I brought my 9-year old to play Battlebond. He and I had only played a few games, but he had expressed interest in playing a 2HG. It was a good learning experience for him; I built the decks, and helped him more at the beginning. As the 4-rounds progressed, he definitely got better with some of the basics. 2HG allows for communication, and helps to fix some of the little mistakes. It also helped that we went 3-1, losing only in the last round. He was hooked
Definitely noted about the sorcery. Accidentally left that off.
The goal can be a quick boon for the player, that may backfire later. In EDH, I thought it might have a place in a group hugs style deck,or as a reverse bribery-type effect.
Also, I really wanted a random effect mixed in... seems like a little bit of a mini-game, whereas a select would take away from that. Sure, they may get your best card, but they could also wind up with two lands...
I like this ability and could see it being used. You mentioned forecast, but it also reminds me of bestow. Would this be instant or sorcery level speed? I like it as instant, but that would require higher activation costs in general.
This is my first attempt at creating a card. I would appreciate any feedback.
Djinn’s Promise
UR
Sorcery
Choose an opponent.
Exile the top 5 cards of your library face-down. Place a <promise counter> on 2 cards at random; Put the remaining cards into your hand.
The chosen opponent may play cards with <promise> counters using mana of any type for the remainder of the game.
The goal here is to have a blue “draw 3” card that invokes the chaos of red... I think it would also make a good commander card. How would you adjust the casting cost? Should it be exile 3 and opponent gets 1? Appreciate any input.
I thought that 3-color was the way to go. Each time I've drafted DGR, I tried that (about 10 so far). Last night I finally had my first 3-0, and it was with a dedicated azorius deck. I had about 10 fliers, so it was akin to the old wu draft strategy.
In tune a little more with the original post, I thought a grixis or esper shell would do better in the (perceived) slower format. 1-3 drops are super important, and the keyrunes, while typically better than cluestones, seem to just act as mana fixers, and less as critters.
Is there a definite way of determining counterfeit cards? I came into a situation at my LGS where he had gotten some pristine revised dual lands. I was ready to buy, and asked to look at them. The weight and thickness seemed a bit off (thicker and heavier than current cards). I decided not to purchase, and I showed the owner why I wasn't purchasing (if you held the card from the back, you could see white on all the edges). I don't know if i was correct with my assessment, but the owner was definitely disheartened with it. Can someone tell me if I assessed correctly?
throwing out some ideas, my old Azorius deck from right as RtR came out didn't work as well as i would have liked, struggled playing Bant control when I only needed a couple of points of damage... extort changes that. Here's a framework of a deck I'm considering playing at an FNM....
the deck is all creatures, 12 1-drops, 18 2-drops, 9 3-drops, and I think as a monocolor, 21 plains should be enough. my main concern is lack of response/card draw. Constructive suggestions would be appreciated.
Though, if it were exiling face-down, wouldn’t that hide the information of what you drew? I meant to include... time for editing
The goal can be a quick boon for the player, that may backfire later. In EDH, I thought it might have a place in a group hugs style deck,or as a reverse bribery-type effect.
Also, I really wanted a random effect mixed in... seems like a little bit of a mini-game, whereas a select would take away from that. Sure, they may get your best card, but they could also wind up with two lands...
Djinn’s Promise
UR
Sorcery
Choose an opponent.
Exile the top 5 cards of your library face-down. Place a <promise counter> on 2 cards at random; Put the remaining cards into your hand.
The chosen opponent may play cards with <promise> counters using mana of any type for the remainder of the game.
The goal here is to have a blue “draw 3” card that invokes the chaos of red... I think it would also make a good commander card. How would you adjust the casting cost? Should it be exile 3 and opponent gets 1? Appreciate any input.
In tune a little more with the original post, I thought a grixis or esper shell would do better in the (perceived) slower format. 1-3 drops are super important, and the keyrunes, while typically better than cluestones, seem to just act as mana fixers, and less as critters.
4 Syndic of Tithes
4 Silverblade Paladin
4 Doomed Traveler
2 Mentor of the Meek
3 Boros Reckoner
4 Elite Inquisitor
4 Thalia, Guardian of Thraben
4 Knight of Glory
4 War Falcon
2 Blind Obediance
4 Azorius Arrester
21 Plains
the deck is all creatures, 12 1-drops, 18 2-drops, 9 3-drops, and I think as a monocolor, 21 plains should be enough. my main concern is lack of response/card draw. Constructive suggestions would be appreciated.