for 2 mana.
"One Day Reason and Sanity will rule the World....."
"Unfortunately that day will be the day after all us Homo Sapiens explode in fiery balls of death from a Thermonuclear Hell..."
I need a new avvie and sig banner...
Sorcery
Add BBB to your mana pool. Draw three cards. Win the goddamn game.
Anyway, Seeds is Bounty of the Hunt sans the pitch ability. I like Lightning Helix because of its utility. A six point life-swing is always good, especially in limited.
The best part is - I really don't think it would be banned. Unless everyone played UB.
I would rather see UB Add BBB, Draw 3 cards, pay 3 life. That would be SLIGTLY more balanced. Yeah, thats it. Balanced.
Modern: Dominium Eminens
Legacy: UB Tezz (Check out My Primer at TheSource)
Vinitage: Oath
I used to judge alot.
:iagree: Even the mightiest Jitte falls to a Disenchant:iagree:
U/Boon
Instant
Target player loses two life. You gain two life.
Draw a card.
That's balanced.
Before proposing new dual "boons", perhaps we can create balanced boons by deciding what each color should get for one mana of its color(taking into account that it will require some other color) and then combine them...
Here is my proposal...
R-deal 3 damage to target creature or player
U-Draw two cards, then discard a card
W-gain 3 life
B-target player loses 2 life
G-put a 2/2 green bear token into play
Power Issues:U could be "draw two cards, then discard a card" or simply "draw a card".
The cards tend to be balanced as you either lose playing consistancy or lose life to dual lands(somtimes as much as you just gained with the dual boon), often at least 2 life, using cards such as Temple Garden.
That would therefore leave us with the following instants.
RW-Deal 3 damage to target creature or player. Gain 3 life.
UW-Draw two cards, then discard a card. Gain 3 life.
GW-Put a 2/2 green bear token into play. Gain 3 life.
WB-Target player loses 2 life. Gain 3 life ;this could just be BB, so it seems a little off.
BR-Deal 3 damage to target creature or player, target player loses 2 life
BU-Target player loses 2 life. Draw two cards, then discard a card
BG-Put a 2/2 green bear token into play. Target player loses two life.
GR-Put a 2/2 green bear token into play. Deal 3 damage to target creature or player.
GU-Put a 2/2 green bear token into play. Draw two cards, then discard a card.
UR-Deal 3 damage to target creature or player. Draw two cards, then discard a card.
"Your attack has been rendered quite harmless, it is however, quite pretty." -Saprazzan vizier
"It was probably a lowsy spell in the first place." -Ertai, wizer adept
"The duel was going badly for me and Zur thought I was finished. He boasted that he would eat my soul--but all he ate were his words." -Gustha Ebbasdotter
We already know the WG card and it doesn't do what you say it will. It doesn't even gain life. It's:
WG
Instant
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Target creature gets +1/+1 until end of turn.
Basically, a more elegant (if slightly weaker) version of Bounty of the Hunt. If anything, they'll look at other 'boon' like cards and use things that have effects which when reprinted would be two colors.
However, my speculation is that the U/B boon will probably end up being:
UB
Instant
Target player discards a card. Draw a card.
Pretty decent for a 2-for-1 in card advantage.
I never said that these boons would be printed. I made a proposal for balanced boons. The WG boon does already exist, and it is simply a more versatile version of previous similar cards.
The Ravnica dual-colored instants do not follow such a merger pattern, so it is unlikely that they will print mine.
UB
Instant
Target player discards a card. Draw a card.
This definety seems like something that they would print. Actually, if wanted to predict, I would try this template(because they don't all follow the boon pattern):
:symr:-deal 3 damage to target creature or player
:symu:-Draw a card
:symw:-gain 3 life
:symb:-target player discards a card
-target creature gets +3/+3
"Your attack has been rendered quite harmless, it is however, quite pretty." -Saprazzan vizier
"It was probably a lowsy spell in the first place." -Ertai, wizer adept
"The duel was going badly for me and Zur thought I was finished. He boasted that he would eat my soul--but all he ate were his words." -Gustha Ebbasdotter
That doesnt mean every creature is Masticore, and that doesnt mean every land is Tolarian academy. This also doesnt mean that the best cards MTG has ever seen is in this set. Its going to be a good set, not the best, weve seen what the orb is spilling out. Its not looking that amazing anymore.(Although I hope it will be the best)