Colourwise the effect seems fine and in regular ways it should end after the first time...so when it doesn't end (for instance if both creatures have indestructible) the whole it doesn't go on if they can't destroy eachother is kind of pointless anyway :P
EDIT: I reckon this is a sorcery that wants to deal with intervention by instants, right?
In that case it'll still lose its meaning since instants and sorceries are one-time deals only, they enter the stack and are out of it when their effect's done. This one has a repeating effect so it can't exactly be a sorcery. This would have more sense as an enchantment that can be returned to your hand.
@Credius - Assaulting Knights goes infinite with itself since Rally will be triggered when the tokens are created and so on. You can circumvent that by triggering only when a non-token ally enters the battlefield, but I don't think that's technically Rally.
Either way, it's pretty overpowered. 4 mana for a total of 7 power and 6 toughness all of which has haste and trample!?
You'd be surprised about how powerful most rare allies are, but unlike those: this one is not indestructible, does not give abilities to other allies (besides the token thing) and it can be countered. If anything, it's maybe better as a mythic rather than a regular rare...
@Credius It, at this point, should definitely be a mythic rare. I speak from experience when I say that Assaulting Knights is far more powerful that other allies, and here's why: I play a wubrg Ally and Superfriends deck, as such, I have many of the rare and mythic allies. Most of them do not have inherent abilities, but rather give everything those abilities through rally (I'm like 99% sure there isn't an ally that inherently has indestructible; I'm guessing that was in reference to Hero of Goma Fada which is a rally trigger). Also, I don't know of any allies that can't be countered. Anyways, my point is that this exceeds the power level of I'd say every single rare ally, and even is more powerful than mythic rare allies (there are only three i think and they're all legendary creatures).
For one thing, ally decks pretty often have a reliable ally play every turn, which means that after you play this thing, you reliably get two 2/2s with trample and haste every turn. Plus, you get to choose the order which rally triggers go off, so say you already have a kor bladewhirl and a firemantle mage. Suddenly, playing this card gets you three creatures with haste, trample, first strike, and menace on turn four.
I'd definitely say that Assaulting Knights is extremely overpowered because I play the other rare allies and they are at a lower power level than this on the whole
In that retrospect it is indeed overpowered... back to the drawingboard (also inherent abilities for allies, plz check the vampire allies, those are the ones I play, which DO have inherent abilities and thanks to those, I regularly beat superfriends without even attacking a single time :P )
@Credius I like that third version a lot, actually. And yeah I totally forgot about those vampire ones haha. Probably should have qualified it with rally allies. But yeah, it's over now, and I do actually like this third version and very much would play it in my ally/superfriend deck
Hey, could I get some help with these sets? They are connected, Neomixtapus being an equivalent of Amonkhet and Third Unbound being an equivalent to Hour of Devestation.
@Jonteman93, is it a God? Or is it not? Why do I keep using question marks?
Poignant humor aside, I still can see this being broken. Off the top of my head, it works nicely in Valrolz decks with discard outlets and Pathbreaker Ibex. There are probably more broken synergies that I can't think of right now too.
So any advice to take home? No matter how many drawbacks an absurdly powerful card has, it doesn't take much to break it. Good luck cardsmithing!
@Credius - I believe I failed, though. When I wanted to create Fight to the Death, I was half sleepy in the middle of the night. I wanted it to make two creatures fight, and after that fight, if neither of them died, they fight again. And if neither of them still didn't die after that, they fight again. And this would go on and on and on until one of the creatures dies OR if there is an ability or effect which prevents both of them from being destroyed this way (for example, both have indestructible). If there is, the creatures fight once and that's that.
Sorry for my late response. It's been pretty hard to get onto this site lately.
@Gelectrode Thank you for your respons. I got a comment from Regimus that the card would work with Ritual of the Returned so i have changed the last sentence of the card to prevent all effects that uses it in any way. "Abilities and spells counts The Omnipotent Impotent as non-existing and it's power and toughness as 0. (unregarding of zone.)"
It is interesting though to see if there is a possible way to render a card mechanicaly useless and if not, what is the closest one can come to such a point.
I love that card and its ability (which is why it has earned a fave), plus it really does show that we smiths know how ravnica works...if I had a custom izzet based deck, that one plus my old golden oldie would be a rather interesting combo.
In any other deck and of any other type, this would've been fine, but with slivers, a race that has always been played single (meaning when a deck is made with slivers, it'll only contain slivers) it's extremely OP even with that cost.
There, based around underpowered creature type, little less powerful but still, extra combat phases all day? I need wording help do I? Oops, yoda talk.
Wanted to try something unique, with Origins as starting point, I thought why not have a planeswalker turn into a creature since it fits the story I've got set up for the Xeras block. Question is, do you guys think it's a fit and wether or not this is even worth it.
