Quote from ReapThaWhirlwind »I think you guys are misinterpreting the context "one-up".
I mean, a design that does the exact opposite, or counter-balances the effect of another.
I think you do not understand the meaning of one-up. Kinda wish I could downvote you.
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Further, if the target that would have the role created and attached to it is no longer legal when the ability resolves, no role is created.
From Release Notes:
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https://magic.wizards.com/en/news/announcements/sheldon-menery-magic-great-passes?mibextid=Zxz2cZ
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Power level seems fine since its very situational and limited in its gain, and its a good punishment for extra turns decks in commander.
The only issue I see is abusing it with something like Emrakul, The Promised End, so I might limit it to Extra turns caused by spells or abilities opponents control.
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Secondly, the ability reveals the same card over and over when you flip tails. This creates confusing issues of functionality and correctly adding things like " total mana value of the revealed cards".
This needs a rewrite for both text space and functionality, and I don't the payoff doesn't even seem all that worth the complexity of figuring out what you're actually getting each turn.
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Enchantment
If a player would draw a card, except the first card they draw each turn, instead they exile the top card of their library. If it is a non-land card, put three time counters on it and, if it doesn't have suspend, it gains suspend. If a land card is exiled this way, put it onto the battlefield.
This is a minor template change to bring it in line with similar replacement effects like Urabrask, Heretic Praetor. Also, a parenthetical is for a reminder/explanation of what the card text already told you to do, so putting the land text only in parenthesis actively does nothing.
The effect is interesting, and I think this card is probably fine power-level-wise since its 6 to cast and the spells take 3 turns to resolve. Colorwise, if it didn't put the lands straight onto the battlefield it would just be a big bend to be mono-red and would make more sense as red/blue. However, ramping lands like that is squarely green and so the total package should be simic.
Honestly, I think the most interesting execution of this would - and the most red one - just be to make the exiled lands be lost:
Scandal 4RR
Enchantment
If a player would draw a card, except the first card they draw each turn, instead they exile the top card of their library. If it is a non-land card, put three time counters on it and, if it doesn't have suspend, it gains suspend.
If a land card is exiled this way, put it onto the battlefield.1
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Also, with the way you have templated the power/toughness ability, the card should be a 0/0 rather than a */*.