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CardName: Yawgmoth Cost: 4BBBBB Type: Planeswalker - Yawgmoth Pow/Tgh: /9 Rules Text: [+3] Until end of turn, you may play cards from your graveyard. If a card would be put into your graveyard this turn, exile it instead. [0] Pay X life, then draw X cards. [-2] Yawgmoth deals damage equal to the number of Swamps you control to target creature or player. You gain that much life. [-15] Destroy all permanents you don't control. Flavour Text: Set/Rarity: Cards With No Home Mythic +3 Until end of turn, you may play cards from your graveyard. If a card would be put into your graveyard this turn, exile it instead.
0 Pay X life, then draw X cards. -2 Yawgmoth deals damage equal to the number of Swamps you control to target creature or player. You gain that much life. -15 Destroy all permanents you don't control. 9
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I think if Yawgmoth were a card, it might be something like this. Now THAT's an ultimate, haha
The second and third abilities are a bit too similar to Nicol Bolas, Planeswalker.
In order to make casting a big expensive planeswalker worth it, I'd like it to have abilities that impact the board in a big way, but not anything with a ton of words to it. Any ideas?
It's tough grabbing such a crazy ability without making it unfun in the process. I guess it isn't supposed to be fun for your opponent when they can't win. My first thought was "You gain an emblem with "Opponents can not cast spells". But I don't know how much people would hate that... this is Yawgmoth, though...
On the flip side, it took me a long time to figure out that the +4 is Yawgmoth's Will/Yawgmoth's Agenda. All I could think of is "Why is Yawgmoth associated with flashback"? I think you pulled a jmgariepy here, using flashback, because sounds clever, but probably should have just printed the Oracle text of Yawg. Will...
There we go; hopefully I've thought up a slightly more unique set of abilities for him that addresses the suggestions above. He doesn't have the same board control as the previous version did, but he's still insanely powerful, as you might expect a 9-mana PW to be.
The colon on the +0 doesn't make sense. Plunge into Darkness infers that you can write "Pay X life, then draw X cards."
Also, technically, if you make the fourth ability -14, you could get away with Yawgmoth destroying everything except Yawgmoth. His +3 does allow you to play lands from your graveyard after all, and trying to race Yawgmoth after he blew up the world might be a fun challenge...
Outside of that, this card is pretty spiffy. It certainly does feel like your getting away with crazy things, but, yeah, 9cc. I'm almost concerned by the +3 and the +0, since they were broken in 2000, and, seeing how crazy cards were back then, you had to have something nutso broken to be the most brokenist of cards. That, and Will's restriction was "Being to high a casting cost to reliably cast", which didn't stop the Yawgmoth's Will decks. It does raise an interesting question of "When you resolve a 9cc spell, such as Dragonstorm or Tooth and Nail entwined, are you supposed to just win?
@jmg: Yeah, 8+ CC spells are where you've hit the "I win the game." cards. As broken as it looks, I'm sure it's completely unplayable in any sort of competitive setting, even in all but the slowest and grindiest limited formats. It's even pretty uncastable in cube, where the heavy black requirement will make it very difficult to ramp to and you'll rather run an Ulamog, the Infinite Gyre or what have you. It's a fun casual card, though.
I'd just like to point out that Yawgmoth isn't a planeswalker. That's why his invasion of Dominaria was so complicated--he couldn't get there easily from Phyrexia.
Still, if he returned as a planeswalker or something, this would be a great card for him.