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CardName: Helical Lightning Cost: {R}{W} Type: Enchant - Player Pow/Tgh: / Rules Text: Flash When this enters the battlefield, sacrifice Helical Lightning and it deals 4 damage to enchanted player. When this leaves the battlefield, enchanted player gains 4 life. Flavour Text: Set/Rarity: My Universe, My Rules Common

Helical Lightning
{r}{w}
 
 C 
Enchant – Player
Flash
When this enters the battlefield, sacrifice Helical Lightning and it deals 4 damage to enchanted player.
When this leaves the battlefield, enchanted player gains 4 life.
Updated on 03 Nov 2011 by Vitenka

Code:

History: [-]

2011-11-01 12:15:37: Vitenka created the card Helical Lightning

­:) So massively comboriffic!

Fun with Punishing Fire, Blood Hound, Kavu Predator, War Elemental, any Bloodthirst creature like Scab-Clan Mauler but especially Petrified Wood-Kin, Cradle of Vitality, Well of Lost Dreams, Ageless Entity, Sulfuric Vortex... heehee, I'd want about 12 if this was printed :P

But it doesn't actually do what I want, which is kill you if you're on low life. Grumble.

AlexChurchill: [13:17] What you could do is "~ deals 6 damage to target player. At the end of the current step, that player gains 6 life."
AlexChurchill: [13:17] Or just "~ deals 6 damage to target player. If that player has 0 life or less, he or she loses the game. Otherwise, he or she gains 6 life."

Or "Target player loses the game if they have 6 or less life" :)

Aww, but that wouldn't get me all the combos in my first post...

Yeah :) I went for the simplest implementation of V's original suggestion, but I'm amused at the possibilities lose+gain can live. What you really want is "Target player loses 6 life. Then they gian 6 life, but not as part of the same resolution, as a separate triggered effect". But I'm not sure there's a a standard wording that would work like that :)

Perhaps a creature with "When this comes into play, target player loses 6 life. // When this comes into play, the same target player gains 6 life"? :)

2011-11-02 16:30:12: Vitenka edited Helical Lightning

That ought to do it.

Very nice. Yes indeed it will. Just about as fast as you can do it.

(I continue to be amused by your idiosyncratic approach to the type lines on Auras...)

I honestly can't remember HOW the new ones go.

Enchantment - Aura

Enchant player

Flash

When ~ enters the battlefield, sacrifice it and it deals 6 damage to enchanted player.

When ~ leaves the battlefield, enchanted player gains 6 life.

-- I think this works, and is vaguely modernly templated. FYI anyway. The ETB ability is a tricky one to template.

I think this version works within the rules, but I think writing out the abilities like that is probably worse than just saying "Target player loses six life, then both players gain priority, then..." :(

I also note this version enables shenanigans like sacrificing it to another effect after the non-sacrifice trigger happens, but before the other one. I'm not sure if that's good or not.

Just pointing out, that is this card roughly says "Deal 6 damage to target player." The gain life clause really means nothing. Would you be comfortable with a spell that was {r}{w}, an instant, and read "Deal 6 damage to target player. You may only play this spell if that would win you the game, or if your opponent is at 12 or less life and you have two of these."

Granted, there are shenanigains (Now featuring Demystify!) that stop this, and Healing Salve suddenly became a counterspell in the hands of the defender (Assuming you don't have a Lightning Bolt behind this), but those scenarios should only appear in 1 out of 20 games where you play this spell.

I know your not a stickler for power levels and casting cost Vietenka, but I'm pretty sure 6 damage for 2cc is overkill.

Yes, 6 is too much. The basic fun idea of it I like though. Maybe 4.

I can get behind that. It's at least closer to Flames of the Blood Hand.

Come to think of it, this is also like Swords to Plowshares for planeswalkers :)

Jmg, good point about the costing, the downside isn't actually that relevant. OTOH, if you are waiting until the last possible moment to play your player-only-burn, it probably makes less difference if it's slightly undercosted (although 6 for CD is a little strong).

I think the other comboriffic version needs to exist somewhere. It's just so kooky. Most people will be like "huh?".

Although it still kills planeswalkers.. :)

"Remove 4 loyalty, give the player 4 life"? Kinda nifty card that, actually.

2011-11-03 18:53:27: Vitenka edited Helical Lightning

It's interesting to contemplate the reversed version, where the lifegain happens first and then the player-damage afterwards. It avoids a lot of the problems mentioned in this thread, but also a lot of the point. It's just as good for the combos I mentioned in my first post though.

In fact, at that point it's functioning similarly to Collapsing Borders, which is in my deck with Needlebite Trap and Punishing Fire.

Actually, one of the nice things about Alex's 'version' is that you can instead focus on the lifegain, and ramp the entire spell up a few more notches. Gain 10 life, then take 10 damage would probably be fair at CD, since gain 6 life costs CC.

Well, yeah - but it would remove MY point behind the spell :)

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