Oh boo hoo, dealing with a planeswalker costs more than one card! Isn't that just AWFUL? Dealing with a permanent that is on level with a player (you're technically a planeswalker too!) costs cards. I'll be over here playing the world's smallest violin for you.
I don't think you understand what "the abilities have nothing to do with each other" meant.
It pumps my creatures and damages all of them, and there's no flavour (or hell, even mechanical) reason the two abilities are on the same card. The issue was never with the ability being too weak, the issue is "why are these abilities on the same card when it doesn't make sense".
I think it feels like a card that had no natural cohesion so you superglued the abilities together. They've got nothing to do with each other, it's way forced.
Yes, I always use nuclear missiles when I get into a barfight.
guyarney is right, there is no new designspace, only confirmation that creatures have become insane and mythic. You can now print anything for any cost at that rarity.
Congrats, you guys now see what the rest of did that much earlier: Rarity DOES affect a card's power.
okay, watching a planeswalker die a slow death due to Clockspinning is something I'd probably pay admission to watch happen... I love the thought of that.
Okay, and do any of them specifically call out planeswalkers? "Destroy target permanent" is much, much different than "destroy target planeswalker". Maybe not exactly in function, but definitely in how it feels.
If you want counters to planeswalkers, try red direct damage. That works fairly well.
doesn't mean it isn't worth trying. i think this card would be fun if you could make it work. why commit to "IT DOESNT WORK STOP TRYING" when "lets make something ridiculous" is equally reasonable?
Flash of Omnipotence 2UU
Enchantment
When Flash of Omnipotence enters the battlefield, put your library into your hand.
You have no maximum hand size.
At the beginning of your upkeep, you lose the game. This ability can't be countered.
At the beginning of your draw step, you lose the game. This ability can't be countered.
Stifle THAT!
Disenchant, spellbook. All the "no max hand size" with none of the "lose game" ridiculousness.
Stifle the lose game trigger. Same situation as before.
Pretty easy to do all this when you have your library in your hands, isn't it? Usually when we start naming counters to every little thing we look stupid doing it, this time it's completely and totally viable, because you are 100% going to have the cards available to do it.
Is there a wording that would prevent such an effect?
I'm thinking something like "not making it draw your whole library" maybe is the only way you can go. The card simply can't be done the way it is. You can always skip drawing cards to not lose from that rule. Since it is just a "flash" of omnipotence, I'd throw in "At end of turn, shuffle your hand into your library, then draw three cards." That way, whatever you're doing had better be doable the same turn you cast that card.
edit: ah but then you get Mind over Matter which I'm sure can untap lands repeatedly after having drawn 30+ cards... so much for "needing the mana that turn", I'm sure that solves that problem.
My favourites there are probably Island Sanctuary or Solitary Confinement. Not only do I skip fdrawing cards, but they also restrict what you can do to me while I'm holding my entire library except for a Plains.
edit: lol, obscure. There's a whole laundry list of stuff there I posted.
Because there's just no way to skip card draws. Words of War and its friends, Obstinate Familiar, Pursuit of Knowledge... you can't even say "you might not draw those" because if they're in your deck and you play this, yeah, you're drawing them.
It pumps my creatures and damages all of them, and there's no flavour (or hell, even mechanical) reason the two abilities are on the same card. The issue was never with the ability being too weak, the issue is "why are these abilities on the same card when it doesn't make sense".
Congrats, you guys now see what the rest of did that much earlier: Rarity DOES affect a card's power.
Okay, and do any of them specifically call out planeswalkers? "Destroy target permanent" is much, much different than "destroy target planeswalker". Maybe not exactly in function, but definitely in how it feels.
If you want counters to planeswalkers, try red direct damage. That works fairly well.
Disenchant, spellbook. All the "no max hand size" with none of the "lose game" ridiculousness.
Pretty easy to do all this when you have your library in your hands, isn't it? Usually when we start naming counters to every little thing we look stupid doing it, this time it's completely and totally viable, because you are 100% going to have the cards available to do it.
I'm thinking something like "not making it draw your whole library" maybe is the only way you can go. The card simply can't be done the way it is. You can always skip drawing cards to not lose from that rule. Since it is just a "flash" of omnipotence, I'd throw in "At end of turn, shuffle your hand into your library, then draw three cards." That way, whatever you're doing had better be doable the same turn you cast that card.
edit: ah but then you get Mind over Matter which I'm sure can untap lands repeatedly after having drawn 30+ cards... so much for "needing the mana that turn", I'm sure that solves that problem.
Okay, so no. This card cannot be done.
Clockspinning says hello.
It can't be used on Planeswalkers, I'd probably call it irrelevant to the topic...
edit: lol, obscure. There's a whole laundry list of stuff there I posted.
edit: Here, I'll just let you see how "one turn" this really is. http://tinyurl.com/2eph3kx