Ravenous GoatsRR Creature - Goat
Haste, Menace
When Ravenous Goats enters the battlefield, tap target land an opponent controls. That land doesn't untap during its controller's next untap step.
Ravenous Goats gets +1/+0 for each tapped non-basic land your opponent's control.
Ravenous Goats gets -1/-0 for each non-basic land you control. 1/3
I'm assuming they're probably in the works, but this came up in discussion at FNM a few days ago.
The enemy colour version of the battle/tango lands (prairie stream) and the like would be cool to have. Again they could be planning on printing them but it might take a few years
Since Adapt has been so remarkably horrible to my mind, I thought I'd put it on a card that might actually be worth a damn.
Cunning Trapsetter U
Merfolk
Adapt 1 1U: (if this creature has no +1/+1 counters on it, put a +1/+1 counters on it.) Whenever this creature adapts counter target activated or triggered ability.
1/1
Or, if that's too good
Cunning Trapsetter U
Merfolk Rogue U, sacrifice Cunning Trapsetter: Counter target activated or triggered ability.
1/1
Modern Merfolk could use an actual boost in the current meta and this feels about right for me. Cursecatcher is just not cutting it anymore and Mistcaller is pretty narrowly focused.
No one spoke. There was no need. The threat of the Eldrazi presented a simple choice: lay down your arms and die for nothing, or hold them fast and die for something.
That first card doesn't actually counter anything, I'm guessing you want something along the lines of "When ~ adapts, counter target activated or triggered ability."
No one spoke. There was no need. The threat of the Eldrazi presented a simple choice: lay down your arms and die for nothing, or hold them fast and die for something.
I saw Warrant // Warden and I thought why this Warrant half had to be limited to combating creatures. If it could target any creature, it would become great removal in combination with opposing fetchlands. Looking for this effect in Modern, the most playable card is Jeskai Charm (and I guess that mode is often overlooked). Would 2 mana be too few for this? I don't think so.
WU Submerge into Light
Instant
Put target creature on top of its owner's library.
Probably UW doesn't need much removal now, but it's an effect barely used and it fits those colors in the color pie.
After playing some Legacy and seeing Baleful Strix in action, I agree with the Faerie crew that Faerie Miscreant was a wasted opportunity. I guess the design team believes this is too good (I find it hard to understand why):
U Miscreant Sprite
Creature - Faerie Rogue
Flying
When ~ enters the battlefield, draw a card.
1/1
So if we can't ensure the card draw for 1 mana, what about increasing the cost to 2? If it's a Faerie, I wouldn't mind trading deathtouch for flash, even if the bonus is as tiny as Peek that doesn't care about Leyline of Sanctity.
1U Peeking Faerie
Creature - Faerie Rogue
Flash
Flying
When ~ enters the battlefield, look at each player's hand, then draw a card.
1/1
Btw, there are Faeries in Ravnica, and one pending expansion set in there.
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Currently sleeved: WUR Copycat ft. Stoneforge Mystic
You've only unlocked my 2nd Form! BB
Instant
Choose a colour, return a card from your graveyard of that colour to your hand and then discard a card of that colour. Fateful Hour - If you have 5 or less life, remove all counters from all players. You can't lose the game this turn and you opponents can't win the game this turn. At the beginning of the next end step your life becomes 5.
Be pretty sweet for Death's Shadow and just fun in general. Also reminds me of all those Final Fantasy games where the final boss is like "Not today!"
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Oath of the Gatewatch in a nutshell;
"Earth!" shouts Nissa
"Fire!" shouts Chandra
"Wind!" shouts Jace
"Water!" shouts Kiora
"Heart!" shouts Gideon
"Go Multiverse!" shouts everyone combined
"By your powers combined, I am Captain Multiverse!" shouts Captain Multiverse
Choose One:
-Counter target spell unless opponent pays 2
-Return target creature to it's owner's hand
-Scry 2 and then draw a card
That's the general vibe of the card, a blue answer where you choose between slightly less powerful options than what you'd usually get for the same CMC but you get the flexibility to choose. The finer details are all up for debate and balancing.
Choose One:
-Counter target spell unless opponent pays 2
-Return target creature to its owner's hand
-Scry 2 and then draw a card
That's the general vibe of the card, a blue answer where you choose between slightly less powerful options than what you'd usually get for the same CMC but you get the flexibility to choose. The finer details are all up for debate and balancing.
