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3 months ago ::
Feb 13, 2013 - 2:34PM
#11
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Date Joined:
Apr 28, 2008
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While I can, is this what I WANT to do with 4 mana each turn?
Probably not, in fear of casual players dogpiling you.
Even better, we can do it off acceleration on turn 3, at which point you're hopefully stuck at 1 land for the rest of the game.
Everything Mown does is elegant.

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3 months ago ::
Feb 13, 2013 - 2:43PM
#12
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Date Joined:
Nov 15, 2012
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While I can, is this what I WANT to do with 4 mana each turn? That's what I want to test.
that's a bit of an upkeep
TLDR
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3 months ago ::
Feb 13, 2013 - 3:25PM
#13
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Date Joined:
Dec 24, 2012
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I see this taking out duals more often. I say no to your diversity!!! I think this could be playable at 5... I could also see this in mono-red.
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3 months ago ::
Feb 13, 2013 - 4:17PM
#14
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Date Joined:
Nov 15, 2012
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me too, but I'm sadistic
TLDR
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3 months ago ::
Feb 13, 2013 - 4:53PM
#15
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- Lord of the Riverdance
- Wanted a door instead
Date Joined:
Feb 18, 2008
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What about changing it to "target player sacrifices a land?"
hall of fame
Show
Kavu_Overlord Dudibus turnip_song POSValkir1
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3 months ago ::
Feb 13, 2013 - 8:47PM
#16
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How is that any good Shazzeh?
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3 months ago ::
Feb 13, 2013 - 9:07PM
#17
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- Lord of the Riverdance
- Wanted a door instead
Date Joined:
Feb 18, 2008
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Well, it would still be overpowered as hell because it's infinitely repeatable land destruction but it would be at least a little harder to get it back since you couldn't pick off the only single land they have.
hall of fame
Show
Kavu_Overlord Dudibus turnip_song POSValkir1
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3 months ago ::
Feb 14, 2013 - 4:05AM
#18
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Date Joined:
Jul 16, 2007
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Multiple land destruction or repeatable land destruction can be more powerful than it looks and is almost always un-fun, so should not be aggressively costed. The 'drawback' of this card is almost non-existant since almost everyone runs different kinds of duals even if they're for the same color, and utility lands. Take a look at Stingmoggie . Sure it also costs you 4 for each land you wanna destroy but there's a set up cost of 4 mana plus needing a way to put more +1/+1 counters on it plus it's a creature so it's fragile. Take a look at Craterize . For four mana you only get to destroy a single land. Leave aggressively costed LD in Legacy and let everyone else play Magic.
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3 months ago ::
Feb 14, 2013 - 4:45AM
#19
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Well, it would still be overpowered as hell because it's infinitely repeatable land destruction but it would be at least a little harder to get it back since you couldn't pick off the only single land they have.
How is it infinitely repeatable? The opponent will always choose the land of which he has at least two.
@Flopfoot: Craterize is not the go to standard for land destruction. As I've already said, Modern has a lot of land destruction at 3 mana, which isn't seeing any play.
And the idea of unfun is subjective. For some it might be unfun to be trampled over by hellrider, for some it might be unfun to face mill, for some it might be unfun to be locked by the combo of Ethersworn Canonist + the Stick with Remand imprinted. Hell, my play group considers storm to be COMPLETELY unfair and they don't want to play against it.
Doesn't mean those aren't legitimate ways to win.
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3 months ago ::
Feb 14, 2013 - 5:00AM
#20
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Date Joined:
Jul 16, 2007
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Modern is a high-powered format, there are a lot of strong cards that don't see play there. But people do play Wildfire . Anyway, when cards are made, they have to go through Standard first, and this card is definitely too strong for Standard. If you want to design for an eternal format you can't just push the power level over the top, you need to make the kind of cards that are just better in those formats like Deathrite Shaman and Abrupt Decay . Some elements of fun are subjective, but there are some things that are almost universally considered unfun (Maro once pointed out that you wouldn't want to play the game "stick needles in your face") and R&D have made a list of things to watch out for. Land destruction is one, prison decks are another (so that covers your isochron scepter example) and so are fast combos (like your storm example). Tournament players will still bring the deck that has the best chance to win, but R&D wants tournament players to have fun, too, so they try not to make the best deck an unfun one.
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