I was wondering how well you guys think this fits into white. I believe that the nature of the recursion is more white than black, but the way you get it seems much more black. I'm not sure if I'm completely misunderstanding how Hybrid Mana works, because different parts of this card fit into each colour. What do you guys think?
@fire12 Magic doesn’t like tapped enchantments. It doesn’t know what to do with them. This was a problem back in Tempest when they invented the Licids. They would sometimes turn into tapped enchantments which was a strange state. So they stopped making Licids.
Maybe you can remake it as a blue artifact?
I’m not sure why the two abilities seem to harm you and then help your opponent. What am I missing?
@nokiskaur that card feels white to me. Discarding as a cost is a fine mechanic for white to have, although I can’t think of a card that does it besides Scars of the Veteran.
“Rescue” is not a very black ability (somewhat it is); Black usually salvages old stuff. but I guess you could make this card white and black.
@saveria201 Interesting mechanic! It really goes well with creatures with changeling ability. I think card power is ok, but repeatable Shock can be a bit unfun if an opponent's deck has many small creatures. If it puts -1/-1 counters instead of dealing damage, it might be fairer because it eventually kills your creature even if its toughness is 3 or greater.
Equipped creature gets +2/+0 and has "{2}, {t}: Put a -1/-1 counter on this creature and target creature that shares a creature type with it."
(Edited) On second thought, it makes creature with undying ability hard to kill, because -1/-1 counters cancels +1/+1 counters. I'm not sure if I like my idea over yours.
@fire12 @Scott_Anderson is right, WotC doesn't make enchantments that have {t} abilities. And right color for that card would be mono black, or white and black. You can use its {t} ability even if you have no creatures. So players can gain infinite amount of life. That would be a problem because there are cards like Felidar Sovereign ("... if you have 40 or more life, you win the game.") I think the mechanic should be edited.
Maybe something like this.. Fountain of Life, {1}{w}{b}, Artifact, Uncommon {2}: Fountain of Life deals 1 damage to each creature you control. Target player gains 1 life for each creature that was dealt damage this way.
Thanks, @Tomigon. Fountain deals damage because if you gain more life, then the fountain gets revenge on you because you took its water.(It gets revenge by damaging you minions.)
@fire12 it’s a marvelous concept, but the mechanic doesn’t do what you want it to do. A tapped creature deals no combat damage. So he has first strike but he’s dealing no damage.
Maybe “{0}: this gains first strike until the end of turn.” That should work.
@Faiths_Guide, Hunted Colt...doesn't really make sense. Where does protection from Enchantments come in? The 2/2 Wolf doesn't seem like much of a drawback either. At least it has pretty art.
@Gelectrode Colt, as in young horse (this is a young equine so, yup). Pro enchantments because of his "purity" (just a design choice really, it felt like a "positive-drawback"). 2/2 green wolves are existing mtg tokens which match the art and feel appropriate size-wise based on existing hunted creatures in MTG. I went with formatting for multiplayer (giving each opponent a Wolf) instead of the existing "target opponent" format. Yes, the art's pretty.
I have a love-hate relationship with Reality Bursar, albeit a short one XD
@Gelectrode Mechanically, it's fine. It's very interesting.
I think maybe a little strong - you could send a really big guy over to the new battlefield and your opponent would be hard pressed to build an appropriate defense. However, I would expect this to come in a set that explores this design space to give each color a fighting chance in such a situation.
It's also on a creature so it's fragile enough that it can be dealt with.
I don't think we would ever see it printed because it messes up the constraints of real world space and time limitations. It's the same problem as Shahrazad suffers from. Other cards that are mechanically good but problematic: to a lesser extent Zuran Orb etc due to lifegain extending games; the good fetch lands because of all the tutoring and shuffling; tutors in general; and Chaos Orb and its cousins.
In all these cases, it's a problem of real-world constraints that make them problematic and I can see your card having the same issue.
This doesnt seem quite right. There has already been discussion on it but I want to see what others think as well. So, any ideas on how to accomplish this better?
@shadow123 [+1] is very nasty ability. Probably more unfun than Jace the Mind Sculptor's fateseal ability.
Unlike library or graveyard, exile isn't a zone that a player has. [-2] should say "You may cast cards from exile until end of turn." But I think it's safer if it said "You may cast cards exiled with Jace, the Memory Thief until end of turn." Otherwise players would try to abuse it with cards that exile cards from graveyards such as delve.
I think [-7] can just say "Exile target player's hand and library.".. in other words, "You win the game."
If I would fix that card.. ------- {1}{u}{u} [+1]: Look at the top three cards of target opponent's library. Exile one of those cards, and put the rest on the bottom of that player's library in any order.
[-2]: You may cast cards exiled with Jace, the Memory Thief until end of turn.
[-8]: Search target player's library for up to ten cards and exile them. That player shuffles his or her library.
@Scott_Anderson ..so if 2 players are in the game, you cast Double Jump, your opponent skips their turn, you skip your turn, your opponent skips their turn agin, then your turn starts normally. If 4 players are in the game, it becomes Time Warp. Am I right? It's an interesting effect. I think the card that manipulates time should be blue though. If it uses coins or dice to decide how many turns players skip, it could be mono red.
