Actually making the Kicker cost a little higher would be enough to leave the card as it is (1RR,3R seems like decent numbers), while giving it the flexibility to actually choose when and how to play it.
Do you need a cheap attacker at a cost? Cool pay 2
Do you need a lategame removal that also leaves a considerated body behind? Sure pay like 5 o 6 and it would be ok.
It might balance the effect, but then the build up towards the ultimate can be thrown off. Since you still have to pay the costs on the spells you manifest, that might not totally be the case; but in essence you have 'draw 8 cards' which in that sense it absolutely is unbalanced.
You're discouraging challenge for yourself.
Drawing 8 cards for 5 mana with 3 turns of delay isn't nowhere near broken, WTF (Still this only manifests seven cards).
Well the change to +2 was with the original ability which was kinda lackluster and needed to up more to actually be worth chosing, but at this state it might as well be a +1 as it is now a solid removal option actually a powerful one.
I like the new +2 but I prefer the -3 being a bounce effect.
Speaking of which, its new +2 (Which is kinda like an Oko effect now that I think about it, Should it be a + after all? it Feels like I should swap the abilities)
I also feel iffy about the bounce coz the other ability hits almost all kinds of permanents in a better way than bouncing
But then again I believe I must swap the places for the first and second ability
The second ability would need rewording because of the graveyard but I might say drop that line altogether and just make the ability to bounce artifacts, enchantments, and creatures. Personally, I'd also make the first ability something to do with manifest to give the card a cohesive identity. Otherwise, costs seem appropriate to ability and power, and I love the ultimate.
Actually I made this for the gig of having a Stun Planeswalker and arrow shooting chick seemed the best option BUT...I kinda like the idea of just turning her in manifest stuff so lets do that...plus It kinda felt akward to have 2 or their 3 abilities being removal of sorts.
Changed their 2 main abilities (While trying to conserve the stun gimmick)
Everything certainly works, but the utility is awkward. The ultimate is really dynamic, but everything here would be cooler if you had a better archetype wrapped around this. Such as being able to swap counters (+1/+1 counter for example) and convert them.
Sure +1 is too little I guess, so its +2 now
I don't understand the rest of the comment so IDK what you mean there
Vivien, Archer Adept 3UG
Legendary Planeswalker - Vivien +2: Turn target nonland permanent with mana value 4 or less facedown (It becomes a colorless 2/2 creature). Stun it. -3: Scry 2, then manifest the top card of your library with a +1/+1 counter on it. -8: Manifest the top seven cards of your library. You gain an emblemn with "Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)" Loyalty: 4
Vivien, Archer Adept 3UG
Legendary Planeswalker - Vivien +2: Stun up to one target creature. If that creature's power is 3 or less tap it. -3: Return target artifact, enchantment or creature with flying on the battlefield or the graveyard to the top of its owner's library. -8: Manifest the top seven cards of your library. You gain an emblemn with "Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)" Loyalty: 4
It's ok, might end up putting two things on the field and the creature part does not have any kind of restrictions, plus a single green makes it quite splashable
You can use the "land type" wording to ensure you can only copy things that have types only lands can have.
So you copy thing that "are lands or shares a land type with..."
Evolutionary Wish enters the battlefield as a copy of any land card you own from outside of the game, except it's an enchantment in addition to its other types.
Would be a much cleaner wording for your card, which will make it a fair sideboard material here and there (except in commander sadly, but its ok if it doesn't), so it is not a bad card, it can have some applications in certain decks dependant on their lands to control the board and such. And i think this is the more fairer version of the card you can get avoiding for instance some broken interactions like with Mutavault to cheat any creature to the battlefield or so.
So yeah, an ok sideboard tech card if you do that.
Darwinian Scrambler 1UU
Creature - Human Mutant
Flash
When Darwinian Scrambler enters the battlefield, you may move any number of counters from among permanents you control to other permanent(s) you control of the same type. (For example, you can move any number from one creature onto another creature) 3/1
Genewarp Visionary 2UG
Creature - Elf Mutant
Mutants you control have Graft (Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
Modified creatures you control are mutant in addition to its other types. 2/4
Brambleclaws Colossus 9
Creature - Eldrazi Treefolk Mutant
Emerge 5GGG
When you cast Brambleclaw Colossus, until the end of turn, whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card.
Trample 5/5
Murder of Twistedcrows 8
Creature - Eldrazi Bird Mutant
Emerge 5UU
When you cast Murder of Twistedcrows, each player mill a number of cards equal to the total mana value among creatures that have died this turn.
Flying 4/4
Mutagenic Beacon XXUG
Artifact
Graft X (This artifact enters the battlefield with X +1/+1 counters on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this artifact onto it.)
Mutants you control can adapt as though they had no +1/+1 counters on them.
