I guess if it doesn't give haste then it is more of a tool for grindier decks to just have chump-blockers forever?
I imagine that's worse than Dragon Fodder some percentage of games? Not sure how often that will be, but without haste you have to wait 3 turns to do better.
The green version of a cycle
Land
~CARDNAME enters the battlefield tapped.
When ~CARDNAME enters the battlefield, choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card on top of your library and put all other cards revealed this way on the bottom of your library in any order. T: Add G to your mana pool.
I know they would be very good, but would they be too good? Could they be abused in any way? Seems to me as if they would just let everyone have a greater chance of avoiding mana screw. Isn't that good for everyone?
I know they would be very good, but would they be too good? Could they be abused in any way? Seems to me as if they would just let everyone have a greater chance of avoiding mana screw. Isn't that good for everyone?
I really like the idea though it would probably indeed have to either be colourless or limited to green which has this effect printed on a few cards such as Abundance. However, I imagine it would most likely get abused in constructed decks which primarily utilise one option or the other such as Lands.deck or Belcher.
I don't think it's particularly abusable in standard or modern. You'd need a very specific set of circumstances to get it to be a tutoresque card, and the balance of eternal formats isn't really threatened by those kinds of decks, is it?
I am gonna steal the general concept for my custom cube, I do believe. I need more lands for it.
I'm attempting to reduce mana screw variance by a ton
Speaking of which, is there any reason to suspect they wouldn't do etbt, taps for rainbow one day (at rare)?
We'd prob see a Grand Colliseum reprint before that, decks aren't really fast enough nowadays to be seriously hindered by that. It would surprise me, not a ton but would still be a surprise.
Was thinking about Simic aggro 1-drops. I haven't bothered with names, more thinking about the cards mechanically.
Cost : G
Enchantment
When ~THIS~ enters the battlefield, put a 1/1 Saproling token onto the battlefield.
At the beginning of combat on your turn, target creature you control gets +1/+0.
Cost: U
Enchantment
When ~THIS~ enters the battlefield, put a 1/1 Faerie token with flying on to the battlefield.
Whenever one or more creatures you control deals combat damage to an opponent, scry 1.
Enchantment
Cost : U
Sacrifice ~THIS~: Return to target creature to its owners hand.
u3, Sacrifice ~THIS~: Tap up to two target creatures. They don't untap during their controller's next untap step.
I figure Seal of Removal is something a blue aggro deck could play on turn 1 so the mana investment isn't required in more critical turns when you are deploying threats, but thought it could do with an upgrade. I'm not sold on the second ability, something like a low impact triggered effect is probably better but I couldn't think of anything else (maybe the scry trigger on the second one fits their too).
And it feels weird for the green enchantment to pump power but not toughness, but a flat +1/+1 would be too strong.
Enchantment
Cost : U
Sacrifice ~THIS~: Return to target creature to its owners hand. Raid - At the beginning of your end step, if you attacked with a creature this turn, scry 1.
I'm having trouble finding a good (budget) tutor for my cube and I feel like Diabolic Tutor is too expensive. Watching bacchus2 struggle with his Pending Tutor design, I came up with an idea.
Would a repeatable tutor be to OP?
Find-Everything Tutor
Sorcery
Cost: 2B
Kicker B
Search your library for a card and put it in your hand. If the kicker cost was paid, shuffle Find-Everything Tutor into its owner's library.
I know this thread is called 'Print This Wizards', but if you are actually printing out these customs, we have the luxury of designing cards for cube that couldn't see print in a normal set. And that card would be perfectly fine in peasant cube. I don't play other formats, but I suspect a 3 mana tutor might still be strong for Standard? And while the shuffle-back might present the opportunity to do degenerate things in older formats, I question whether it would be more degenerate than the existing options.
Even if it's not too strong for standard (which it probably would be) it would prob make a big splash in modern and maybe even legacy. (Tutors 5-8 for the Ad Nauseum deck? Maybe not all 4, but at least 1?)
But, it's a card I could see printed in a commander set as an uncommon much cheaper alternative to Grim Tutor, as I imagine I'm overselling at least the legacy part to some degree and that way it doesn't warp formats or have the potential too. I've played with Grim Tutor quite a bit in rare cubes and that card--even as what is pretty much a strictly-worse version of what we're discussing--is still good depending on the deck, and a much easier to cast/much higher ceiling/much higher floor version would probably be really really good still.
I mean 2B or 1BB Demonic Tutor is an interesting card that'll show up someday (in Commander or Conspiracy-type set), but adding the kicker text is absolutely not relevant to its power level.
My point on the shuffle-back part was, I think, that it does have some relevance in constructed format. If you already run it as a 4-of, and you keep shuffling it back in, you are gonna see a hell of a lot of copies over the course of a long game. Could make for a strong toolbox-type deck that very easily finds the correct answers to everything once the game goes late. Wizards are already vary of tutors and other mechanics (like buyback) that lead to "repetitive gameplay". Making a repetitive tutor is probably not something they are super-keen to do.
I can't see an obvious deck/situation that it breaks, it's more that I think it could be a bit more problematic than the early replies in the thread seemed to consider it.
Purples solution I like, something along those lines would be very neat.
