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4 months ago ::
Jan 15, 2013 - 2:44PM
#11
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Date Joined:
Oct 10, 2011
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In Zendikar, each trap was very flavor driven. The triggers cosigned with the card's name and the concept it was based around alongside the actual operation. This one shows no relativity at all. Beyond all else, this would be the most important element if you're designing a trap.
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4 months ago ::
Jan 15, 2013 - 3:13PM
#12
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Date Joined:
Nov 30, 2012
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I always felt putting "trap" in the name made them sound bad.
Unbinding    Instant - Trap If an opponent attacks with a creature with a converted mana cost greater than the number of lands he or she controls, you may pay rather than Unbinding Trap's mana cost. Gain control of all attacking creatures your opponent controls. Those creatures have "Your opponent may pay mana equal to this card's converted mana cost to gain control of this creature" as long as you control them. "Aamon enjoyed summoning powerful dragons. That is, until one ate him."
This is generally for decks that "cheat" out creatures far too soon via various methods. I also like the flavor that if a planeswalker trys to summon a creature without enough mana to control it, it might turn against him/her.
I'd make it red instead of blue, specify that it's only until end of turn, and throw in that those creatures have haste.
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4 months ago ::
Jan 15, 2013 - 3:40PM
#13
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Date Joined:
Oct 12, 2010
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Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
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4 months ago ::
Jan 15, 2013 - 5:34PM
#14
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Date Joined:
Dec 31, 2012
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I always felt putting "trap" in the name made them sound bad.
Unbinding    Instant - Trap If an opponent attacks with a creature with a converted mana cost greater than the number of lands he or she controls, you may pay rather than Unbinding Trap's mana cost. Gain control of all attacking creatures your opponent controls. Those creatures have "Your opponent may pay mana equal to this card's converted mana cost to gain control of this creature" as long as you control them. "Aamon enjoyed summoning powerful dragons. That is, until one ate him."
This is generally for decks that "cheat" out creatures far too soon via various methods. I also like the flavor that if a planeswalker trys to summon a creature without enough mana to control it, it might turn against him/her.
I'd make it red instead of blue, specify that it's only until end of turn, and throw in that those creatures have haste.
Haste is absolutely useless, and taking them until the end of the turn is only slightly better than just fogging the attack and generally has little to no effect. You'd be much better off just killing the creature for a fraction of the mana, and even if they do set off the trap its not like you get off anything glorious.
Overpowered.
At   , yes. Hell, look at Insurrection .
On the plus side, with the way land destruction is going, it's hard to force the issue.
To be fair, Insurrection is far more swingy than this will be considering that you untap even your own, and gain control of things that didn't attack. Also, the pricing of    at least partially takes into account the fact that its a multiplayer bomb.
Though I think I should reduce it to only taking one creature. Then you've got a cost 1 higher than control magic but requires an attack and gives the opponent the opportunity to take it back after 1-2 turns, but has the trap ability and is an instant, which seems fair.
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