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CardName: Unwarranted Angel Cost: wb Type: Creature - Angel Pow/Tgh: 3/3 Rules Text: Flying If Unwarranted Angel entering the battlefield would cause you to control more creatures than a player, instead return Unwarranted Angel to your hand and that player loses 1 life. Flavour Text: Set/Rarity: Link's Unplaced Cards Rare

Unwarranted Angel
{w}{b}
 
 R 
Creature – Angel
Flying
If Unwarranted Angel entering the battlefield would cause you to control more creatures than a player, instead return Unwarranted Angel to your hand and that player loses 1 life.
3/3
Created on 17 Aug 2013 by Link

History: [-]

2013-08-17 06:38:18: Link created the card Unwarranted Angel

If you resolve Eureka or Hypergenesis to end up with a creature advantage, you can keep trying to drop this and automatically take all life away from the opponent, during resolution of the spell. The nice thing is that as a 2-drop, it gets in the way of the conventional Hypergenesis deck, but it might be the win condition of choice for a resurgence of Eureka decks in Legacy.

By the way, what's supposed to happen in multiplayer games? Say you drop this as your second creature, against 2, 1, and 0. Who's supposed to lose life, or might you perhaps even have the option of having it look only at player 2's board (using "a player" in the same sense that Fact or Fiction uses "an opponent") to actually let you keep it?

I'm not worried about creating a Legacy archetype, because I think the format could handle it. From what I know, that's how Wizards sees things, too.
As for the second question, I have no answer. I thought it would affect all opponents with fewer creatures than you, but maybe it would just be one of your choice? No idea.

I think you would choose the player because it says "that player". But yes, there some broken combos that can happen with this. Also, why is this 2 mana? 4 mana would be balanced if you remove the Flying, so I guess {3}{w}{b} would be fine with flying for a 3/3 with that ability.

Huh? This ability is normally quite a drawback. It becomes a lot more of a drawback the more mana it costs. It's a creature that can't be played at all unless you're outmatched (it just turns into Death of a Thousand Stings without the lifegain at that point).

If you were to play this on turn 2, you might have just not played a 1-drop so you can play this 3/3 flying the next turn. The drawback just doesn't seem like a drawback, because it pings. I'm still thinking this could be costed {1}{w}{b} so that you have more incentive to play creatures on turns 1 + 2 so you don't get attacked.

Not only do you have to not play a 1-drop, but they have to play one: if this ties the count at 1-1 you get to keep it, but not if it gives you a 1-0 lead.

I think bumping this to a {1}{w}{b} 4/4 might be a good idea, except for what SadisticMystic pointed out about Hypergenesis Cascade decks and this: At 2cmc, it messes with that combo.

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