The idea is good, but this card is better than Izzet Charm with an easier to pay mana cost. I'd downgrade it to choose between Dispel, Envelop, Unsummon and Opt to imagine it being printed.
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Currently sleeved: WUR Copycat ft. Stoneforge Mystic
Choose One:
-Counter target spell unless opponent pays 2
-Return target creature to its owner's hand
-Scry 2 and then draw a card
That's the general vibe of the card, a blue answer where you choose between slightly less powerful options than what you'd usually get for the same CMC but you get the flexibility to choose. The finer details are all up for debate and balancing.
The idea is good, but this card is better than Izzet Charm with an easier to pay mana cost. I'd downgrade it to choose between Dispel, Envelop, Unsummon and Opt to imagine it being printed.
Yeah, that's rather powerful as is - especially since the 3rd mode is Preordain, a card banned in Modern. We wouldn't see a 2cmc Preordain with MORE upsides. We'd probably be looking at:
Contingency Plan Use Dat Noggin'! UU
Instant
Choose One:
- Counter target instant spell.
- Return target creature an opponent controls to its owner's hand.
- Scry 1, Draw a card.
EDIT: Did not realize Contingency Plan was already a card. Should have known.
Not arguing against a nerf to the design at all, but it has to be powerful in order to be worth playing.
Perhaps to avoid combo degeneracy, the power of the upper two modes would be kept but the cantriping could be ditched or changed into something else, like making an Illusion blocker, or a Wall.
The idea was to buff blue and control a little, not to improve consistency and performance of decks that are already abusing the colors for something else.
I play random Deprive in my sideboard (card capable of countering both Living End and Primeval Titan) and the most annoying part is getting double blue in Shadow deck, and not so much returning land to hand. Could we push the theme a bit more?
U Bounce Negate
Instant
As an additional cost to cast this spell, return an Island you control to its owner's hand.
Counter target noncreature spell.
This one can't counter Primeval Titan, but could compete for the maindeck spot with Stubborn Denial. Problem with cheap counterspells is that you never know when they'll backfire, and the card you intended to be played by non-blue decks ends up consolidating blue dominance or something that should help fair decks gets abused by unfair ones.
B Bounce Thoughtseize
Sorcery
As an additional cost to cast this spell, return a Swamp you control to its owner's hand.
Target player reveals his or her hand. Choose a nonland card from it. That player discards that card.
Tempo loss is more significant with discard spells, as you play them proactively. Against a fast aggro deck, losing one land can be more devastating than Thoughtseize life loss. However, this card has good synergy with Liliana of the Veil, Collective Brutality and Tireless Tracker, and I could see it getting some room in Rock decks alongside Inquisition of Kozilek.
W Bounce Flash Morningtide
Instant
As an additional cost to cast this spell, return a Plains you control to its owner's hand.
Exile all cards from all graveyards.
With Rest in Peace in the Modern card pool, original Morningtide would have no room in this format. However, this version could become the most devastating graveyard hate spell due to instant speed and just requiring to leave one land untapped to exile Phoenixes or Dredge creatures about to enter the battlefield.
R Bounce Bolt
Instant
As an additional cost to cast this spell, return a Mountain you control to its owner's hand.
Deal 3 damage to any target.
If Shard Volley got to be played in Burn, this is an improved version that combines well with Searing Blaze. If we intended to help control decks instead (I'd never play this in a deck with Cryptic Command), it could deal more damage (4? 5?) but only to creatures or planeswalkers.
G Bounce Pump
Instant
As an additional cost to cast this spell, return a Forest you control to its owner's hand.
Target creature gets +3/+3 and gains trample and hexproof until end of turn.
This should be an upgrade to Blossoming Defense. In a deck with as few lands as Infect, the bounce clause can be helpful if you cast this on your main phase and replay the Forest to cast a Might of Old Krosa or Groundswell.
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Currently sleeved: WUR Copycat ft. Stoneforge Mystic
1R Mini-Threaten
Sorcery
Target opponent chooses a creature they control. Untap that creature and gain control of it until end of turn. That creature gains haste until end of turn.
I know giving your opponent options is "bad" but I think this could be fun. I also have a silly deck idea that this would be perfect in.
Second mode looks broken imo. Being on the play and playing this turn 2 gives you a huge advantage, and any deck can play it. I don't know which deck did you try to hate with that mode, but it goes well beyond your intention.
