I think the jump charm design is A+ and something wizards should definitely print. Well done
Thank you! In a pre-trophy world i'd even say its probably too good, but then they printed a 2 cmc instant speed vindicate in the same set that they printed a 3 mana sorcery speed lighting bolt Precision Bolt so who knows where R&D are at this point.
I think the jump charm design is A+ and something wizards should definitely print. Well done
Thank you! In a pre-trophy world i'd even say its probably too good, but then they printed a 2 cmc instant speed vindicate in the same set that they printed a 3 mana sorcery speed lighting bolt Precision Bolt so who knows where R&D are at this point.
Too good? It's probably on par with Izzet Charm (upsides and downsides - I. Charm can kill X/2's, but can't kill players at 1 life, Pierce is situationally better than Daze), and the modes are all so lukewarm that the jump-start on the card might as well not exist. Discarding 3 to draw 2 is just so bad. The fact you think that card is "probably too good" is while trying not to generalize too much, endemic of the problem with the power level of counters in modern (and flexible non-black cards). This card doesn't even sniff good, let alone too good.
While we're on the topic of "fixed" counterspells, would this be too good?
Abrupt Dispersal 1U
Counter target spell with converted mana cost 3 or less.
Seems reasonable enough. Considering how many random 4+ cards are in the meta right now (Gurmag Angler, Hollow One, Jace, Karn, etc) it would be a utility counter, but not good enough to rely on.
Planar void so people dont have to spend $200 on a playset of leyline of the void It comes down turn 1 and doesn't make you mull into oblivian looking for one to start in your opening hand otherwise casting it on turn 4 your already dead to any deck you want it against
Mystery of Aeons1G Instant
Counter target non-permanent spell.
Mana EntanglementR Instant
Counter target enchantment spell.
Dread PulsationsBB Instant
Counter target creature spell. Players can't play creature spells until the start of the next upkeep.
Lifeforce Conversion1WW Instant
Counter target spell. It's controller gains life equal to twice the spell's converted mana cost, or 2 life if it has a converted mana cost of zero.
You gain 3 life.
Divine Communion1W Instant
Scry 5.
Gain 5 life.
Grudge of Artifice1B Sorcery
Each player sacrifices an artifact.
Corrupting Energy1B Sorcery
Each player sacrifices an enchantment.
Burn Away Impurities1R Sorcery
Each player sacrifices an enchantment, then takes damage equal to converted mana cost of the sacrificed enchantment.
Edit: Charm Beyond ThoughtR Sorcery
Each opponent exiles a card from their hand chosen at random. If a land card is exiled this way, they may choose to exile a non-land card of their choice, if they do, they may search their library for a basic land card, put it into their hand, then shuffle their library.
Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
I could actually see an Innocent Blood style card in modern, but expanded to more of a plaguecrafter effect. So it hits planeswalkers and forces a discard if a player doesn’t have a creature or planeswalker. That means if player casting it has nothing on the battlefield they still lose an additional card (It wouldn’t be that much of a downside considering how much play collective brutality sees).
How about a version of Castigate that can hit nonbasic lands as well? Or a version of Cabal Therapy that loses the flashback, but could also hit nonbasic lands?
How about a version of Castigate that can hit nonbasic lands as well? Or a version of Cabal Therapy that loses the flashback, but could also hit nonbasic lands?
Maybe if they let a player who discarded/exiled a nonbasic land search their library for a basic to replace it?
It's probably not broken from a game design point of view, but since the only reason to choose a land over anything else is to mana screw the opponent and create bad gamestates it's probably not something they would do at 1 or 2 mana. At 3 mana castigate that hit even basics would be fine imo.
You're probably right about the potential discard spells needing to tutor basics if they hit nonbasics, and that mechanic seems to be design space Wizards is willing to push, so good call there. A three mana discard spell wouldn't be remotely competitive, though.
Return a permanent that is an artifact or black from the graveyard to the battlefield
Seems reasonable. Fits well within black's color pie.
BB1
Instant
Target player reveals his hand and discards all non-swamp and non-black cards
I think this is way undercosted. Should cost at least 5.
GG1
Instant
Choose one
Exile target creature with flying.
Exile target artifact
Exile target enchantment
Green typically does not exile. Otherwise it's fine.
GG
Instant
Target monocolored green creature gets +7/+7
I assume until end of turn? This seems fine, but very powerful in infect decks.
