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CardName: Festival Fervor Cost: {1}{R} Type: Sorcery Pow/Tgh: / Rules Text: Collaborate (As you cast this spell you may tap any number of creatures you control.) Choose one at random: •Discard a card, then draw two cards. •Target creature gets +1/+1 and gains doublestrike until end of turn. •Deal3 damage to any target. •Creatures without flying can't block until end of turn. Choose at random again for each creature that collaborated. Flavour Text: Set/Rarity: Libelone Rare

Festival Fervor
{1}{r}
 
 R 
Sorcery
Collaborate (As you cast this spell you may tap any number of creatures you control.)
Choose one at random:
•Discard a card, then draw two cards. •Target creature gets +1/+1 and gains doublestrike until end of turn.
•Deal3 damage to any target.
•Creatures without flying can't block until end of turn.
Choose at random again for each creature that collaborated.
Updated on 27 Feb 2021 by Sorrow

History: [-]

2020-06-16 16:53:03: Sorrow created and commented on the card Festival Fervor

Modified Getting High. I can't stop with the alliteration. Help!

This is the Pun Paladins, you are beyond redemption! Die, lich!

This seems like a lot of {r} abilities that don't really share any goal in common (card advantage + board control).... It's also just a lot of text, yikes.

The fact that this chooses at random also makes it look really weak, though all these effects may be desirable, so perhaps it's not a problem on the right board.

It's definitely balanced, but it's just a lot of text that seems like it would never really be a great idea to play... I definitely don't hate it though. I like the design, but I just worry it's pretty weak or maybe even un-fun (not getting to choose the modes could dissuade some players or even backfire, perhaps).

I prefer Jazzy Swing to this card, the effect is cleaner and definitely more consistent.

It's likely too early to tell if my comments are accurate though, until this card's been playtested in your meta, it can't be known if it's strong or weak, fun or unfun, etc.

This was a bit critical, TBH, this card might be totally okay. I'd suggest maybe keeping an eye on it, at most.

I have no idea what people actually like, so I guessed. Knowing this is random, I wanted each ability to be useful (why I swapped first strike for doublestrike). But it's true that the randomness doesn't guarantee that all red decks would find this useful. I think I still want a card in this mode, but I would like the option to all be useful. Like, I'm an early draft pick if you're in red and on your second pack. That's where I want this card to be. Once the card is in a deck, I want the card to have the potential to be good at any time.

It seems to work; every ability is good, and you'll almost always be able to get some use out of all of them.

It's going to be very annoying for your opponents when you cast this as a last-gasp tap everything and get lucky on rolling "Deal 2 damage" enough to win.

Well, technically the 'target creature can't block' is a bit of a dud. If I was to break down their abilities by cost:

  • ­Tormenting Voice, though it's technically better because if you have no cards in hand, then it's pure card advantage (and made a smidge worse in that there are times you really just want two damage, but are afraid Festival Fervor will force you to discard your bomb instead.) The cost is roughly {1}{r}.
  • Straight up Assault Strobe. Cost is {r}.
  • Worse than Shock. But Shock is admittedly flexible, and there's almost never a bad time for a Shock. A sorcery Shock could cost {r}, even if the players whined and complained about it.
  • ­Panic? Cartouche of Zeal? Blinding Flare? Target creature can't block is obviously less than one mana. And Panic posits that we knew adding a cantrip still only let it cost {r} back in Ice Age.
  • I'm starting to think this whole package might be underpowered. Consider this: When you cast this spell, you not only don't get to choose what you want, but you're tapping down creatures, and many of these modes rely on creatures to be attacking if you want to gain any advantage out of the spell. It's a spell that sounds great if the perfect scenario pops up. But if you played this on round two with your opponent presenting a 2/2 body, the spell has a 50% chance of straight up whiffing.

    I think I'd aim for each of these modes to cost approximately {1}{r} and hope for the best. First mode is good. Second mode could use an additional +1/+1. Three damage on mode three is probably reasonable, and will sell the card to players on the fence. And the fourth ability... Magmatic Chasm? Panic Attack? Keep in mind, the only way to guarantee it will come up is to tap three creatures you control. That reduces the chance that you even want to commit to an alpha strike.

    Thank you jmgariepy. Booning modes two and three are easy with your suggestions. I will go for Magmatic Chasm on mode 4.

    2020-06-17 00:34:36: Sorrow edited Festival Fervor
    2021-02-27 04:53:09: Sorrow edited Festival Fervor:

    Was missing the bullet for the last mode.

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