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Second mode looks broken imo. Being on the play and playing this turn 2 gives you a huge advantage, and any deck can play it. I don't know which deck did you try to hate with that mode, but it goes well beyond your intention.
Trying to hate on big mana strategies with that. I'm looking for something on-curve that will time-walk them so their opponent can have 1 more turn before Tron is online, or Scapeshift, or Titan, etc. They still get to untap, use their current mana, etc. But you may be right that it's too strong.
Fetch-able dual land cycle with land types. Something of a cross between a painland and shockland.
Example for R/G:
=============================
Krumholtz
Land - Mountain Forest
(T: Add R or G to your mana pool.)
At the beginning of your upkeep, Krumholtz deals 1 damage to you.
Sacrifice Krumholtz: Draw a card.
=============================
The sac/draw may be wildly too powerful, but the idea is that these lands automatically ding you each turn (after the first) and as the game goes longer you need a way to get rid of them. Maybe sac: scry a certain number instead? Or maybe they're just so powerful that you shouldn't be able to get rid of them? Or maybe the sac costs 1 or 2 mana in addition?
Another idea is that the sac can do something color-pair specific. Like a U/W one can bounce or detain target creature.
Second mode looks broken imo. Being on the play and playing this turn 2 gives you a huge advantage, and any deck can play it. I don't know which deck did you try to hate with that mode, but it goes well beyond your intention.
Trying to hate on big mana strategies with that. I'm looking for something on-curve that will time-walk them so their opponent can have 1 more turn before Tron is online, or Scapeshift, or Titan, etc. They still get to untap, use their current mana, etc. But you may be right that it's too strong.
Perhaps tapping all their lands is enough. In that situation I proposed, not playing a spell turn 2 isn't as harmful as being forced to miss a land drop.
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Second mode looks broken imo. Being on the play and playing this turn 2 gives you a huge advantage, and any deck can play it. I don't know which deck did you try to hate with that mode, but it goes well beyond your intention.
Trying to hate on big mana strategies with that. I'm looking for something on-curve that will time-walk them so their opponent can have 1 more turn before Tron is online, or Scapeshift, or Titan, etc. They still get to untap, use their current mana, etc. But you may be right that it's too strong.
Perhaps tapping all their lands is enough. In that situation I proposed, not playing a spell turn 2 isn't as harmful as being forced to miss a land drop.
That's a good idea, but are you sure that's less powerful? That means they won't have any way of interacting with anything I do until their next untap step. Whereas denying them a land drop still allows Tron, for instance, to play their baubles, Map, Sylvan Scrying, etc. or another deck to interact with whatever I'm doing.
Yes, colorless undercosted Mana Short is also a really bad idea. Perhaps the card should cost more mana and/or have a more expensive activation cost, although many times turn 3 against Tron is too late to be useful.
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AddendeathBB Instant
Destroy target creature with converted mana cost 2 or less.
If you cast this spell during your main phase, instead, destroy target creature.
(the spell loses it's targeting restriction of 2 cmc or less for killing anything if cast during the main phase)
Yes, colorless undercosted Mana Short is also a really bad idea. Perhaps the card should cost more mana and/or have a more expensive activation cost, although many times turn 3 against Tron is too late to be useful.
Or maybe that clause comes with a drawback for you as well? Discard something(s), lose life, also can't make land drops? Actually, that may be it. That second clause could be "Players can't play lands until target opponent's next turn." Pop it in their upkeep or draw step, it affects you too, then the turn after yours they can make land drops again.
Fetch-able dual land cycle with land types. Something of a cross between a painland and shockland.
Example for R/G:
=============================
Krumholtz
Land - Mountain Forest
(T: Add R or G to your mana pool.)
At the beginning of your upkeep, Krumholtz deals 1 damage to you.
Sacrifice Krumholtz: Draw a card.
=============================
The sac/draw may be wildly too powerful, but the idea is that these lands automatically ding you each turn (after the first) and as the game goes longer you need a way to get rid of them. Maybe sac: scry a certain number instead? Or maybe they're just so powerful that you shouldn't be able to get rid of them? Or maybe the sac costs 1 or 2 mana in addition?
Another idea is that the sac can do something color-pair specific. Like a U/W one can bounce or detain target creature.
For this one, I think I've landed on guild-themed activated abilities for the sac. Double colored cost, tap the land itself and sac to activate. So sticking with the RG version:
=============================
Krumholtz
Land - Mountain Forest
(T: Add R or G to your mana pool.)
