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CardName: No Luck Cost: {4}{B}{B} Type: Sorcery Pow/Tgh: / Rules Text: Search each opponents library for all cards with a converted mana cost of seven, power of 7, or toughness of 7. Exile those cards. Each opponent shuffles their library afterwardl Flavour Text: Set/Rarity: Cards With No Home Rare

No Luck
{4}{b}{b}
 
 R 
Sorcery
Search each opponents library for all cards with a converted mana cost of seven, power of 7, or toughness of 7. Exile those cards. Each opponent shuffles their library afterwardl
Updated on 07 Jun 2020 by Sorrow

History: [-]

2020-06-05 21:04:46: Sorrow created the card No Luck

This is way overcosted, imo.

This could probably cost {1}{b} or {b}{b}

I mean, besides the un-pun, this is only ever going to be good as a sideboard card... and of course, only in an environment where for some reason a card (or maybe even a few, though I'm doubtful more than one) that makes this even remotely playable hasn't been banned yet.

Maybe you made the mana cost 6 as a reference of some kind (to 6 being an 'unlucky' or 'devils' number? or to Griselbrand's lack of square-ness)? I mean, this is a powerful effect, but it's more limited in scope than anything that would ever see print, TBH.

Yes, I was going for 6 being the CMC under the idea that 6 is an "unlucky" number. I did feel 6 was too high, but I didn't know what the proper cost should be. This would be a sideboard card at best, hoping there was something in a format to make it relevant.

I presume Memoricide and Cranial Extraction are still fair cards. I would guess that No Luck is just as restrictive as these cards, since it can't call out what you want, but could get lucky and pull out a whole swath (and you don't need to guess at your opponent's deck composition before you cast it.)

Technically, Memoricide and Cranial Extraction go after the hand and graveyard too. But No Luck hammers at every opponent's library. So less valuable a tool in a one on one match, but a potential beast in a five player Commander game where players are both more likely to be playing seven cost cards, and those cards are all singletons.

tl:dr I'd say it's fair at {3}{b}. But considering how much of a monster it could be in the format it's most likely going to be played in, I'd consider bumping to {4}{b}. Alternatively, if you were to increase No Luck's targets to include hand and graveyard, but skip the multiplayer, I'd say it's back to {3}{b}.

'' but a potential beast in a five player Commander game where players are both more likely to be playing seven cost cards,''

Good point, I hadn't though of that. Definitely much stronger in Commander than in standard/modern/vintage (or legacy).

Also, I would recommend changing it to one opponent and have it include the hand + graveyard, as it's not that unlikely someone will have a 7-drop or whatever in their hand, nor is it safe to bet that they won't play it from their graveyard or put it back into their hand. Also, it would match up more closely with existing cards.

I suppose {3}{b} would be okay, it's not a huge loss of mana, and you probably don't really need to cast this on turn 2... But I don't agree that not being able to choose (but potentially getting multiple cards) is better than having to choose.

I believe this firstly, because outside of commander, this will likely never hit four cards (a playset you can remove by naming), let alone more. In commander, it probably would hit four, maybe even more, but their deck also has 100 cards and if it's well-built, it probably won't be decimated by losing their 7-drops (or 7 power/toughness) --> If they are running 7-drops, they have good chance to be running 6 and 8 drops (maybe even 10+ drops). Also, on top of needing ramp, they surely must also have value to survive until they can get their 7-drops out.

I believe this secondly, because in a tournament setting, or anytime when somebody is likely to be running a netdeck, the chances are you can get a good guess at what they're playing, you might even know their decklist (could be a mirror match, tbh)... Otherwise, an experienced player with just a little information about their opponent and the format they're playing in, has a good chance of being able to guess what kind of cards their opponent might be running, maybe even down to specific cards if it's a format staple that would be foolish to not play... my point is that sometimes it's better to have confidence in your guesses than to shoot blindly, ones not always more effective than another. Another takeaway is that it's not always better to exile a 7-drop than it is to exile a lower costed card that is more important to their deck or more threatening against yours.

But yeah, most of what I've said doesn't apply nearly as well to commander as it does to any other format. I'd say that this might even be fair at {2}{b} if you want to push it, just because it's a sideboard card that doesn't seem likely to destroy too many formats. Even if it's significantly cheaper, it's still not going to be good against more decks, it will just be better when you do cast it. I'd agree with JM that it is also fine at {3}{b}, which is still a pretty reasonable cost... But, I prefer {2}{b}, because that means you can use it on them before they can Diabolic Tutor and make this (possibly) significantly less-worth-casting.

Of course, if this was printed in a commander set (which doesn't change the legality, but perhaps the availability or how obvious it is that you are meant to play it in that format, which can matter for less experienced players), I'd agree that this should cost more, likely {4}{b} for sure as it's currently written (it would still be good (in most of all matchups), but not wayyy-undercosted).

Also, you have an extra 'l' at the end instead of a '.'

Now that I think about it, does Commander even use a sideboard? I don't ever recall hearing about 3-game commander matches? That would take, like, most of a day (~6 hrs) to play through, right?

Maindecking this is significantly worse than sideboarding it. This would be awesome sideboard in commander, as a maindeck card it's still good, but if your opponents are only playing one or two 7-drops (minus their commander, which this doesn't hit), this is a dead draw.

Excuse me if I made any erroneous judgements about the commander format, I don't know as much about it as other formats (it does seem very fun, tho).

Honestly, this probably could cost {4}{b}{b} if you changed it to search each opponents hand, graveyard and library for the query. It would not be any stronger in most games, but in nearly any commander game, it's bound to hit something. Of course, if you're playing with politics, you've definitely just gotten condemned by the other players for at least a round or two before somebody plays a 'mean' card :P

Commander does not have sideboards (except for companions). I agree this would be fine at 4. I'm more concerned about whether this is fun to play either with (doesn't impact the board) or against ("You preemptively killed my X and my Y and my Z?!").

Commander used to have an optional sideboard, but they got rid of it for no reason. Companions aren't in the sideboard in commander, they're just kinda there in an unnamed zone

To be honest, the 'no fun' argument seems to be the general complaint against playing Cranial Extraction/Jester's Cap cards in general.

Back in Mirrodin, I used to have a turtle deck that, when it went online, made infinite mana, drew infinite cards, then played Memnarch and gained control of every permanent. No Luck would be a 'must counter' for that deck, since I couldn't win the game without Memnarch. But, you know, that was my hubris for not having another out. It's also why I played a smattering of counterspells in the first place.

I don't know. It's not something I like seeing happen to too many formats. But lots of people loved Jester's Cap when it first came out. I know I had a blast playing round three Lobotomy followed by a round four Void in Invasion. Partially because it was great to see the utter shock from the Fires players when I ripped their whole strategy apart. That may have been John-Michael at his most Johnny/Spike-iest.

My deck was designed to kill fun for my opponent. But Fires of Yavimaya decks are designed to crush under the weight of back to back Blastoderm and Saproling Bursts. If my opponent had his way, I wouldn't be allowed to have any fun because I'd be dead by round 5. Magic seems to be designed as a game in which we have fun at other people's expense.

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