Comments
Blood-Bonding Dagger
https://mtgcardsmith.com/view/blood-bonding-dagger?list=user
I was wondering how well you guys think this fits into white. I believe that the nature of the recursion is more white than black, but the way you get it seems much more black. I'm not sure if I'm completely misunderstanding how Hybrid Mana works, because different parts of this card fit into each colour. What do you guys think?
Maybe you can remake it as a blue artifact?
I’m not sure why the two abilities seem to harm you and then help your opponent. What am I missing?
“Rescue” is not a very black ability (somewhat it is); Black usually salvages old stuff. but I guess you could make this card white and black.
Interesting mechanic! It really goes well with creatures with changeling ability. I think card power is ok, but repeatable Shock can be a bit unfun if an opponent's deck has many small creatures. If it puts -1/-1 counters instead of dealing damage, it might be fairer because it eventually kills your creature even if its toughness is 3 or greater.
Equipped creature gets +2/+0 and has "{2}, {t}: Put a -1/-1 counter on this creature and target creature that shares a creature type with it."
(Edited)
On second thought, it makes creature with undying ability hard to kill, because -1/-1 counters cancels +1/+1 counters. I'm not sure if I like my idea over yours.
@Scott_Anderson is right, WotC doesn't make enchantments that have {t} abilities.
And right color for that card would be mono black, or white and black.
You can use its {t} ability even if you have no creatures. So players can gain infinite amount of life. That would be a problem because there are cards like Felidar Sovereign ("... if you have 40 or more life, you win the game.") I think the mechanic should be edited.
Maybe something like this..
Fountain of Life, {1}{w}{b}, Artifact, Uncommon
{2}: Fountain of Life deals 1 damage to each creature you control. Target player gains 1 life for each creature that was dealt damage this way.
I don't know why Fountain deals damage though.
Maybe “{0}: this gains first strike until the end of turn.” That should work.
https://mtgcardsmith.com/view/the-chaos-hippo?list=user
Thanks! Yes, it's a rare.
Check out the Others.
@Faiths_Guide, Hunted Colt...doesn't really make sense. Where does protection from Enchantments come in? The 2/2 Wolf doesn't seem like much of a drawback either. At least it has pretty art.
Thoughts?
https://mtgcardsmith.com/view/reality-bursar
Colt, as in young horse (this is a young equine so, yup). Pro enchantments because of his "purity" (just a design choice really, it felt like a "positive-drawback"). 2/2 green wolves are existing mtg tokens which match the art and feel appropriate size-wise based on existing hunted creatures in MTG. I went with formatting for multiplayer (giving each opponent a Wolf) instead of the existing "target opponent" format. Yes, the art's pretty.
I have a love-hate relationship with Reality Bursar, albeit a short one XD
I think maybe a little strong - you could send a really big guy over to the new battlefield and your opponent would be hard pressed to build an appropriate defense. However, I would expect this to come in a set that explores this design space to give each color a fighting chance in such a situation.
It's also on a creature so it's fragile enough that it can be dealt with.
I don't think we would ever see it printed because it messes up the constraints of real world space and time limitations. It's the same problem as Shahrazad suffers from. Other cards that are mechanically good but problematic: to a lesser extent Zuran Orb etc due to lifegain extending games; the good fetch lands because of all the tutoring and shuffling; tutors in general; and Chaos Orb and its cousins.
In all these cases, it's a problem of real-world constraints that make them problematic and I can see your card having the same issue.
Deleted
https://mtgcardsmith.com/view/morbid-dealing This better?
Does it need to be so expensive? It would probably be fine at {1}{B}.
What do you all think?
They don’t have to be, but it would be confusing otherwise.
Thoughts?
[+1] is very nasty ability. Probably more unfun than Jace the Mind Sculptor's fateseal ability.
Unlike library or graveyard, exile isn't a zone that a player has.
[-2] should say "You may cast cards from exile until end of turn." But I think it's safer if it said "You may cast cards exiled with Jace, the Memory Thief until end of turn." Otherwise players would try to abuse it with cards that exile cards from graveyards such as delve.
I think [-7] can just say "Exile target player's hand and library.".. in other words, "You win the game."
If I would fix that card..
-------
{1}{u}{u}
[+1]: Look at the top three cards of target opponent's library. Exile one of those cards, and put the rest on the bottom of that player's library in any order.
[-2]: You may cast cards exiled with Jace, the Memory Thief until end of turn.
[-8]: Search target player's library for up to ten cards and exile them. That player shuffles his or her library.
Starting loyalty: [3]
Should probably be a 4 CMC and 3 loyalty
https://mtgcardsmith.com/view/double-jump?list=user
Thoughts?
https://mtgcardsmith.com/view/dreamscape-thievery
@Scott_Anderson ..so if 2 players are in the game, you cast Double Jump, your opponent skips their turn, you skip your turn, your opponent skips their turn agin, then your turn starts normally. If 4 players are in the game, it becomes Time Warp. Am I right?
It's an interesting effect. I think the card that manipulates time should be blue though. If it uses coins or dice to decide how many turns players skip, it could be mono red.