Survival Adaptability 2(G/U)(G/U)
Enchantment Tribal - Mutant 1G, Remove a counter from a modified creature you control: Target creature gets +2/+2 and your choice of trample, reach or vigilance until the end of turn. 1U, Remove a counter from a modified creature you control: Return target creature you control to its owner's hand.
Hold on, I thought it said for each tapped thing that wasn't untapped, that changes everything.
Then you can totally net freed food from your enchantments which tipically don't tap ever
Ahhhhh then the card is nice I suppose, the 2 per turn limit is ok in that case
BUT yeah it could be less steppy at that point, less convoluted and get the same result in a much cleaner way, and there are plenty of ways to describe that effect easier, (Once you do understand what how the card is meant to function)
I'm normally with everyone shouting down the nonsense that Reap spews and while they are using the word source in a way where there is certainly a better word. Such as using Spells and permanents. Based on damage prevention effects' use of the word source, Auriok Replica, I think their use of it is technically valid if confusing.
Look at 102.7 If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created.
It clearly defines what a source is in the context of MTG and even specifies that these are all sources regardless of their ability to do the thing that this effect cared about.
Reap, stop spewing nonsense and use the rules and precedence to argue your case. If I had read your nonsense replies before looking into how source is actually used in MTG I would have assumed this was another asspull and not worth looking into.
All that said, because this is confusing and the edge cases are few and old, using "spells and permanents" or "spell and abilities" is a better choice.
Yeah but sources aren't sources at all times (A permanent is only the source of an ability only while said ability is resolving for example), only when they are doing what they are suppoused to do, which makes it odd that Reaps card prevents interaction with them at such a narrow time span and even then it doesn't protect it from spells only from abilities from a source...it is really confusing at that point.
Of course always going by what Source as per rules is and not whatever Bull Reaps says it is.
Menea, the Enigmatic 2WUR
Legendary Creature - Manticore Sphinx
Flying
Spells with two or more modes you cast have "Choose one or more" and Escalate 2
Whenever you cast a spell with two or more modes, if all modes are choosen, you may copy that spell for each mode it has. 4/4
Luminous Flare WUR
Instant
Return target spell or nonland permanent to its owner's hand. Luminous deals 3 damage to target player and you gain 3 lifes.
Chatterback Wolverine 2GG
Creature - Wolverine
Whenever Chatterback Wolverine deals excess damage to a creature, create that many 1/1 green Squirrel tokens.
Tap ten untapped Squirrels you control: Target creature gets +5/+5, and gains trample and menace until the end of turn. 4/4
<--------Side A---------> Saura, the Runenchanter WG
Legendary Creature - Human Warlock
Whenever an Aura enters the battlefield under you control, you can search your library for an Aura card with lesser mana value. Reveal that card and put it into your hand, and you gain life equal to that card's mana value. 2/2
<--------Side B---------> Oscura, the Cursemancer 2GB
Legendary Creature - Hag
Whenever an Aura you control is put into a graveyard, you can search your library for an Aura card with lesser mana value. Reveal that card and put it into your hand, and if you do, target opponent loses life equal to that card's mana value. 3/3
Curse of the Crop 2WW
Enchantment - Aura Curse
Enchant Player
At the begginning of each player's upkeep, attach Curse of the Crop to one of your opponent that control the most lands.
At the beggining of your end step if enchanted player has more lands than you, search your library for a land card, put that card into the battlefield tapped and then shuffle.
Do you need a cheap attacker at a cost? Cool pay 2
Do you need a lategame removal that also leaves a considerated body behind? Sure pay like 5 o 6 and it would be ok.
Drawing 8 cards for 5 mana with 3 turns of delay isn't nowhere near broken, WTF (Still this only manifests seven cards).
Well the change to +2 was with the original ability which was kinda lackluster and needed to up more to actually be worth chosing, but at this state it might as well be a +1 as it is now a solid removal option actually a powerful one.
Speaking of which, its new +2 (Which is kinda like an Oko effect now that I think about it, Should it be a + after all? it Feels like I should swap the abilities)
I also feel iffy about the bounce coz the other ability hits almost all kinds of permanents in a better way than bouncing
But then again I believe I must swap the places for the first and second ability
Actually I made this for the gig of having a Stun Planeswalker and arrow shooting chick seemed the best option BUT...I kinda like the idea of just turning her in manifest stuff so lets do that...plus It kinda felt akward to have 2 or their 3 abilities being removal of sorts.
Changed their 2 main abilities (While trying to conserve the stun gimmick)
Sure +1 is too little I guess, so its +2 now
I don't understand the rest of the comment so IDK what you mean there
Legendary Planeswalker - Vivien
+2: Turn target nonland permanent with mana value 4 or less facedown (It becomes a colorless 2/2 creature). Stun it.
