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4 months ago ::
Jan 20, 2013 - 3:03PM
#1
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Date Joined:
Dec 31, 2012
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Overgrow   Instant Target opponent chooses one, and then you activate it - Put 1 4/4 Green Beast token on the battlefield; or target opponent searches your deck for 2 lands and puts them on the battlefield under your control tapped. "You feed nature, or nature feeds on you." Interrogate   Instant Target opponent chooses one, and then you activate it - Counter target spell; or target player draws 2 cards. "Tell me what you know, or I will make sure you don't know anything." Victimize   Instant Target opponent chooses one, and then you activate it - Look at target player's hand, and discard 1 nonland card; or target player discards 2 cards. Reinforce   Instant Target opponent chooses one, and then you activate it - Put two 1/1 white Spirit Tokens with flying onto the battlefield; or put one 2/2 white Gryphon token with flying onto the battlefield Recklessness   Instant Target opponent chooses one, and then you activate it - Cast the top card of your deck without paying its mana cost; or exile the top two cards of your deck, and cast any instants exiled in this way without paying their mana cost.
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4 months ago ::
Jan 20, 2013 - 3:15PM
#2
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I like the idea behind these, I think the green one is the best though. It has two abilities that are green but are unalike. The blue one also does this very well. The black's both involves discard, maybe decide on another black trait, same goes for the white and red. let us know what you decide
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4 months ago ::
Jan 20, 2013 - 3:17PM
#3
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Date Joined:
Sep 26, 2011
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All but the Green and Blue Ones are a little underpowered. Black should be either a Zombify or a Mind Rot.
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4 months ago ::
Jan 20, 2013 - 3:23PM
#4
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Date Joined:
Nov 15, 2012
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or Victimize red needs to look at 3 or more cards for instances and safegaurds should be in place to prevent high mana toll instances
TLDR
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4 months ago ::
Jan 20, 2013 - 4:08PM
#5
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- Volunteer Community Lead
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Date Joined:
Apr 14, 2007
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The green work doesn't work the way you want it to. You can always fail to find when searching your library.
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4 months ago ::
Jan 21, 2013 - 4:50AM
#6
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Date Joined:
Mar 11, 2008
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I agree with Mono. In order to gaurentee that your opponent fetches you two lands, you have to reveal your library so that all players can see that there are two lands to fetch.
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 I am Black/Green Take The Magic Dual Colour Test - Beta today! Created with Rum and Monkey's Personality Test Generator.I am both selfish and instinctive. I value growth and community, as long as they favour my own objectives; I enjoy nature, and I particularly enjoy watching parts of nature die. At best, I am resilient and tenacious; at worst, I'm uncontrollable and destructive.
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4 months ago ::
Jan 21, 2013 - 12:37PM
#7
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Date Joined:
Oct 18, 2009
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What you mean with "and then you activate it"?
[<o>]
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4 months ago ::
Jan 21, 2013 - 12:44PM
#8
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Date Joined:
Apr 28, 2008
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Do 1 unless an opponent has you do 2. Browbeat etc. Modal spells are chosen before costs are paid, so you can just go back on casting them if you didn't like what your opponent offered you.
Everything Mown does is elegant.

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4 months ago ::
Jan 23, 2013 - 5:31PM
#9
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Date Joined:
Dec 31, 2012
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Okay I'm going to fix these up a bit. It seems my wording got me into trouble, and I screwed up looking back at it. I was trying to go for "you can either give me 1 good thing; or you can give me 2 not-quite-as-good things." Which is a bit awkward, though I like the black one. Instead, I am going to try for "you can either give me what I want (give me a good thing), or i'll hurt you." Note: putting out a creature apparently = hurting you. Except for some reason in the case of black. Or maybe black just feels like hurting you either way. IDK. Anyway, here's the new versions: Overgrow   Instant Put 1 4/4 Wurm token on the battlefield unless an opponent chooses to have you search your deck for one land card and put it on the battlefield tapped instead. "You will feed nature, or nature will feed on you."
Interrogate   Instant Counter target spell unless an opponent chooses to have you draw 2 cards instead. "Tell me what you know, or I'll make sure you don't know it."
Terrorize   Instant You look at your opponents hand and exile 1 card in it unless an opponent chooses for you to put one creature from any graveyard onto the battlefield instead.
Reinforce   Instant You put 2 1/1 white Spirit tokens with flying onto the battlefield unless an opponent chooses for your life to become 20 instead.
Recklessness   Instant You deal 5 damage to target creature or player unless an opponent chooses for you to play the top card of your library without paying its mana cost instead.
I especially like the red one, I think it'll make for some nice multiplayer politics. They all will, potentially. You can get one person to help you, and get off many useful effects.
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