RR
Instant
Destroy target non-mountain mana
I assume land, not mana? If so, probably undercosted for a standard-legal set. But any more mana would make it unplayable in older formats. Land destruction is tricky to cost correctly.
R
Instant
Deals 6 damage to target player that controls no red permanent or mountains
It either does nothing or it's absolutely bonkers. Either way its poor design.
U
Instant
Return target non-island or non-blue permanent to the owners hand
I believe this should say "return target non-island, non-blue permanent". Otherwise you can return a blue permanent because it isn't an island, or return an island because it isn't a blue permanent.
UU
Instant
Counter target non-blue spell
Very fair. Surprised this hasn't been printed yet.
W
Instant
Exile target non-white permanent with activated ability
Seeing as this exiles any land, it's way undercosted.
Sylvan Herald
Creature- Elf Scout (U)
When Sylvan Herald enters the battlefield, look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/1
Anti ETB effects GW
Legendary creature - Soldier
Permanents enterring on the battlefield doesn't cause abilities to trigger
1/4
Counter some combos decks like Valakut, but also Humans, Merfolks...
In Amulet Titan, it makes double lands strong, but it also negate the Amulet of Vigor effect.
Could also be for 1GW with flash?
I like that. Not sure why the previous cards with this sort of effect (Torpor Orb, Honor Guard) only worked against creatures.
Resonant PurityW Creature - Spirit
Flying
If you control a more than one non-basic land, or a basic land besides plains, or have in your graveyard or own on the battlefield a card with non-white mana symbols in it's mana cost besides colorless, exile Resonant Purity.
Whenever Resonant Purity deals damage to an opponent player, if your devotion to white is 4 or more, create a 1/1 white spirit creature token with flying.
If you control 3 or more basic plains, resonant purity gets +1/+1 and vigilance. 1/1
Hounds of WarWW Creature - Hound Avatar
First Strike
If you control a more than one non-basic land, or a basic land besides plains, or have in your graveyard or own on the battlefield a card with non-white mana symbols in it's mana cost besides colorless, exile Hounds of War if you control it, and you may not cast it.
When Hounds of War enters the battlefield, create a 1/1 white hound creature token with first strike. 1/1
Perfection of the PureWW Enchantment
You can't cast Perfection of the Pure if you control more than one non-basic land, if you control any basic lands besides plains, or have in your graveyard or on the battlefield any cards with non-white mana symbols besides colorless in their mana costs.
White creatures you control get +1/+1.
When Perfection of the Pure enters the battlefield, create a 0/0 white spirit creature token with "This creature can't attack unless you control no other creatures."
If your devotion to white is 6 or more, white creatures you control have an additional +0/+1 and vigilance.
Brilliant ExorcistWWW Creature - Avatar Cleric
Reach, Vigilance
When Brilliant Exorcist enters the battlefield, you may destroy up to one target artifact or enchantment.
Demons, Zombies, Skeletons, Spirits and Vampires dealt damage by Brilliant Exorcist are exiled. 1/5
IodolatrizerWW Creature - Human Shaman
Exile Idolatrizer if you own on the battlefield or in the graveyard any cards that have colors besides white or colorless in their mana costs.
Whenever you cast a white spell, you may scry 1.
Whenever a basic plains enters the battlefield under your control, you may gain 1 life.
If your devotion to white is 7 or more, Idolatrizer gets +1/+1, first strike, and vigilance. 1/2
Castle HommunculusWWW Creature - Hommunculus
Defender
When Castle Hommunculus enters the battlefield, create X 1/1 white soldier creature tokens, where X is your devotion to white.
At the start of your upkeep, if your devotion to white is 10 or more, you may draw a card and gain 1 life.
If you control 4 or more basic plains, Castle Hommunculus gains "t: Deal 3 damage to target attacking creature you don't control." 0/2
OathkeptWWWW Creature - Avatar Knight
Vigilance, Reach, Indestructible.
When Oathkept enters the battlefield, tap a number of target creatures controlled by your opponents up to the number of white creatures you control.
At the start of combat, you may choose one of the following abilities: vigilance, first strike, reach, or flying. White creatures you control gain that ability until of turn.
Exile Oathkept: White creatures you control gain +1/+10, indestructible, and hexproof until end of turn.