At the beginning of your upkeep, Krumholtz deals 1 damage to you.
RG, T, Sacrifice Krumholtz: Destroy target artifact or enchantment.
=============================
AddendeathBB Instant
Destroy target creature with converted mana cost 2 or less.
If you cast this spell during your main phase, instead, destroy target creature.
(the spell loses it's targeting restriction of 2 cmc or less for killing anything if cast during the main phase)
You'd word it like Fatal Push.
Destroy target creature if it's CMC is two or less. Destroy that creature instead if this spell was cast during your mainphase.
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Creature - Goat
Haste, Menace
When Ravenous Goats enters the battlefield, tap target land an opponent controls. That land doesn't untap during its controller's next untap step.
Ravenous Goats gets +1/+0 for each tapped non-basic land your opponent's control.
Ravenous Goats gets -1/-0 for each non-basic land you control.
1/3
The enemy colour version of the battle/tango lands (prairie stream) and the like would be cool to have. Again they could be planning on printing them but it might take a few years
Cunning Trapsetter U
Merfolk
Adapt 1 1U: (if this creature has no +1/+1 counters on it, put a +1/+1 counters on it.) Whenever this creature adapts counter target activated or triggered ability.
1/1
Or, if that's too good
Cunning Trapsetter U
Merfolk Rogue
U, sacrifice Cunning Trapsetter: Counter target activated or triggered ability.
1/1
Modern Merfolk could use an actual boost in the current meta and this feels about right for me. Cursecatcher is just not cutting it anymore and Mistcaller is pretty narrowly focused.
WU Submerge into Light
Instant
Put target creature on top of its owner's library.
Probably UW doesn't need much removal now, but it's an effect barely used and it fits those colors in the color pie.
After playing some Legacy and seeing Baleful Strix in action, I agree with the Faerie crew that Faerie Miscreant was a wasted opportunity. I guess the design team believes this is too good (I find it hard to understand why):
U Miscreant Sprite
Creature - Faerie Rogue
Flying
When ~ enters the battlefield, draw a card.
1/1
So if we can't ensure the card draw for 1 mana, what about increasing the cost to 2? If it's a Faerie, I wouldn't mind trading deathtouch for flash, even if the bonus is as tiny as Peek that doesn't care about Leyline of Sanctity.
1U Peeking Faerie
Creature - Faerie Rogue
Flash
Flying
When ~ enters the battlefield, look at each player's hand, then draw a card.
1/1
Btw, there are Faeries in Ravnica, and one pending expansion set in there.
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
Instant
Choose a colour, return a card from your graveyard of that colour to your hand and then discard a card of that colour.
Fateful Hour - If you have 5 or less life, remove all counters from all players. You can't lose the game this turn and you opponents can't win the game this turn. At the beginning of the next end step your life becomes 5.
Be pretty sweet for Death's Shadow and just fun in general. Also reminds me of all those Final Fantasy games where the final boss is like "Not today!"
"Earth!" shouts Nissa
"Fire!" shouts Chandra
"Wind!" shouts Jace
"Water!" shouts Kiora
"Heart!" shouts Gideon
"Go Multiverse!" shouts everyone combined
"By your powers combined, I am Captain Multiverse!" shouts Captain Multiverse
Choose One:
-Counter target spell unless opponent pays 2
-Return target creature to it's owner's hand
-Scry 2 and then draw a card
That's the general vibe of the card, a blue answer where you choose between slightly less powerful options than what you'd usually get for the same CMC but you get the flexibility to choose. The finer details are all up for debate and balancing.
The idea is good, but this card is better than Izzet Charm with an easier to pay mana cost. I'd downgrade it to choose between Dispel, Envelop, Unsummon and Opt to imagine it being printed.
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
Yeah, that's rather powerful as is - especially since the 3rd mode is Preordain, a card banned in Modern. We wouldn't see a 2cmc Preordain with MORE upsides. We'd probably be looking at:
Contingency PlanUse Dat Noggin'! UUInstant
Choose One:
- Counter target instant spell.
- Return target creature an opponent controls to its owner's hand.
- Scry 1, Draw a card.
EDIT: Did not realize Contingency Plan was already a card. Should have known.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
Perhaps to avoid combo degeneracy, the power of the upper two modes would be kept but the cantriping could be ditched or changed into something else, like making an Illusion blocker, or a Wall.
