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

Here's one inspired by that game Force of Will that is a collage of every other TCG in existence:
R
Creature—Human Warrior
Sacrifice this: This deals 2 damage to target creature or player and 2 damage to you
2/1
 
Should have probably put this in my last post but here's another couple FoW-inspired 1-drops:
W
Creature—Human Warrior
When this ETB scry 1.
2/1

U
Creature—Merfolk Wizard
When this leaves the battlefield, draw a card.
1/1
 

Aoret

Developer
Err, it is a 2/2 haste shroud unblockable...
No haste actually. It triggers on my upkeep. I think this not making all creatures you enchant weaker (ala stab wound) and instead only making creatures with counters weaker may prove to be a significant difference in play. Again though, I'd love to be proven wrong :)

As for the other card, it's probably fine in terms of balance, but I'm not thrilled out of my mind to play it either and there are a million white two drops.

Thought experiment - what would you have to do to Time Warp to make it not shitty? Obviously Time Walk is ridiculous and Time Warp is a cube unplayable, but I can't help the feeling there's a lot of space in between the two. My first thought is you have to staple another mode or a split card onto it, but my fear is that then it's just busted again even at 5cmc
 

Chris Taylor

Contributor
I'd probably cube either/both of these:

2UU
Sorcery
Take an extra turn after this one

2GUU
Take an extra turn after this one
Search your library for a basic land and put it onto the battlefield tapped, then shuffle your library
 

Onderzeeboot

Ecstatic Orb
Stasis Trap {4}{U}{U}
Instant - Trap
If you were dealt 5 or more damage this turn, you may pay {1}{U} rather than pay Stasis Trap's casting cost.
Take an extra turn after this one.

Temporal Stasis {2}{U}{U}
Sorcery
Take an extra turn after this one.
During each player's next untap step, creatures that player controls don't untap.
 

Aoret

Developer
I'd probably cube either/both of these:

2UU
Sorcery
Take an extra turn after this one

2GUU
Take an extra turn after this one
Search your library for a basic land and put it onto the battlefield tapped, then shuffle your library

It's interesting that you went the rampant growth direction. That was one of the first places I went to, although my implementation was a split card cheekily named "Time//Place". I guess I like the idea of when time walk is actually just a bad rampant growth but I'd like to have that without the downside of when time walk is time walk. I mocked up a super pushed version of the card and I'm gonna run it and see if I can get one of my drafters to play it. (pushed version is both the 1 mana cost reduction and the split rampant growth which almost has to be busted as hell, but I'd rather have it see play and then nerf it than have it not get drafted because it's custom and too weak.)
 
Cosmic Flux {1}{U}{B}
Sorcery
Destroy two target creatures you control, then take an extra turn after this one. If Cosmic Flux was cast from a graveyard, you lose 5 life.
Flashback {5}{B}{U}

Is this busted or bad? I can't tell. No wonder Blue is so hard to develop.

Hmm, what would Time Warp look like in other color pairs...
Chronomancer's Retreat {4}{W}{U}
Instant
Take an extra turn after this one. You gain 4 life.

Ral Zarek's Gambit {1}{U}{R}
Sorcery
Discard your hand, then return up to two target instant or sorcery cards from your graveyard to your hand. If you discarded at least four cards, take an extra turn after this one.

Intet's Command {1}{U}{R}{G}
Sorcery
Choose two:
• Draw a card.
• Search your library for a land card, then put it on the battlefield tapped.
• Creatures you control get +X/+0 and trample this turn, where X is their power. Destroy each creature that attacked this turn at the next end step.
• Untap all lands you control.

Agh who am I kidding these are all too weird
 
Eew! Make that command "Where X is the largest power among creatures you control" or something otherwise it's going to be a real pain to do all the combat math. Otherwise, kinda cool command.
 
The idea was to model the four basic parts of a turn (untap, draw, play land, combat) and then let you take "half" an extra turn however you prefer... But then I got distracted and made the combat one a mass Berserk.

Wait players cast spells during turns, yeah? Lemme just re-template that...
Intet's Command {1}{U}{R}{G}
Sorcery
Choose two:
• Untap all lands you control.
• Exile the top card of your library. You may play it without paying its mana cost this turn.
• Search your library for a land card, then put it on the battlefield.
• Untap all creatures you control. After this phase, there is an additional combat phase.

Might need to cost 5 but it's basically a bad Time Warp for 4 so maybe not after all.
 

Aoret

Developer
That command might actually be better than it looks (in a too good direction), but it's certainly fun. Also I'm a bit fuzzy on the rules for cards with multiple modes but does the current templating work so that I can choose to ramp and THEN untap all of my lands?
 
I think the effects resolve in the order they're printed, so in the second version, I took out the "tapped" rider to remove that question entirely.
EDIT: And yeah it is better than it looks... Like maybe a lot better. Then again it looks pretty good if you read it slowly.
 
But really all I want is an Eldrazi that (might) work in my cube...
Vanguard of Ruin {8}
You may sacrifice eight permanents instead of paying Vanguard of Ruin's mana cost.
When you cast Vanguard of Ruin, exile all cards from all graveyards, then put all land cards exiled this way on the battlefield tapped.
Annihilator 1
4/7
Eh? Token/dork ramp? Eh? Steal enemy fetchlands?
Of course the thing about stealing lands is, it's REALLY hard to remember who owns which lands.

EDIT: Or a hard-castable It That Betrays...
It That Kinda Betrays {6}
The same rules text as It That Betrays
Annihilator 1
6/6
 
I had an idea for a planeswalker:

Tezzeret {W}{U}{B}

0: Put a +1/+1 counter on target creature
0: Put a -1/-1 counter on target creature
0: Proliferate

Starting loyalty: I dunno, 2 or 3
 
Sorry about the formatting guys but I got inspired while bored at a pub thing:

3UU
Sorcery (M)
Choose one:
Take an extra turn
Gain control of target creature

Seems like a decent core set mythic, or like something for a charms set.
 

Aoret

Developer
That's a pretty cool design Lucre.

Unrelated, but came to me on a hike today: how high would I have to cost a hard counter before I could slap the word Delve on it and have it not be completely insane? And what is the right number of blue mana symbols to put on it? (I'm pretty sure the answer is one or it is just a shitty counterspell).
 
I might end up having a custom cube thing going

How does this thing sound:

G
Creature - Elf Druid 1/1
T: Add G
T: Add one mana of any color. Activate only if you have four cards in hand

--

2GG
Creature - Dinosaur 4/5
Has trample and vigilance as long as you have four cards in hand

--

1U
Instant
Return target creature to its owner's hand. Scry 1. If you have four cards in hand, put that creature on top of its owner's library instead


Support example:

UG
Creature - Plant Wall 0/4
Defender
T: Each player draw a card

1UR
Creature - Cyclops Artificer 1/2
Prowess
Whenever you cast a noncreature spell, each player draws a card
When CARDNAME dies, it deals damage equal to the number of cards in target player's hand to that player.


"Reprint" bouncelands so you can landdrop while holding cards, reprint eidolon of rethoric or similar so you can lose 3 cards from your hand at most, between your turn and your opponent's
 
i'm thinking exactly, "at least" would encourage a little too much card-holding (plus the "everyone draws" effects can hate the opponent as well)
 
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