Exile Oathkept from your hand, W: Gain 1 life, scry 1, and create a 0/1 white spirit creature token with defender.
Whenever Oathkept enters the exile zone, until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents. 3/5
I'd like to see tron style lands that work specifically with X spells. There are a lot of X casting cost cards in modern like hydras and banefire that feel like they are under utilized.
That and I'd like to see season based dual lands. Maybe they produce colorless snow mana when they got an ice counter and produce colored mana when they lack an ice counter.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I'd like to see tron style lands that work specifically with X spells. There are a lot of X casting cost cards in modern like hydras and banefire that feel like they are under utilized.
That and I'd like to see season based dual lands. Maybe they produce colorless snow mana when they got an ice counter and produce colored mana when they lack an ice counter.
Thank you! In a pre-trophy world i'd even say its probably too good, but then they printed a 2 cmc instant speed vindicate in the same set that they printed a 3 mana sorcery speed lighting bolt Precision Bolt so who knows where R&D are at this point.
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
Too good? It's probably on par with Izzet Charm (upsides and downsides - I. Charm can kill X/2's, but can't kill players at 1 life, Pierce is situationally better than Daze), and the modes are all so lukewarm that the jump-start on the card might as well not exist. Discarding 3 to draw 2 is just so bad. The fact you think that card is "probably too good" is while trying not to generalize too much, endemic of the problem with the power level of counters in modern (and flexible non-black cards). This card doesn't even sniff good, let alone too good.
Abrupt Dispersal
1U
Counter target spell with converted mana cost 3 or less.
StandardArena:U/R Drakes
Modern
URStormUR
UBRDeath's ShadowUBR
Seems reasonable enough. Considering how many random 4+ cards are in the meta right now (Gurmag Angler, Hollow One, Jace, Karn, etc) it would be a utility counter, but not good enough to rely on.
Mystery of Aeons 1G
Instant
Counter target non-permanent spell.
Mana Entanglement R
Instant
Counter target enchantment spell.
Dread Pulsations BB
Instant
Counter target creature spell. Players can't play creature spells until the start of the next upkeep.
Lifeforce Conversion 1WW
Instant
Counter target spell. It's controller gains life equal to twice the spell's converted mana cost, or 2 life if it has a converted mana cost of zero.
You gain 3 life.
Divine Communion 1W
Instant
Scry 5.
Gain 5 life.
Grudge of Artifice 1B
Sorcery
Each player sacrifices an artifact.
Corrupting Energy 1B
Sorcery
Each player sacrifices an enchantment.
Burn Away Impurities 1R
Sorcery
Each player sacrifices an enchantment, then takes damage equal to converted mana cost of the sacrificed enchantment.
Edit:
Charm Beyond Thought R
Sorcery
Each opponent exiles a card from their hand chosen at random. If a land card is exiled this way, they may choose to exile a non-land card of their choice, if they do, they may search their library for a basic land card, put it into their hand, then shuffle their library.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
I think all it would take to make it viable would be to add "basic" before "Forest".
Nature's Knowledge 1G
Sorcery
Search your library for a basic Forest card and put that card onto the battlefield. Then shuffle your library.
Creature
0/1
Hexproof
Whenever you cast an enchantment spell, draw a card and gain 1 life.
Yes please.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Instant
Return a permanent that is an artifact or black from the graveyard to the battlefield
BB1
Instant
Target player reveals his hand and discards all non-swamp and non-black cards
GG1
Instant
Choose one
Exile target creature with flying.
Exile target artifact
Exile target enchantment
GG
Instant
Target monocolored green creature gets +7/+7
RR
Instant
Destroy target non-mountain mana
R
Instant
Deals 6 damage to target player that controls no red permanent or mountains
U
Instant
Return target non-island or non-blue permanent to the owners hand
UU
Instant
Counter target non-blue spell
W
Instant
Exile target non-white permanent with activated ability
Seems reasonable. Fits well within black's color pie.
I think this is way undercosted. Should cost at least 5.
Green typically does not exile. Otherwise it's fine.
I assume until end of turn? This seems fine, but very powerful in infect decks.
I assume land, not mana? If so, probably undercosted for a standard-legal set. But any more mana would make it unplayable in older formats. Land destruction is tricky to cost correctly.
It either does nothing or it's absolutely bonkers. Either way its poor design.