The idea was to buff blue and control a little, not to improve consistency and performance of decks that are already abusing the colors for something else.
Urza's Liquifier enters the battlefield tapped.
If a land you control would produce C, it produces U instead.
Yes, I'm a U Tron player.
U Bounce Negate
Instant
As an additional cost to cast this spell, return an Island you control to its owner's hand.
Counter target noncreature spell.
This one can't counter Primeval Titan, but could compete for the maindeck spot with Stubborn Denial. Problem with cheap counterspells is that you never know when they'll backfire, and the card you intended to be played by non-blue decks ends up consolidating blue dominance or something that should help fair decks gets abused by unfair ones.
B Bounce Thoughtseize
Sorcery
As an additional cost to cast this spell, return a Swamp you control to its owner's hand.
Target player reveals his or her hand. Choose a nonland card from it. That player discards that card.
Tempo loss is more significant with discard spells, as you play them proactively. Against a fast aggro deck, losing one land can be more devastating than Thoughtseize life loss. However, this card has good synergy with Liliana of the Veil, Collective Brutality and Tireless Tracker, and I could see it getting some room in Rock decks alongside Inquisition of Kozilek.
W Bounce Flash Morningtide
Instant
As an additional cost to cast this spell, return a Plains you control to its owner's hand.
Exile all cards from all graveyards.
With Rest in Peace in the Modern card pool, original Morningtide would have no room in this format. However, this version could become the most devastating graveyard hate spell due to instant speed and just requiring to leave one land untapped to exile Phoenixes or Dredge creatures about to enter the battlefield.
R Bounce Bolt
Instant
As an additional cost to cast this spell, return a Mountain you control to its owner's hand.
Deal 3 damage to any target.
If Shard Volley got to be played in Burn, this is an improved version that combines well with Searing Blaze. If we intended to help control decks instead (I'd never play this in a deck with Cryptic Command), it could deal more damage (4? 5?) but only to creatures or planeswalkers.
G Bounce Pump
Instant
As an additional cost to cast this spell, return a Forest you control to its owner's hand.
Target creature gets +3/+3 and gains trample and hexproof until end of turn.
This should be an upgrade to Blossoming Defense. In a deck with as few lands as Infect, the bounce clause can be helpful if you cast this on your main phase and replay the Forest to cast a Might of Old Krosa or Groundswell.
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
Sorcery
Target opponent chooses a creature they control. Untap that creature and gain control of it until end of turn. That creature gains haste until end of turn.
I know giving your opponent options is "bad" but I think this could be fun. I also have a silly deck idea that this would be perfect in.
2
Artifact
Sacrifice Ark of Possibilities: Choose one:
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Second mode looks broken imo. Being on the play and playing this turn 2 gives you a huge advantage, and any deck can play it. I don't know which deck did you try to hate with that mode, but it goes well beyond your intention.
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Example for R/G:
=============================
Krumholtz
Land - Mountain Forest
(T: Add R or G to your mana pool.)
At the beginning of your upkeep, Krumholtz deals 1 damage to you.
Sacrifice Krumholtz: Draw a card.
=============================
The sac/draw may be wildly too powerful, but the idea is that these lands automatically ding you each turn (after the first) and as the game goes longer you need a way to get rid of them. Maybe sac: scry a certain number instead? Or maybe they're just so powerful that you shouldn't be able to get rid of them? Or maybe the sac costs 1 or 2 mana in addition?
Another idea is that the sac can do something color-pair specific. Like a U/W one can bounce or detain target creature.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Perhaps tapping all their lands is enough. In that situation I proposed, not playing a spell turn 2 isn't as harmful as being forced to miss a land drop.
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
Instant
Destroy target creature with converted mana cost 2 or less.
If you cast this spell during your main phase, instead, destroy target creature.
(the spell loses it's targeting restriction of 2 cmc or less for killing anything if cast during the main phase)
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
=============================
Krumholtz
Land - Mountain Forest
(T: Add R or G to your mana pool.)
At the beginning of your upkeep, Krumholtz deals 1 damage to you.
RG, T, Sacrifice Krumholtz: Destroy target artifact or enchantment.
=============================
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
You'd word it like Fatal Push.
Destroy target creature if it's CMC is two or less. Destroy that creature instead if this spell was cast during your mainphase.