General Print this Wizards! (So I can put it in my cube)

Tyrant's Command {4}{R}{R}
Sorcery
Choose two:
  • Put a 4/4 flying red dragon creature token onto dat battlefield.
  • Ayo, Tyrant's Command deals 3 damage to each creature.
  • Whats good? Destroy all artifacts.
  • Tyrant's Command deals 4 damage to a creature, a player, anything man.
 
assignment: make sweet red 7 drops
Tyrant's Command {4}{R}{R}
Sorcery
Choose two:
  • Put a 4/4 flying red dragon creature token onto dat battlefield.
  • Ayo, Tyrant's Command deals 3 damage to each creature.
  • Whats good? Destroy all artifacts.
  • Tyrant's Command deals 4 damage to a creature, a player, anything man.
assignment: make sweet red 7 drops
I see your card costs 6. Do you feel my card doesn't have enough power to be worth 7 mana?
 
Doomy but not entirely unanswerable. 14 dome if not answered, 18 if neither answered nor blocked. Yipes! Ayo, counterspell "dat" "shizz", "yo".
 
Often when I see a card like that, one that I like, I think about what niche it can be fit into, and that often involves pairing it down or making it bigger.
I never saw Katona's post, but I sorta don't like 7 drops that don't have job other than once you've invested 7 cards into being able to play them and waited something like 7 turns. It's pretty close to half of your lands and I find people don't draft expensive spells very excitedly (excluding grim monolith cubes) because they sorta demand you take a particular direction.

Now I wana make 7 mana evoke creatures, red cycling sorceries and spells with kicker or channel.
 
Now I wana make 7 mana evoke creatures, red cycling sorceries and spells with kicker or channel.
Yeah, that blue guy (which costs 5 for aggro but can be kicked to 7 for control/ramp) is fuckin elegant. I can't find the thread where someone mentioned it. I gotta proxy that one.
 
Barnburner {4}{R}{R}
Creature - Dragon
Haste, flying, trample.
When you cycle Barnburner, target player sacrifices a permanent.
Cycling {3}{R}
6/6

Rapid Fire {2}{R}
Instant
Rapid Fire deal 2 damage to target creature or player and then 2 damage to another target creature or player.
If you payed the kicker cost Rapid fire deals 2 damage to target creature or player and then 2 damage to another target creature or player.
Kicker {2}{R}

Wanton Mayhem {5}{R}
Instant
Destroy two target artifacts, creatures or lands (in any combo).
Cycling {2}

Chaos {4}{R}{R}
Sorcery
Each player sacrifices 5 permanents.
When you cycle Chaos, discard your hand and draw that many cards.
Cycling {1}{R}

More to come?
 

Onderzeeboot

Ecstatic Orb
Flamebirthed Spawning
{5}{R}{R}
Sorcery
Choose two:
  • Destroy all artifacts.
  • Put a 5/5 red Dragon creature token with flying onto the battlefield.
  • Deal 3 damage to each creature.
  • Creatures you control have +2/+0, haste, and trample until end of turn.
Sweet! Put the 3 damage to each creature before making the token though. Having it due to a shock because the modes are executed in their printed order is a bit lame :)
 

Onderzeeboot

Ecstatic Orb
Barnburner {4}{R}{R}
Creature - Dragon
Haste, flying, trample.
When you cycle Barnburner, target player sacrifices a permanent.
Cycling {3}{R}
6/6
I wish this was so much better at four mana. Misguided Rage is a really, really lackluster card. I would change it to {3}{B} edict, but that would change the card pretty hard.

