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CardName: Psychic Force Cost: 1UU Type: Enchantment Pow/Tgh: / Rules Text: {1}{U}: Counter target spell unless its controller pays {1}. Flavour Text: Set/Rarity: Arena Rare

Psychic Force
{1}{u}{u}
 
 R 
Enchantment
{1}{u}: Counter target spell unless its controller pays {1}.
Updated on 16 Aug 2012 by DrugsForRobots

Code:

History: [-]

2012-08-13 06:47:47: DrugsForRobots created the card Psychic Force

Hmm. Reminiscent of Rhystic Deluge, but actually far more evil. Leave this up every turn, and the opponent can't force anything through unless you've missed more land drops than they have. Then play a handful of flash creatures and bring one of them in at the end of turn. This is really quite brutal, deceptively so given it seems superficially fair at first glance.

Well, they can slip stuff in after you've used your flashes (like, say, enchantment removal, which is cheap) And it'll probably not be able to stop green, which'll already have accelerated to about 5 mana by the time you can use this. But back this up with a couple of Unsummons and yeah, seriously brutal lockdown in a single card.

I'd suggest adding, I dunno, "return ~ to your hand at end of turn" on the end. It's still a nasty little deterrant, but wouldn't be quite as brutally unavoidable unless you are 3 mana up on them.

­Force Spike is now thought of as 'too good' by Wizard's standards. That being said, imagine if this card said this:

­{1}{g}{g}
­{g}: Target creature gets +3/+3 until end of turn.

I don't think a single Force Spike costing {1}{u}{u}{u} would be a problem. The problem is the way that this one card would single-handedly enable Draw-Go to a much greater extent than Wizards (or most players) would want.

2012-08-16 05:46:35: DrugsForRobots edited Psychic Force

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