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CardName: Kriemhild Gretchen Cost: rrrrr Type: Creature - Witch Pow/Tgh: 5/1 Rules Text: Haste, Double Strike, Trample Damage dealt by Kriemhild Gretchen can't be prevented. If Kriemhild Gretchen entered the battlefield this turn, at the end of your turn your opponent gains control of it. Flavour Text: Set/Rarity: Madoka Magi-ka Mythic |
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Yeah...super ball-lightning. Thoughts?
Hmm. 7 mana for I win right now immediately, unless you have blockers which I haven't burned yet, have gained any life, or have any instant-speed responses. I personally would rather see this at, say, 5/1 doublestrike trample haste, and without the "kill you at EOT" ability (maybe "~ deals 10 damage to you" if you want it that way). That's still extremely hard to deal with and will smack you immediately for half your life total and do the same next turn... but it's more interactive. It lets the other players have one more shot at drawing something to save them. Remember than drawing a Gut Shot when you've got a terrifying X/1 across the table about to kill you feels much better than drawing a Gut Shot and holding onto it in case a terrifying X/1 appears across the table, even if you turn out to be right. I think the gameplay moments will be better if this is "I kill you next turn" rather than "I kill you right now".
Reduced CMC from 2rrrrr to rrrrr, removed "you lose at end of turn," reduced power from 10 to 5 and added "damage can't be prevented."
It's so easy to go spitting out big numbers and lose the scope of what exactly a card should be doing in order to actually be good without just being either instant win or getting bonked on the head by your opponent and looking silly.
This is still scarily big and stompy. The first strike part means any blocker with less than 6 toughness is just acting as damage prevention. And it's probably going to hit the opponent for 10 at least once. But then it's a high casting cost and mythic; so maybe.
It is, at least, still vulnerable to instant speed damage.
Yeah, I like this version. It's definitely better than inferno titan in some situations and worse in others, which is right for a splashy mythic.
I don't feel the damage prevention is likely to matter very often, is it needed? If they have a pro-red creature, you can still trample for most of 10 damage. It bypasses "prevent all damage to me" cards, but I'm not sure it's necessary.
I think the damage prevention nice in that it means Fog is no longer an answer, and Silver Knight only trades with this rather than flat-out hosing it.
And yes, 5-power double strike is absolutely terrifying. Only Dragon Tyrant has gone there before (well, and Greater Morphling).
Hmm, I think this is probably a bit too good for 5CC. For example, this is usually going to be better than Baneslayer Angel, even without the Haste.
Added "At the end of your turn, Kriemhild Gretchen deals 5 damage to you."
I meant to keep the damage it deals to its owner in this new version, but I've reduced to 5 instead of 20. My hope is that the damage it deals to its owner would give the defending player a reason to possibly let this creature live.
Experimenting with drawbacks. Changed it from damage at the end of your turn to permanently changing control.
How about switching control at the start of every turn? That way, there's plenty of downside, but your opponent is still under pressure to win with it or sacrifice it then, or face another blast. The craziness of everyone having one of these seems more red mythic than having a "one-shot, then you lose" effect, even though it has basically the same effect.
Mmm, hard to template so that it obeys a natural definition of 'enemy' in multiplayer, but it could work.
This feels very VERY red aggro though. "Here, big huge thing. If you don't die, I probably will. But don't worry about it, it's about to trample 10 damage into you. You won't get the chance to take it."
So... yeah, I think I can get behind that. Any game the opponent can block enough of that damage to survive, you won't really want to drop this down; but you won't want to not drop it either because it's a huge amount of damage.
Slightly worrying that red probably has the best chance of "Ok, this comes out, hits opponent, they steal it, I shoot it" (or worse - this, attack, then use something to sacrifice it and throw its power at an opponent for a total of 15)
So, it's powerful. But all that stuff? That's what red aggro is doing anyway. So this fits right in. And it's reasonably expensive. I think I like it now.
I was thinking "at the start of each player's turn, that player gains control of ~". But you could do other things: even if you just let the player choose an opponent to gain control, that's still interesting in multiplayer.