Rapid Fire
{2}{R}
Instant
Rapid Fire deal 2 damage to target creature or player and then 2 damage to another target creature or player.
If you payed the kicker cost Rapid fire deals 2 damage to target creature or player and then 2 damage to another target creature or player.
Kicker {2}{R}
I so want to clean up this wording, but

Rapid Fire deals 2 damage to each of up to two target creatures and/or players.
If you paid the kicker cost, Rapid Fire deals 2 damage to each of up to four target creatures and/or players instead.

doesn't have the same effect of being able to dome two targets for 4.[/quote]

Chaos {4}{R}{R}
Sorcery
Each player sacrifices 5 permanents.
When you cycle Chaos, discard your hand and draw that many cards.
Cycling {1}{R}

Seems like a very cheap cost to fill your graveyard at no cost? I think the cycling cost should be more expensive. I also don't like the main effect very much. Is "Target player sacrifices four permanents" too unfair at {4}{R}{R}? Yeah, it probably is... Would be pretty cool though!
 

James Stevenson

Steamflogger Boss
Staff member
5 damage to target player was my first choice for mode 4, actually. Then I decided I prefer an Anthem effect for any creatures you have lying around that haven't been able to punch through some damage. And conveniently, that means we've got a 7/5 trampler on the field now... which has a very good chance of being able to do some dome damage just like a burn mode would.

Just because WotC hasn't printed a five-mode card doesn't mean we can't, but each mode added will multiplicatively contribute to time spent weighing one's options.

I definitely like the 4th mode. Actually, the only one I don't like is the first one. I see it's use, but the other three are all especially good with each other, while the artifact one doesn't really interact with any of the others.
 

Chris Taylor

Contributor
Seems like a very cheap cost to fill your graveyard at no cost? I think the cycling cost should be more expensive. I also don't like the main effect very much. Is "Target player sacrifices four permanents" too unfair at {4}{R}{R}? Yeah, it probably is... Would be pretty cool though!

It's essentially flux, which is pretty shit, but then again...
Maybe cycling RR? I dunno, this gets way weirder when you have to start planning around legacy dredge. R1 is probably fine in cube
 

Chris Taylor

Contributor
Please allow me to lucas for a moment here:

Sage of the Inward Path {W}
When Sage of the Inward Path enters the battlefield, you may return target instant or sorcery card with converted mana cost 1 or less from your graveyard to your hand
1/1
It's possible this should be the version of tragic poet FSR has in his cube with no tap symbol on the ability

Shielded Minibot {1}{W}
Artifact Creature - Soldier
Shielded Minibot enters the battlefield with a charge counter on it.
Remove a charge counter from Shielded minibot: Shielded Minibot is indestructible this turn.
2/2
Bit of proliferate support, resilient creature for auras, not bad on it's own


Kami of Primordial Law {1}{W}
Sacrifice Kami of Primordial Law: Destroy target artifact or enchantment
2/1
Probably too strong for real magic

Bodyguard Guy {1}{W}
Sacrifice Bodyguard Guy: Another target creature is indestructible this turn
2/2
Benevolent Bodyguard 2.0

Bodyguard Guy #2 {W}{W}
Sacrifice a creature: target creature other than bodyguarg guy is indestructible this turn
2/1
This guy might be broken, Iunno
 
the artifact one doesn't really interact with any of the others.
Sweet! Put the 3 damage to each creature before making the token though. Having it due to a shock because the modes are executed in their printed order is a bit lame :)
Ugh, you have to follow the printed order? Chalk another one up to "fiddly little MtG rules my group has been playing wrong forever".

Okay, well, that's butts, because for this version of the card, sometimes you'd like to destroy artifacts, then creatures (so you have more red weenies), other times, you'd like to destroy artifacts last (so you can summon your dagron first).
Dragons Wreck Everything
{5}{R}{R}
Sorcery
Choose two:​
  • Deal 3 damage to each creature.
  • Put a 5/5 red Dragon creature token with flying onto the battlefield.
  • Creatures you control have +2/+0, haste, and trample until end of turn.
  • For each Red creature you have in play, exile target artifact.
I think each mode interacts with the others in a pleasingish way, now. The least likely pairing is mode 1 with mode 3, because those are kinda anti-combo unless you have a goodly number of fat butts on the board. Mode 3+4 and mode 2+3 seem the most likely to see play.
 
