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i have been toying around with this ability for a while and it seems pretty good i would liek some feed back on it tho
futurecasting (maybe not the best name but im open to suguestions on the name) the idea of the ability is to be abl eto quick cast spells without worrying about mana right away, or maybe even jsut droping that creature that would win you the game even tho you dont have the mana for it. here are 2 examples ![]() ![]() lets start with Blitz Warrior this is more of a turn 1 r/g drop,we start by dropign a green mana then casting birds of paradise next Blinkmage. this is a standard suprise defender, you have jstu exausted your mana on a counterspell or creature and your open to attacks, your opponent sees there opertunity and attacks, but with this card you can flashcast him into play and block then pay for him next turn. these are just a few applications of what this ability can do, i will think of more and post more cards if you like it. please comment (please excuse my grammer and spelling)
"Before your next end step" really really really limits its usefulness. Apart from the BoP example you gave, how is the first one ever going to be useful as a future-cast spell? (Well, the odd occasion where you know the spell is definitely going to win you the game before the turn ends I guess... that's not so bad) Flash makes it marginally playable, but then you might as well make Flash a part of Futurecast.
I'd like it much better if it followed the pattern of the Pact cycle. Play it now, pay for it at the start of your next turn. That gives you an obvious advantage, and is flexible enough to go on a much wider variety of spells. It means you'd need to make them quite a bit more expensive though. Speaking of which, both of these guys are very good for their mana cost even without the Futurecast keyword. Change them to a next-upkeep effect and Blitz Warrior would probably be at least ![]() .(If the Pact effect is keyworded, I'd like to see something less severe than "you lose the game". I like how it enforces the payment so effectively, but if you make this into a set mechanic you'll have very un-fun moments where new players just getting into the game with common cards are constantly losing games due to missed triggers or forgetting the order of untap-upkeep-draw.)
I'd much rather play creatures with super haste
I like the severity of losing the game. The point behind it is that you have to pay the cost. The more severe the punishment, the less option there is.
"Lose the game" is about the ugliest text you could work into a keyword. It's not a mechanic you want spread around at common, and keywords that only exist elsewhere are mostly pointless (yes, that means you, hideaway
But that just brings you to echo
ok heres a redone version
![]() ![]() i have lessened the severity of the spell and altered teh text a bit, but the problem i see now is late game you are jsut dropign these creatures not worrying about mana and probably just sacking tokens this card was jsut made for fun, im prety sure its broken but heres just for the lols
a few rules about the ability, more will be added where needed
you must pay the mana cost even if creature is nolonger on the battlefield. the cards mana cost does not have to be paid all at once, and does not have to be paid during 1 turn
Just a thought...
Futurecasting (You may cast this spell without paying its mana cost. If you do, exile the top X cards of your library at the beginning of your next draw step unless you have paid its mana cost before that draw step, where X is its converted mana cost.)
Just a thought...
Futurecasting X (You may cast this spell for . If you do, you can't cast spells until you pay X.)...Where X is generally the card's mana cost, plus some number.
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