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CardName: Mana Lightning Cost: 2RR Type: Instant Pow/Tgh: / Rules Text: Counter target spell unless it's controller has Mana Lightning deal damage to him equal to the targeted spell's converted mana cost. Flavour Text: Set/Rarity: Snap Rare

Mana Lightning
{2}{r}{r}
 
 R 
Instant
Counter target spell unless it's controller has Mana Lightning deal damage to him equal to the targeted spell's converted mana cost.
Updated on 08 Nov 2017 by Camruth

Code:

History: [-]

2012-05-09 15:43:25: Camruth created the card Mana Lightning
2012-05-09 15:44:21: Camruth edited Mana Lightning

for (((Challenge # 038))) it is basically a burn spell unless the controller of the spell it targets either really wants the spell to go through or can't take the damage. Tried to think of how red would counter and "stop that or burn/fry/sear" seemed appropriate

Yeah, that's pretty good. Although it probably wants to do more damage to make it worthwhile and to make countering a sepll a serious possibility: compare Dash Hopes

I dunno; it scales nicely - your huge big game winner? You might need to let that be countered because of its cost. Although it being CMC is a shame for countering fireballs this way...

CMC works with X spells: on the stack, Fireball's cost is {r} plus the mana you paid into {x}, so its CMC is X+1.

Technically, Wizards would probably choose a number, like on Dash Hopes, instead of a number based on a scalable casting cost. That wouldn't be done to make the card simpler... it would be done to avoid the "You shouldn't play big spells because they come with a drawback" effect. According to Wizards, it's more fun if cards like Pyroclasm exist, then, say, Meekstone.

Obviously, Wizards breaks that rule all the time. A recent example is Smite the Monstrous. I just thought that, since we're talking about the subject, the reason why Wizards does the punisher mechanic a certain way should be mentioned.

2017-11-08 06:41:36: Camruth moved the card Mana Lightning from Multiverse Design Challenge into Snap

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