CardName: Cry of Desparation
Cost: {3}{G}
Type: Sorcery
Pow/Tgh: /
Rules Text: Search your library for a creature with casting cost X or
less and put it into the battlefield. X is equal to the
number of creatures in play that you do not control.
Flavour Text:
Set/Rarity: Multiverse Design Challenge Rare
Cry of Desparation
R
Sorcery
Search your library for a creature with casting cost X or less and put it into the battlefield. X is equal to the number of creatures in play that you do not control.
That's... not really a lot to go on. But ok. It wants to survive the early game (ideally keeping the opponents side clear) and then go stompy a little bit before a traditional big deck would.
Clearly, at cmc 4, this card can't be much of anything about the early game. So this must be during the "Now I hit you with stompy stuff" kickoff. Which... this is taking up what would be your big creature drop. That's not good!
So it probably has to fetch a creature into play? Bifurcate and Natural Order seem like they already fill that need. Defense of the Heart suggests quite a nice variation on it - "Ooops, guess I didn't win that early game well enough, win harder now".
Still, there's more room for that. I think we can do something that scales based on amount of opposition instead. Which feels like a kind of a green way to deal with a token swarm. And probably doesn't scale up to silly levels, unless things have gone very wrong for you (and it only gives you one creature, so that limits how much better it can make things)
My first thought was "4 CMC sorcery for midrange - easy, that's Circuitous Route or Vastwood Surge. Then I realised that's not midrange, that's ramp, it's just my idea of "midrange" has been so corrupted by how good ramp is at the moment...
This is delightful. Against aggro, awesome, it gets you a 5- or 6-drop, probably with reach or vigilance or something. Against control, you probably don't cast it on turn 4 unless you really want a particular 1-drop (though it's comparably priced to Eladamri's Call if you are doing that). And it has fun combo potential with things like, I don't know, Forbidden Orchard or Varchild's War-Riders or Hunted Phantasm :)
See Challenge # 167.
Green rare sorcery, CMC4, midrange.
That's... not really a lot to go on. But ok. It wants to survive the early game (ideally keeping the opponents side clear) and then go stompy a little bit before a traditional big deck would.
Clearly, at cmc 4, this card can't be much of anything about the early game. So this must be during the "Now I hit you with stompy stuff" kickoff. Which... this is taking up what would be your big creature drop. That's not good!
So it probably has to fetch a creature into play? Bifurcate and Natural Order seem like they already fill that need. Defense of the Heart suggests quite a nice variation on it - "Ooops, guess I didn't win that early game well enough, win harder now".
Still, there's more room for that. I think we can do something that scales based on amount of opposition instead. Which feels like a kind of a green way to deal with a token swarm. And probably doesn't scale up to silly levels, unless things have gone very wrong for you (and it only gives you one creature, so that limits how much better it can make things)
Name is terrible, but I'm stuck for a good one.
My first thought was "4 CMC sorcery for midrange - easy, that's Circuitous Route or Vastwood Surge. Then I realised that's not midrange, that's ramp, it's just my idea of "midrange" has been so corrupted by how good ramp is at the moment...
This is delightful. Against aggro, awesome, it gets you a 5- or 6-drop, probably with reach or vigilance or something. Against control, you probably don't cast it on turn 4 unless you really want a particular 1-drop (though it's comparably priced to Eladamri's Call if you are doing that). And it has fun combo potential with things like, I don't know, Forbidden Orchard or Varchild's War-Riders or Hunted Phantasm :)