Safeguard keyword ability.

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Safeguard - Mana Cost

For example:
Safeguard

That mana is spent this turn, but you get it back at the beginning of the first main phase of your next turn.

Holder of Secrets 
Creature - Merfolk Wizard
: Safeguard .
2/2
So...what does it actually do? Is it just this?:

"Safeguard (COST) (When this enters the battlefield, pay (COST). At the beginning of your next precombat main phase, add (COST) to your mana pool)"

That seems pointless...

All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.

"I play a Grave Betrayal. I get all your dead things now, mwahahahaha!"
"Okay. I play a Phage the Untouchable. Piss me off and I will sac it."
"... ... ... so guys, remind me again how to sac my own enchantments?"

For example, turn 4 and you have 4 basic lands out.

You then play a creature for 2 and safeguard a further 2.

On your next turn once you've played another land instead of having just 5 mana to use, you've got 7, you could play a 7 mana creature with 5 lands out.

Other extension like things are also available.
Hm...I suppose. I dunno, I'd need some example cards to really see if it's worth it.

All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.

"I play a Grave Betrayal. I get all your dead things now, mwahahahaha!"
"Okay. I play a Phage the Untouchable. Piss me off and I will sac it."
"... ... ... so guys, remind me again how to sac my own enchantments?"

How about this example?

I'm having difficulty not seeing this in Standard/Modern as being overpowered.

Delver Holder of Secrets 
Creature - Merfolk Wizard
: Safeguard .
2/2

Play on turn 3, using the ability on turn 4, to play somthing big on turn 5.
Oh, so it's an action word, not a ability word? Hm...so that example would get you...8 mana on turn 5? Yeah...might be kind of powerful.

There needs to be a drawback to it...maybe like "When you safeguard a mana cost, you lose life equal to its converted mana cost at your next precombat main phase."

So in your example, you'd tap and pay , then your next precombat main phase you'd lose 4 life and add to your mana pool.

Come to think of it...even that's not a major drawback for such a powerful effect...

All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.

"I play a Grave Betrayal. I get all your dead things now, mwahahahaha!"
"Okay. I play a Phage the Untouchable. Piss me off and I will sac it."
"... ... ... so guys, remind me again how to sac my own enchantments?"

Or to instead produce less powerful Safeguard cards, that could also include there own drawbacks.

Holder of Secrets
Creature - Merfolk Wizard
: Safeguard .
2/2
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