-3: Scry 2, then manifest the top card of your library with a +1/+1 counter on it.
-8: Manifest the top seven cards of your library. You gain an emblemn with "Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)"
Loyalty: 4
Legendary Planeswalker - Vivien
+2: Stun up to one target creature. If that creature's power is 3 or less tap it.
-3: Return target artifact, enchantment or creature with flying on the battlefield or the graveyard to the top of its owner's library.
-8: Manifest the top seven cards of your library. You gain an emblemn with "Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)"
Loyalty: 4
So you copy thing that "are lands or shares a land type with..."
Would be a much cleaner wording for your card, which will make it a fair sideboard material here and there (except in commander sadly, but its ok if it doesn't), so it is not a bad card, it can have some applications in certain decks dependant on their lands to control the board and such. And i think this is the more fairer version of the card you can get avoiding for instance some broken interactions like with Mutavault to cheat any creature to the battlefield or so.
So yeah, an ok sideboard tech card if you do that.
Creature - Human Mutant
Flash
When Darwinian Scrambler enters the battlefield, you may move any number of counters from among permanents you control to other permanent(s) you control of the same type. (For example, you can move any number from one creature onto another creature)
3/1
Genewarp Visionary 2UG
Creature - Elf Mutant
Mutants you control have Graft (Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
Modified creatures you control are mutant in addition to its other types.
2/4
Brambleclaws Colossus 9
Creature - Eldrazi Treefolk Mutant
Emerge 5GGG
When you cast Brambleclaw Colossus, until the end of turn, whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card.
Trample
5/5
Murder of Twistedcrows 8
Creature - Eldrazi Bird Mutant
Emerge 5UU
When you cast Murder of Twistedcrows, each player mill a number of cards equal to the total mana value among creatures that have died this turn.
Flying
4/4
Mutagenic Beacon XXUG
Artifact
Graft X (This artifact enters the battlefield with X +1/+1 counters on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this artifact onto it.)
Mutants you control can adapt as though they had no +1/+1 counters on them.
Survival Adaptability 2(G/U)(G/U)
Enchantment Tribal - Mutant
1G, Remove a counter from a modified creature you control: Target creature gets +2/+2 and your choice of trample, reach or vigilance until the end of turn.
1U, Remove a counter from a modified creature you control: Return target creature you control to its owner's hand.
Then you can totally net freed food from your enchantments which tipically don't tap ever
Ahhhhh then the card is nice I suppose, the 2 per turn limit is ok in that case
BUT yeah it could be less steppy at that point, less convoluted and get the same result in a much cleaner way, and there are plenty of ways to describe that effect easier, (Once you do understand what how the card is meant to function)
Yeah but sources aren't sources at all times (A permanent is only the source of an ability only while said ability is resolving for example), only when they are doing what they are suppoused to do, which makes it odd that Reaps card prevents interaction with them at such a narrow time span and even then it doesn't protect it from spells only from abilities from a source...it is really confusing at that point.
Of course always going by what Source as per rules is and not whatever Bull Reaps says it is.
Well food are not Treasure, but I believe they mean the card is weak for what it does.
Legendary Creature - Manticore Sphinx
Flying
Spells with two or more modes you cast have "Choose one or more" and Escalate 2
Whenever you cast a spell with two or more modes, if all modes are choosen, you may copy that spell for each mode it has.
4/4
Luminous Flare WUR
Instant
Return target spell or nonland permanent to its owner's hand. Luminous deals 3 damage to target player and you gain 3 lifes.
Chatterback Wolverine 2GG
Creature - Wolverine
Whenever Chatterback Wolverine deals excess damage to a creature, create that many 1/1 green Squirrel tokens.
Tap ten untapped Squirrels you control: Target creature gets +5/+5, and gains trample and menace until the end of turn.
4/4
<--------Side A--------->
Saura, the Runenchanter WG
Legendary Creature - Human Warlock
Whenever an Aura enters the battlefield under you control, you can search your library for an Aura card with lesser mana value. Reveal that card and put it into your hand, and you gain life equal to that card's mana value.
2/2
<--------Side B--------->
Oscura, the Cursemancer 2GB
Legendary Creature - Hag
Whenever an Aura you control is put into a graveyard, you can search your library for an Aura card with lesser mana value. Reveal that card and put it into your hand, and if you do, target opponent loses life equal to that card's mana value.
3/3
Curse of the Crop 2WW
Enchantment - Aura Curse
Enchant Player
At the begginning of each player's upkeep, attach Curse of the Crop to one of your opponent that control the most lands.
At the beggining of your end step if enchanted player has more lands than you, search your library for a land card, put that card into the battlefield tapped and then shuffle.
Yeah explain that to a 11 years old kid
Anyways, as you couldn't give me good undestanding of what this pretended on current magic rules do, i'll move on.