Comments
Colourwise the effect seems fine and in regular ways it should end after the first time...so when it doesn't end (for instance if both creatures have indestructible) the whole it doesn't go on if they can't destroy eachother is kind of pointless anyway :P
EDIT: I reckon this is a sorcery that wants to deal with intervention by instants, right?
In that case it'll still lose its meaning since instants and sorceries are one-time deals only, they enter the stack and are out of it when their effect's done. This one has a repeating effect so it can't exactly be a sorcery. This would have more sense as an enchantment that can be returned to your hand.
Either way, it's pretty overpowered. 4 mana for a total of 7 power and 6 toughness all of which has haste and trample!?
think I fixed it this way :P
@Animist
You'd be surprised about how powerful most rare allies are, but unlike those: this one is not indestructible, does not give abilities to other allies (besides the token thing) and it can be countered. If anything, it's maybe better as a mythic rather than a regular rare...
It, at this point, should definitely be a mythic rare. I speak from experience when I say that Assaulting Knights is far more powerful that other allies, and here's why:
I play a wubrg Ally and Superfriends deck, as such, I have many of the rare and mythic allies. Most of them do not have inherent abilities, but rather give everything those abilities through rally (I'm like 99% sure there isn't an ally that inherently has indestructible; I'm guessing that was in reference to Hero of Goma Fada which is a rally trigger). Also, I don't know of any allies that can't be countered. Anyways, my point is that this exceeds the power level of I'd say every single rare ally, and even is more powerful than mythic rare allies (there are only three i think and they're all legendary creatures).
For one thing, ally decks pretty often have a reliable ally play every turn, which means that after you play this thing, you reliably get two 2/2s with trample and haste every turn. Plus, you get to choose the order which rally triggers go off, so say you already have a kor bladewhirl and a firemantle mage. Suddenly, playing this card gets you three creatures with haste, trample, first strike, and menace on turn four.
I'd recommend that you look at Turntimber Ranger (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=169971 ) because it is a five mana 2/2 that creates tokens, but neither the tokens nor it have abilities on their own.
I'd definitely say that Assaulting Knights is extremely overpowered because I play the other rare allies and they are at a lower power level than this on the whole
In that retrospect it is indeed overpowered... back to the drawingboard (also inherent abilities for allies, plz check the vampire allies, those are the ones I play, which DO have inherent abilities and thanks to those, I regularly beat superfriends without even attacking a single time :P )
EDIT: for crying out loud, typical for me to find a tiny typo in it after the third time, not bothering with that until wednesday
I like that third version a lot, actually. And yeah I totally forgot about those vampire ones haha. Probably should have qualified it with rally allies. But yeah, it's over now, and I do actually like this third version and very much would play it in my ally/superfriend deck
https://mtgcardsmith.com/user/nicolbolas1099/sets/24391
https://mtgcardsmith.com/user/nicolbolas1099/sets/24390
Poignant humor aside, I still can see this being broken. Off the top of my head, it works nicely in Valrolz decks with discard outlets and Pathbreaker Ibex. There are probably more broken synergies that I can't think of right now too.
So any advice to take home? No matter how many drawbacks an absurdly powerful card has, it doesn't take much to break it. Good luck cardsmithing!
Thoughts?
https://mtgcardsmith.com/view/temporal-treaty
Sorry for my late response. It's been pretty hard to get onto this site lately.
I got a comment from Regimus that the card would work with Ritual of the Returned so i have changed the last sentence of the card to prevent all effects that uses it in any way.
"Abilities and spells counts The Omnipotent Impotent as non-existing and it's power and toughness as 0. (unregarding of zone.)"
It is interesting though to see if there is a possible way to render a card mechanicaly useless and if not, what is the closest one can come to such a point.
https://mtgcardsmith.com/account/sets/24591
I think he meant to post this: https://mtgcardsmith.com/user/Weasel2811/sets/24591
(-mtgcardsmith)
Thoughts?
https://mtgcardsmith.com/view/izmagnus-extraordinaire
I love that card and its ability (which is why it has earned a fave), plus it really does show that we smiths know how ravnica works...if I had a custom izzet based deck, that one plus my old golden oldie would be a rather interesting combo.
said golden oldie:
What should I change?
In any other deck and of any other type, this would've been fine, but with slivers, a race that has always been played single (meaning when a deck is made with slivers, it'll only contain slivers) it's extremely OP even with that cost.
I need wording help do I? Oops, yoda talk.
Wanted to try something unique, with Origins as starting point, I thought why not have a planeswalker turn into a creature since it fits the story I've got set up for the Xeras block. Question is, do you guys think it's a fit and wether or not this is even worth it.
Does this confuse you?
Ideas?
It would definitely be overly efficient, that's for sure!