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CardName: Neutralize Cost: UU Type: Instant Pow/Tgh: / Rules Text: Counter target spell. Overdose. (Get a poison counter, then lose life equal to the poison counters you have.) Flavour Text: "Please, consider the consequences next time." -Dr. Hurosho, greenhouse administrator Set/Rarity: Oppenheim Common

Neutralize
{u}{u}
 
 C 
Instant
Counter target spell.
Overdose. (Get a poison counter, then lose life equal to the poison counters you have.)
"Please, consider the consequences next time."
-Dr. Hurosho, greenhouse administrator
Updated on 17 Feb 2019 by Mal

Code: CU14

History: [-]

2019-02-15 22:13:43: Mal created and commented on the card Neutralize

Yeah, it's basically Counterspell until the 3rd cast or so. I like powerful commons. Every color will have a strong removal spell with overdose attached to it at common.

Interesting. This makes for a pretty good mechanic for a set that doesn't contain poison counters, since it finds an alternate way to use them.

I'd argue against actually using poison counters for the 'right' reason in the same set, though. It diminishes all the value of overdose, and any cards that work along a similar avenue, and makes them all look like bad choices because of it.

(There's a certain player who hates cards with drawbacks, and double hates cards designers that force them into choosing to do the drawback to themselves because its the best option. Overdose doesn't quite go over that line, since one or two the cards isn't a big problem. They become a big problem when fighting poison decks, though.)

I suppose a couple mediocre poison cards don't hurt, just to keep people on their toes, though. Just nothing in the vein of Scars of Mirrodin. Also, cards that poison yourself without using Overdose makes sense as well. Perhaps a creature that whenever it deals combat damage poisons you? Or a Lich variant that stacks up poison against you? I figure most cards that poison the caster should come with another drawback, like Overdose, or have the ability to knock you out all on their own.

Counterpoint: overdose is meaningless in a set that's not built around poison. The drawback is meaningless unless poison poses an actual risk. It reminds me of the poison pain land that was going to be part of the Future Sight land cycle, but turned out to just be an Underground Sea for 9 turns because the drawback was irrelevant

Mmm, the mechanic isn't a huge downside. Maybe it could poison both you and the caster? Making it more obvious that the set has surces of poison not under your control?

Mainly I'd worry more about the name mismatch. This name sounds like it would emove poison, not add it.

There will be proliferate-esque effects at higher rarities, but the poison counters are mostly for flavor; in this set, it's mostly used to track how much life you're going to lose with overdose. The idea is that most Overdose cards are going to be on the more powerful side (or provide powerful effects); but playing more than a few runs the risk of accidentally losing the game because you paid 6-10 life to cast some strong spells.

Red and Black will have higher concentrations of Overdose cards; hence the existence of cards like Tuvshchik Equalizer that encourage a suicide-style deck.

You know, Dude, I'd argue with you. But that is the counterargument plainly put. And while I don't agree with it, I agree that it's a perfectly respectable argument.

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