I believe this should say "return target non-island, non-blue permanent". Otherwise you can return a blue permanent because it isn't an island, or return an island because it isn't a blue permanent.
Very fair. Surprised this hasn't been printed yet.
Seeing as this exiles any land, it's way undercosted.
B
Creature - Faerie Rogue
You may cast ~ as though it had flash if you pay U more to cast it.
Flying Deathtouch
1/1
Creature- Elf Scout (U)
When Sylvan Herald enters the battlefield, look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/1
I like that. Not sure why the previous cards with this sort of effect (Torpor Orb, Honor Guard) only worked against creatures.
Creature - Spirit
Flying
If you control a more than one non-basic land, or a basic land besides plains, or have in your graveyard or own on the battlefield a card with non-white mana symbols in it's mana cost besides colorless, exile Resonant Purity.
Whenever Resonant Purity deals damage to an opponent player, if your devotion to white is 4 or more, create a 1/1 white spirit creature token with flying.
If you control 3 or more basic plains, resonant purity gets +1/+1 and vigilance.
1/1
Hounds of War WW
Creature - Hound Avatar
First Strike
If you control a more than one non-basic land, or a basic land besides plains, or have in your graveyard or own on the battlefield a card with non-white mana symbols in it's mana cost besides colorless, exile Hounds of War if you control it, and you may not cast it.
When Hounds of War enters the battlefield, create a 1/1 white hound creature token with first strike.
1/1
Perfection of the Pure WW
Enchantment
You can't cast Perfection of the Pure if you control more than one non-basic land, if you control any basic lands besides plains, or have in your graveyard or on the battlefield any cards with non-white mana symbols besides colorless in their mana costs.
White creatures you control get +1/+1.
When Perfection of the Pure enters the battlefield, create a 0/0 white spirit creature token with "This creature can't attack unless you control no other creatures."
If your devotion to white is 6 or more, white creatures you control have an additional +0/+1 and vigilance.
Brilliant Exorcist WWW
Creature - Avatar Cleric
Reach, Vigilance
When Brilliant Exorcist enters the battlefield, you may destroy up to one target artifact or enchantment.
Demons, Zombies, Skeletons, Spirits and Vampires dealt damage by Brilliant Exorcist are exiled.
1/5
Iodolatrizer WW
Creature - Human Shaman
Exile Idolatrizer if you own on the battlefield or in the graveyard any cards that have colors besides white or colorless in their mana costs.
Whenever you cast a white spell, you may scry 1.
Whenever a basic plains enters the battlefield under your control, you may gain 1 life.
If your devotion to white is 7 or more, Idolatrizer gets +1/+1, first strike, and vigilance.
1/2
Castle Hommunculus WWW
Creature - Hommunculus
Defender
When Castle Hommunculus enters the battlefield, create X 1/1 white soldier creature tokens, where X is your devotion to white.
At the start of your upkeep, if your devotion to white is 10 or more, you may draw a card and gain 1 life.
If you control 4 or more basic plains, Castle Hommunculus gains "t: Deal 3 damage to target attacking creature you don't control."
0/2
Oathkept WWWW
Creature - Avatar Knight
Vigilance, Reach, Indestructible.
When Oathkept enters the battlefield, tap a number of target creatures controlled by your opponents up to the number of white creatures you control.
At the start of combat, you may choose one of the following abilities: vigilance, first strike, reach, or flying. White creatures you control gain that ability until of turn.
Exile Oathkept: White creatures you control gain +1/+10, indestructible, and hexproof until end of turn.
Exile Oathkept from your hand, W: Gain 1 life, scry 1, and create a 0/1 white spirit creature token with defender.
Whenever Oathkept enters the exile zone, until end of turn, spells and abilities your opponents control can't cause you to sacrifice permanents.
3/5
That and I'd like to see season based dual lands. Maybe they produce colorless snow mana when they got an ice counter and produce colored mana when they lack an ice counter.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
It seems fine. Exiling is pretty relevant in modern, but Wrath of God just seems like it would be better still.
I like that idea. Rosheen Meanderer in land form.
I would also like to see a fixed Force of Will / Mental Misstep type card. Specifically, something that can counter turn 1 plays on the draw.
Mental Tax 1U
Instant
You may exile a blue card rather than pay Mental Tax's mana cost.
Counter target spell unless its controller pays 1.
Force Spike bumped up in mana but able to cast without mana seems fair to me.