It's been a while since this thread saw some love. I was thinking about Sagas, and the first one I came up with probably works fine in a peasant cube environment, but would be absolutely busted in constructed.
Cost : 3U
Enchantment - Saga
I, II: Create a Treasure token.
III: Until end of turn, whenever you sacrifice an artifact, draw a card.
In a vacuum, it's a delayed 4 mana draw 2 that gives you back 2 mana. My thinking was that in peasant cube, you could find a couple more artifacts that might draw you an extra card or two which would make it pretty good. But I think creating treasure tokens where you are in effect punished for using them during Act 1 and 2 seems a bit feel bad.
Investigative Research
Cost : 1U
Enchantment - Saga
I, II: Investigate (create a Clue token)
III: Discard any number of cards, then draw that many cards.
No effect on board, but it does really help shape your hand, especially if you can afford to crack the clues before Act 3 rolls around.
I imagine that's worse than Dragon Fodder some percentage of games? Not sure how often that will be, but without haste you have to wait 3 turns to do better.
Also, follow us on twitter! @TurnOneMagic
Land
~CARDNAME enters the battlefield tapped.
When ~CARDNAME enters the battlefield, choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card on top of your library and put all other cards revealed this way on the bottom of your library in any order.
T: Add G to your mana pool.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Yea but you wrote that it could tutor up nonland, so lemme find that Lightning Bolt real quick.EDIT: Oh I get it. You can reveal until you find a land or reveal until you find a non-land. I get it. Hmm. Now I don't know how I feel about it.
I am gonna steal the general concept for my custom cube, I do believe. I need more lands for it.
I'm attempting to reduce mana screw variance by a ton
Speaking of which, is there any reason to suspect they wouldn't do etbt, taps for rainbow one day (at rare)?
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Also, follow us on twitter! @TurnOneMagic
Cost : G
Enchantment
When ~THIS~ enters the battlefield, put a 1/1 Saproling token onto the battlefield.
At the beginning of combat on your turn, target creature you control gets +1/+0.
Cost: U
Enchantment
When ~THIS~ enters the battlefield, put a 1/1 Faerie token with flying on to the battlefield.
Whenever one or more creatures you control deals combat damage to an opponent, scry 1.
Enchantment
Cost : U
Sacrifice ~THIS~: Return to target creature to its owners hand.
u3, Sacrifice ~THIS~: Tap up to two target creatures. They don't untap during their controller's next untap step.
I figure Seal of Removal is something a blue aggro deck could play on turn 1 so the mana investment isn't required in more critical turns when you are deploying threats, but thought it could do with an upgrade. I'm not sold on the second ability, something like a low impact triggered effect is probably better but I couldn't think of anything else (maybe the scry trigger on the second one fits their too).
And it feels weird for the green enchantment to pump power but not toughness, but a flat +1/+1 would be too strong.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
For the Seal of Removal upgrade I think I like:
Enchantment
Cost : U
Sacrifice ~THIS~: Return to target creature to its owners hand.
Raid - At the beginning of your end step, if you attacked with a creature this turn, scry 1.
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Would a repeatable tutor be to OP?
Find-Everything Tutor
Sorcery
Cost: 2B
Kicker B
Search your library for a card and put it in your hand. If the kicker cost was paid, shuffle Find-Everything Tutor into its owner's library.
My Peasant Cube - CubeCobra
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
But, it's a card I could see printed in a commander set as an uncommon much cheaper alternative to Grim Tutor, as I imagine I'm overselling at least the legacy part to some degree and that way it doesn't warp formats or have the potential too. I've played with Grim Tutor quite a bit in rare cubes and that card--even as what is pretty much a strictly-worse version of what we're discussing--is still good depending on the deck, and a much easier to cast/much higher ceiling/much higher floor version would probably be really really good still.
Also, follow us on twitter! @TurnOneMagic
Is there some interaction I'm missing?
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I mean 2B or 1BB Demonic Tutor is an interesting card that'll show up someday (in Commander or Conspiracy-type set), but adding the kicker text is absolutely not relevant to its power level.
1B
Sorcery
Kicker 1B
Search your library for a card, then shuffle your library and put that card on top of it. If ~ was kicked, draw a card.
I can't see an obvious deck/situation that it breaks, it's more that I think it could be a bit more problematic than the early replies in the thread seemed to consider it.
Purples solution I like, something along those lines would be very neat.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
If anything, shuffling in is DOWNSIDE in a world with Snapcaster Mage, JVP, Past in Flames, Regrowth variants, etc etc.
Cost : 3U
Enchantment - Saga
I, II: Create a Treasure token.
III: Until end of turn, whenever you sacrifice an artifact, draw a card.
In a vacuum, it's a delayed 4 mana draw 2 that gives you back 2 mana. My thinking was that in peasant cube, you could find a couple more artifacts that might draw you an extra card or two which would make it pretty good. But I think creating treasure tokens where you are in effect punished for using them during Act 1 and 2 seems a bit feel bad.
Investigative Research
Cost : 1U
Enchantment - Saga
I, II: Investigate (create a Clue token)
III: Discard any number of cards, then draw that many cards.
No effect on board, but it does really help shape your hand, especially if you can afford to crack the clues before Act 3 rolls around.