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CardName: Play a Hunch Cost: 3R Type: Sorcery Pow/Tgh: / Rules Text: As an additional cost to cast Play a Hunch, shuffle a card in your hand into your library. Draw two cards. Salvage {3} ({3}, Move Play a Hunch from your graveyard to the bottom of your library: Draw a card.) Flavour Text: Set/Rarity: New Mirrodin Common

Play a Hunch
{3}{r}
 
 C 
Sorcery
As an additional cost to cast Play a Hunch, shuffle a card in your hand into your library.
Draw two cards.
Salvage {3} ({3}, Move Play a Hunch from your graveyard to the bottom of your library: Draw a card.)
Updated on 23 Sep 2012 by jmgariepy

Code: CR04

Active?: true

History: [-]

2012-09-23 04:24:00: jmgariepy created the card Play a Hunch
2012-09-23 04:25:54: jmgariepy edited Play a Hunch

­Divination:See Beyond::Wild Guess:Play a Hunch. Kind of... if you don't notice that the difference between the two is a little higher casting cost, and an extra salvage card.

Mostly, this came about because, if the set has salvage, it will need a few cards that shuffle the deck in common, otherwise some players will be frustrated. It's kind of tough to figure out what's fair for cost. Wild Guess is supposed to be the standard... but I can't seem to math out if it's a better card than Divination, or a worse one.

A seriously confusing set of options for a common; but I guess they only come one at a time.

So ditch this and another card that isn't helping you... for a chance at a "Save me!" card.. that you can't cast, because you just paid 4 to cast this. Then draw another card later, when you've got 3 spare mana.

I think the first activation is a bit too costly for its obvious use. But much cheaper and I start itching and thinking "Ok; how can I arrange to exile my whole deck and have this and another salvage card recurring forever?"

Dunno. I still can't quite get over red being allowed looting nowadays.

Part of the problem stems from the fact that all the 'Mirran' cards are supposed to be splashable (with possible exceptions to cards like Cancel that are never splashed). Using that rule, I can't put this card at, what seems to me to be the obvious casting cost: {1}{r}{r}. Though, I think I'm okay with this card being 'bad'. This territory is new to red, and this set has a lot of incidental card drawing. It doesn't need more streamlined card drawing to toss on top of it. That being said, since this is just another card drawer in a set full of card drawing, the only thing that's keeping this in the file right now is that it amuses me. I may need to take it down later.

FWIW I quite like this. I'm not sure about cost, there's not enough red card draw to make a baseline. I feel like this could cost 2R, but I can't easily justify that with reference to other spells (partly because I'm not sure how valuable salvage will be).

Me neither. I do know this... I got to make sure the format is a pedantic, and that there aren't a lot of activated abilities if I want salvage to do its job. No overkil... just let there be moments where drawing a card for {3} is a good play.

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