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CardName: Recharge Cost: WU Type: Instant Pow/Tgh: Rules Text: Choose one — • Exile target permanent you control, then return it to the battlefield under its owner's control. • Draw two cards, then discard a card. You gain 2 life. Flavour Text: Set/Rarity: Duel Decks Starcraft: Remastered Uncommon

Recharge
{w}{u}
 
 U 
Instant
Choose one —
• Exile target permanent you control, then return it to the battlefield under its owner's control.
• Draw two cards, then discard a card. You gain 2 life.
Updated on 13 Dec 2018 by jameschanlee

History: [-]

"Protoss Charm". I like everything, maybe the +0/+2 a bit less than the others.

2014-08-13 05:56:59: jameschanlee edited Recharge

I don't like giving clearly noun names to instants and sorceries. I'll probably end up calling this "Recharge Shield" though that's a dumb name.

Edit: Maybe "Recharge". that's not a dumb name. Strange that MTG doesn't have a card with this name yet.

2014-08-17 11:03:58: jameschanlee edited Recharge:

shield battery -> Recharge

playtest results: I'm having issues with the charms ( Recharge, Calldown and Unburrow since they don't seem too... useful. Well they do, but not enough. Will re-think, abilities may drastically change every now and then while playtesting.

2014-08-18 10:56:33: jameschanlee edited Recharge:

before: Choose one: Counter target spell unless its controller pays {1}; or put a psi counter on target permanent you control; or target permanent you control gains hexproof until end of turn.

2014-08-20 01:18:00: jameschanlee edited Recharge:

draw a card and gain 3 life -> Draw two cards and discard a card

2014-08-20 11:18:01: jameschanlee edited Recharge
2016-04-25 00:04:14: jameschanlee edited Recharge:

you gain 5 life -> untap three target permanents

2018-10-25 07:37:48: jameschanlee edited Recharge
2018-11-09 02:50:46: jameschanlee edited Recharge

Some of these feel quite forced as multicolor cards. It's probably noteworthy that WotC now has a policy of not doing multicolored cards that could be just one of those colors - at least that was their stance when the whole Serra Angel at {3}{b}{g} / {3}{w}{u} event occurred in GDS.

This card could/should be mono-{u} and Arbiter is mono-{w} (and it shouldn't be able to exile itself). Disruption Blast and Stasis Ward are kinda there on the edge as both have only hints of white in them, but it does seem reasonable to give them a pass if need be. The issue seems to centered around {w}{u} cards since the other color combinations here fare generally better in this matter.

Is that true? Wasn't aware of that. Did a check, that actually does seem to be the case, cool. Multicolor cards that can be EITHER color are still fine right? Otherwise Garrison Sergeant would be monocolored. Faction specific keywords can also seem to cause the card to be multicolor.

Arbiter can be 2WW and I'll change that. Self blink has always been much more of a white thing than a blue thing so this is fine at WU, plus it's on a soft cycle with Unburrow and Calldown. The latter should probably have haste instead of vigilance.

­Garrison Sergeant should be mono-colored or hybrid. Definitely not multicolored, especially as hybrid space is much more limited compared to the multicolored space which it is a subset of. The second rule of custom design is that WotC isn't perfect - even in following their own conventions. It's probably useless to speculate, but I would guess there's a somewhat arbitrary limited development reason why it isn't and that somehow got to overrule these basic card coloring principles.

Where is the "Self blink has always been much more of a white thing" coming from? I can't confirm it with a quick gatherer search. It actually looks to be bent little towards blue from the looks of it as there are like 5 variants of Displace that've been made recently.

> Garrison Sergeant should be mono-colored or hybrid.

This is wrong. The earlier rule explicitly is about cards that can be monocolored in only one of its two colors, not the other. A card that could be hybrid (and hence monocolored in either of the two colors) can also be gold multicolor. The iddue is about balance between the two colors. A design (like Recharge right now) that could be mono-blue, but not mono-white is imbalanced towards blue.

­Garrison Sergeant is balanced between red and white. This is called the Venn Diagram method by MaRo. It had another name once, but I never managed to uncover the older article that introduced.

The rule mentioned above refers to cards created with the Chinese Menu method. That method creates a multicolored card by taking "one item from column A and one item from column B", where the columns are the two colors and their abilities. In this method - and specific to this method - you are not supposed to pick an item to represent a column/color that is ambiguous. The representing item of column A is also required to not appear in column B.

The draw to multicolor on a Chinese Menu card is that such cards "do something that neither color can do on its own", while Venn Diagram cards are doing something either coor could do on its own, but more efficiently since they work together.

Understanding that it is easy to see why Chinese Menu cards shouldn't be available to a color alone, but Venn Diagram cards must. Done right every Venn Diagram card is equally valid at an appropriate hybrid, monocolored or gold cost. Done right Chinese Menu cards work only at the gold cost.

Thanks SecretInfiltrator, that clears it up.

My question is how strictly should we adhere to this unbalancing of colors? Because if we follow it, and I mean really follow it, there are cards that will fall short of this very strict requirement - I just searched 'hexproof' and you can see Dragonlord Ojutai is unbalanced to blue, Ascended Lawmage to blue, and Sagu Mauler to green right?

Eh; you don't have to be perfect. And you could certainly do, for example, a cycle which is all slightly-unbalanced towards their second colour in the cost.

But yeah, this could be pure blue and I wouldn't blink. I'd be shocked to see it pure-white.

But if you want to even it up a bit - either make the card draw feel whiter (maybe require a defending creature), or add a third (white-only) option, or make the flicker more obviously white (flicker attacking creature, perhaps).

I do work on stricter rules when it comes to some things, but I've to say that "we sometimes fall back on those to fill out a set" is a really bad excuse to do anything.

Saying that every hybrid card could be 'truly' multicolored as well just doesn't jell well with me. I do understand it from the perspective of set theory, but to me these are clearly unnecessary violations into hybrid space, which is very limited and hence precious. Keeping a clear distinction between the two should be a priority. Players already have a trouble understanding that hybrids cards can't do stuff that 'truly' multicolored cards can.

Making it so that you can have 'truly' multicolored cards do the same thing as hybrid cards is... well, dumb tbh. There's a clear space where the hybrid cards exist - there's no need to blur the lines anymore than need be as they are already very close to where 'truly' multicolored cards exists. I can't really find a reason other than plain laziness that would prevent designers from aligning with this principle.

2018-11-22 02:00:44: jameschanlee edited Recharge:

added lifegain to second ability. Lazy design yo

2018-12-13 04:26:06: jameschanlee edited Recharge

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