draft Daretti, name him, cast him from the command zone while I'm not watching your game, have him tucked with Unexpectedly Absent, later fail to cast him with Abbot of Keral Keep's impulsive draw.
Random idea: what if you can only use it on the next card you draft (and have to announce it publicly). That would result in some interesting decks, I would imagine.
Random idea: what if you can only use it on the next card you draft (and have to announce it publicly). That would result in some interesting decks, I would imagine.
Random idea: what if you can only use it on the next card you draft (and have to announce it publicly). That would result in some interesting decks, I would imagine.
this is what happens when you change how the card works while formatting.
originally i was going to make it that you can keep it facedown until it's relevant but i could not figure out a way to word that without it looking like the rules text of a random fucked up enchantment from 1995 and i decided you're better of just announcing it to everybody at game start anyway
(full disclosure - I haven't read this whole thread yet, but I had to post to get this out of my system)
Rousing Vision
- Instant
Multikicker
Scry 1. If it's your turn, scry 2 instead. Draw a card for each time ~ was kicked.
Storm
----
This is the sort of flexible card I'd love to draft! Card selection, potential to dig deep with Storm through proper play, scales late with the multikicker, and yet, it feels quite fair, especially in a Riptide cube. So far, value storm in my cube has been fantastic; I'd love more healthy options.
(expect more dumb storm card ideas in the coming week.)
That seems insanely powerful. for Scry 1 draw 2 at instant speed is pretty solid, and then it doubles up if your opponent cast a spell that turn?
Even casting this for with 0 storm is good, and if one or two spells have been cast it's approaching Ancestral Recall levels.
Edit: There may be a way to template it so that the scry is stormed and the card draw is not, which I think may have been your intention. I'm not sure how to do it though.
Double Edit: turn one Island, Chrome Mox, Mox Diamond, play this kicked twice? Don't mind if I do.
That seems insanely powerful. for Scry 1 draw 2 at instant speed is pretty solid, and then it doubles up if your opponent cast a spell that turn?
Even casting this for with 0 storm is good, and if one or two spells have been cast it's approaching Ancestral Recall levels.
Edit: There may be a way to template it so that the scry is stormed and the card draw is not, which I think may have been your intention. I'm not sure how to do it though.
Double Edit: turn one Island, Chrome Mox, Mox Diamond, play this kicked twice? Don't mind if I do.
i'd like to point out that as soon as people are having strong confusion about what the card actually does, it is a strong sign that the card needs to be reworked, unless you're willing to put reminder text about the interaction of storm and kicker on there perhaps
Used to be W1, as per seeker of the way. Moved it to hybrid for a little competition and stealth buff to blue's prowess creatures
And replacing him is this guy. Probably too obvious a trigger, I don't see this guy getting blocked often when mana is open...
Maybe I want a different trigger? The creature probably isn't too good since it dies easily otherwise, but it's probably just too boring?
Icatian Javelineers meet mogg fanatic? Neither creature really holds up by modern standards, and this guy can get additional pings out with Ajani Activations or Travel Prep
Yes FSR, I'm finally actually stealing him! I may have gone a bit too deep on the actual card part: His name is an anagram of "Gilgamesh", who the art is of.
Also fuck, forgot a class in the creature type.
May need to dial the sass up in the flavor text up, but blue needs a prowess bear with some mediocre upside, since their other prowess guy has scry 1 (which is proving quite strong). I'm sure Battlewise Hoplite is probably strong for the same reasons.
I want a blue dude who makes blocking difficult. Shoutout to my bro Deftblade Elite?
More +1/+1 counter guys/incentive in green, plus sweet art.
One "New" piece of equipment replacing runechanter's pike #1, coming back this time more for prowess guys to push through the last few points and help ground-poundy green decks, whereas before it was in to jump giant double striking creatures when I had that theme in
And another actually new piece to replace pike #2 and try and get some counters flowing. An upgraded Banshee's Blade (Most of the time), I kept the equip at 2 to reign in getting counters on offense and defense.
Is this card even good? I noticed that most of the equipment people like (Jitte, Swords, Skullclamp, Batterskull) was more than just a boost to P/T, it did something. I tried to figure out what some of the archetypes in my cube would want out of an equipment (Control and wildfire excluded, since they usually don't have enough creatures to justify slots for equipment)
Pod and the Sacrifice deck more want a repeated raise dead trigger from ghoulcaller's shroud, and the token deck probably wants either of the hard hitting triggers from sword of fire and ice I've got on Seeker's Regalia or Pyromancer's Rig, but the Counters deck and Prowess Deck probably just want these because they're good cards, not because they do anything specific.
Equipment is a weird card type. I like what some does to my environment, but the power banding on them are insanely swingy. Hell, even grafted wargear has its moments where I contemplate cutting it!
Filling that gap with something playable is hard. Do these work? What would you rather see in a pack, given the archetypes I mentioned?
Not sure I'm down with territory, but you might be able to convince me. I guess the idea of spells that get better when you're flooded is cool from a theoretical standpoint.
I like the mechanic on the Angel of Vengeance (I decided that's what we should call her). Unsure from a balance perspective, but it looks really fun! Worth tossing in and trying.
Sackman is cool. My gut says OP without the tap clause and unpowered with it.
Dig the dragon ruby and it kinda makes me want a riptide cycle of artifacts that do the beast mask effect (who was the original designer of that one? I think I saw it in Chris Taylor's cube?)
Dragon Ruby is awesome and super powerful. Pretty I do think it needs to be more expensive somewhere though, that thing is a house otherwise... I would still pick this highly, for example.
Ruby of Dragonform
Artifact - Equipment
When Dragon Ruby enters the battlefield, it deals 3 damage to target creature or player.
Equip
Equipped creature is a red Dragon creature with base power and toughness 5/5 and flying.
Counterspell is okay. I'm not sure I like it more than dissolve, but it's splashable
I kinda wish that angel was in any color but white, what with all the pacifisms and paths and ORings. Come to think of it blue would be pretty shit too.
Also can it be a 2WW 3/3 flying? Its just so miserable to hardcast right now
BR guy is...interesting. Are you ever using that ability, unless it's locking people out? Shredding someone's hand is nice, but is it 4 damage nice?
Dragon Ruby is super sweet, especially based off the success of the green version without an ETB trigger/flying I already run. I love the idea of equipment as spell, but this one is probably a bit much. I might actually add this one with some number tweaks though!
Ethreal Wings
Artifact - Equipment
Equip
Equipped creature gets +1/+0 and has flying
Lich's Talisman
Artifact - Equipment
Equip
Equipped creature has menace and "When this creature attacks, scry 1"
Plundering Pike
Artifact Equipment
Equip
Equipped creature gets +2/+0 and has "Whenever this creature attacks, bolster 1"
Gideon Lionheart
Planeswalker - Gideon
+2: Up to two target creatures an opponent controls attacks Gideon Lionheart during their controller’s next turn if able.
-2: Return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.
0: Until end of turn, Gideon Lionheart becomes a 5/5 Human Soldier creature that’s still a planeswalker. Prevent all damage that would be dealt to him this turn.
Starting Loyalty: 4