Color identity for this one? Library = blue, land stuff = green, land destruction = red, discard = black.

{1}(C)(D)
Mana Spoiler
Instant
Search for and exile up to 6 basic lands from target player's deck. Then shuffle it, obviously.
 

James Stevenson

Steamflogger Boss
Staff member
Ugh, you have to follow the printed order? Chalk another one up to "fiddly little MtG rules my group has been playing wrong forever".

Okay, well, that's butts, because for this version of the card, sometimes you'd like to destroy artifacts, then creatures (so you have more red weenies), other times, you'd like to destroy artifacts last (so you can summon your dagron first).
Dragons Wreck Everything
{5}{R}{R}
Sorcery
Choose two:​
  • Deal 3 damage to each creature.
  • Put a 5/5 red Dragon creature token with flying onto the battlefield.
  • Creatures you control have +2/+0, haste, and trample until end of turn.
  • For each Red creature you have in play, exile target artifact.
I think each mode interacts with the others in a pleasingish way, now. The least likely pairing is mode 1 with mode 3, because those are kinda anti-combo unless you have a goodly number of fat butts on the board. Mode 3+4 and mode 2+3 seem the most likely to see play.
I hate to be rulesy.. but you won't get to choose a target artifact for your new dragon, and if they somehow sac all their targeted artifacts you're not even going to get one. Maybe if it just didn't target? Does that even work?
 
Edit 1
Barnburner {4}{R}{R}
Creature - Dragon
Haste, flying, trample.
When you cycle Barnburner, target player sacrifices an artifact, creature or non-basic land.
Cycling {3}{R}
6/6

Can you imagine this bad boy with some value reanimation? Or like just raise deads lol? He's probably too much better than rorix to be cool but whatevz right?

Yeah you guys need to remember that flux lets you discard to your hearts content right, you don't get to keep any babies with this one, and it's not like we are talking peasant or legacy dredge here.

I'd love to see more early red card advantage and card flitering though, anyone wana help me with that?

Probz too bad for cube but?

Thunderjumble {5}{R}
Creature - Elemental
Haste, flying
When Thunderjumble dies it deals 4 damage to target creature or player.
Evoke {2}{R}
4/4

I'm almost certainly not changing rapid fire to that though, it just isn't the same card : (
 

Chris Taylor

Contributor
I know barnburner rules, he's so cool he should probz be a legend!
Anyway chris why aren't we cubing more often?

I don't have a group of consistient doods yet. I was going to 401 on teusdays because they used to give you a pack for showing up with a cube, but as nice as the play space is it's kinda hard to talk to people.
If you want to man hit me up, I might even be able to get heather to come
 
What about the nerd patrol? Whats up with those guys? I can probz get denix and peter in on this bizz. Myles even maybe!
 

Chris Taylor

Contributor
What about the nerd patrol? Whats up with those guys? I can probz get denix and peter in on this bizz. Myles even maybe!

Is the nerd patrol Zach/Rob/etc? They're kinda off magic thesedays, it waxes and wanes.

I'd be down! It was real fun cubing with those guys last time! :D
Edit: Also just sayin' eric. Hint Hint.
 
Cycle that doesn't really need to be a cycle:
GY Landfall Critter - {2}{G}
Landfall - Whenever a land enters the battlefield under your control, if ~ is in your graveyard, you may put a +1/+1 counter on target creature.
3/1

GY Landfall Critter - {2}{B}
Landfall - Whenever a land enters the battlefield under your control, if ~ is in your graveyard, you may put a -1/-1 counter on target creature.
2/3

GY Landfall Critter - {1} {W}
Landfall - Whenever a land enters the battlefield under your control, if ~ is in your graveyard, you may give target creature +1/+1 until end of turn..
3/1

GY Landfall Critter - {1}{R}
Landfall - Whenever a land enters the battlefield under your control, if ~ is in your graveyard, you have it deal 1 damage to target creature.
2/1
 
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