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Magic: The Gathering You Make the Card I can't wrap my head around this. Please tell...
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Switch to Forum Live View I can't wrap my head around this. Please tell me if it's weak, ok or overpowered
8 months ago  ::  Nov 15, 2012 - 1:36PM #21
theScion
Date Joined: Oct 21, 2007
Posts: 1,450
I disagree with this card.

This card comes from a flavor origin: you want a spell (i.e. sorcery) that causes an apocalypse with your opponent stuck on the plane. Problem is that he's a planeswalker too, as are you, so he'd also be able to escape. 

What about something like this?

Escape the Singularity -
Sorcery
At the beginning of your next upkeep, each player loses the game unless he or she pays .
"May you wake as another person in another life." -Mairsil the Pretender
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8 months ago  ::  Nov 15, 2012 - 3:16PM #22
alan2here
Date Joined: May 17, 2012
Posts: 831

Nov 15, 2012 -- 1:36PM, theScion wrote:

Escape the Singularity -
Sorcery
At the beginning of your next upkeep, each player loses the game unless he or she pays .
"May you wake as another person in another life." -Mairsil the Pretender


I like this, particularly interesting being so black, a color that can't ramp too easily, but maybe it should cost more or require only to be paid.


Regarding the original.

5 color seems is a good idea to make it harder.

It's like Door to Nothingness , maybe comparisons can be made.

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8 months ago  ::  Nov 15, 2012 - 3:21PM #23
Artsy_Wumpus
Date Joined: Sep 15, 2005
Posts: 1,631
Worldfire sets the entire plane on fire for 9, and your's emplodes it, so it should probably cost at least 10...
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8 months ago  ::  Nov 15, 2012 - 4:01PM #24
Imidazoline
Date Joined: Mar 9, 2004
Posts: 6,938

Nov 15, 2012 -- 12:49PM, Esterdi wrote:

Nov 15, 2012 -- 12:40PM, razorborne wrote:

Planar Sunder-
Sorcery
You lose 20 life.
At the beginning of your next upkeep, you win the game.

solves the prevention and stifle problems, and it doesn't really make sense as something you can naturalize anyway.




That's too strong. I gave mine a tap necessity to make it weaker on purpose. I want it to be possible to stifle it, or keep it down with tap effects.


I think you guys are discussing different abilities to be stifled.

The win ability can still be stifled. It's a delayed trigger. However Raz's wording means you can't Stifle the life loss trigger (because it's no longer an ability).

Also, the fact the OP is an enchantment doesn't really make it that much weaker. There's not a huge number of effects that keep an enchantment tapped down.

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8 months ago  ::  Nov 16, 2012 - 11:56AM #25
bay_falconer
Date Joined: Oct 12, 2010
Posts: 9,710

Nov 15, 2012 -- 1:21PM, Matt_Holck wrote:

sure

but if one plays green, the mana grab is 2 lands per card in many cases with accelerate drop down




Yeah, we all draw a land and Untamed Wilds every turn. *chuckle*

Jun 27, 2012 -- 12:04AM, GM_Champion wrote:

Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.


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Autocard is your friend.

[c]Lightning Bolt[/c]
= Lightning Bolt
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