hmm, what do y'all thinking trigons costing 1?They remind me of the trigons.
huh i guess those were probably rolling around in my subconscious, there is quite a similarity. i remember thinking those cards were almost mildly interesting but not quite what i wanted when i saw them years ago. they must've influenced/inspired the potions thing someThey remind me of the trigons.
too early to sayAre you planning on flooding your cube with Potions are do you want them to be a minor theme? Some of these can stand on their own legs without support.
it uh, felt like it made sense somehow? i was just trying to feel out things that are mechanically related to me and the potions were already colored artifacts and there's a sense of converting 2 <-> color that felt sort of, idk, alchemical to me. apparently this fell flat though, which is fine.I....why do you want Twobrid matters? I liked the potions, but I think the interesting part of them was as "Trigons but better", with maybe 1-2 potion matters cards existing. Here I think you've focused in on the "X matters" part of design with what feels like a placeholder X. There's got to be better ways to pay homage to Toggledyte.
i thought about like, maybe focusing it on a shard? also i actually agree about squadron hawks but i feel like the base value here is quite a bit better than squadron hawks (though it's all environmentally dependent ofc)In terms of your previous post, the idea seems alright. I worry you'll have the same issue with them that individually drafted squadron hawks do, where they only become interesting after 2-3 previously dead picks are in your drafting pile, but I've been down on this mechanic other people have been pretty enamored with.
One suggestion I would make though is that scattering this mechanic across all 5 colors is probably the wrong approach. Time Spiral Limited had a wonderful slice carved out for morph in just blue (and a rare cycle, but I feel like that detracts from the place of the mechanic), and this might work well as a mechanic in a color or color pair to help angle them as a graveyard style deck.
i like this the idea of this a lot.Also, I just wanted to share something I'm excited about:
View attachment 1952
Sins of the Past is a card I've always loved, but constructed magic merits the assumption that this will never be casting something less than cruel ultimatum or enter the infinite, where here I can control what it's capable of targeting, and have it be closer to snapcaster mage as a result.
The wording is adapted from Spelltwine, so if something feels off about it that'll be why, as only has one target.
velrun posted this in the fight club threadWhat did the others do? Can you post them in the custom thread?
first off: wow i like this a lot just looking at itCan we discuss this card? I have been having waaay too much fun with it in testing, but is it too strong? The combination of these two abilities is sooooo satisfying, and the card is a really good reward for going into ramp, but it does kinda turn into Demonic Tutor in the late game...
I should probably at least have it exile itself, right?
first off: wow i like this a lot just looking at it
it's a multicolor card in cube, which i think means you can have some leniency on it being strong.
so some comparable cards to think about are
however,
i think all of your questions depend heavily on the context.
this is kind of strange card to evaluate. while some cards become weaker as cards around them become stronger, and vice versa, this card does not. when cards around it become stronger, this card becomes stronger because you can cast stronger cards with it. a bigger concern is, the speed of your format, because if you can only cast this for like X = 3 or 4 that's probably completely fine.
how late do your games go? i mean, you say it turns into demonic tutor, except demonic tutor is fine in some contexts.
if you are casting it regularly for 7 or more, that's quite a bit stronger.
you say maybe it should exile, but that depends on a lot about how easy it is to rebuy. i kind of am uncertain about how often self-exile is used, i don't think it's very elegant. for me it emotionally feels bad to read, it feels very prescriptive on the part of the designer on how to play, like in a video game when you try to go somewhere and find an invisible wall blocking your path.
comparing with those cards i listed, it seems quite absurdly strong, however, several of those cards are often worthless in cube environments.
one possible change could be to untap X target lands instead of adding mana, though if you have bouncelands or other things in your cube this may be a buff. but this addresses being able to cast anything off of it (including colors you dont have), and makes you choose the targets before you see the cards. it's a minor nerf but this might only need a minor nerf. this is also contextually affected by how people are ramping into it, farseek vs llanowar elves
Yeah, that came up, but that wasn't really something I minded. That part actually is in line with most of these effects, plus green ramps, so it fits both ways. I'm pretty happy with your untap X lands solution, that's probably the version I'm going to go with.i think something else to consider about it i guess that i didnt think about earlier but is sort of obvious in retrospect (which i'm sure came up immediately in playtesting, but i didn't playtest it):
if you reveal an untapped land u can cast x+1 mana spells off it
So... If this is a competition, what is the reward (other than bragging rights)?