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CardName: Weird's Scream Cost: 1uu Type: Instant Pow/Tgh: / Rules Text: Counter target sorcery or creature spell. incarnate 2 (You may incarnate this spell as you cast it. If you do, its effect becomes to put 2 1/1 colorless human token onto the battlefield.) Flavour Text: Set/Rarity: Suvnica dumping ground Rare

Weird's Scream
{1}{u}{u}
 
 R 
Instant
Counter target sorcery or creature spell.
incarnate 2 (You may incarnate this spell as you cast it. If you do, its effect becomes to put 2 1/1 colorless human token onto the battlefield.)
Updated on 01 Apr 2014 by Circeus

Code:

History: [-]

2013-12-10 02:05:16: Circeus created the card Weird's Scream
2013-12-10 02:11:59: Circeus edited Weird's Scream

why do i pay blue mana for a red creature?

Well, that's... weird. The other meaning of the word weird.

An efficiently sized creature for blue, no less - in the rare occasion you don't need a counterspell.

"Why do i pay blue mana for a red creature?"

Because the token needed to be a defined color and to be honest I didn't think there was an overwhelming need to make it multicolor. Off-color tokens are nothing new, there were several cases in the original Ravnica block and Gatecrash had the Rapid Hybridization tokens.

rapid is a one of, not a guild mechanic.

White made blue tokens with Summon the School, and so did black with Puppet Conjurer. White made black tokens with Belfry Spirit, blue did with Havengul Runebinder, red did with Skeletonize. Seize the Soul made white tokens, and so did Guardian of Cloverdell. Day of the Dragons made red tokens, and Curse of the Swine and Prowess of the Fair make green ones.

That said, though, in all cases the type of the tokens is more strongly associated with its colour than with the spell's colour. Merfolk want to be blue, dragons want to be red, zombies and skeletons want to be black, elves want to be green. Puppet Conjurer is the only possible exception there. But "Weird" is a type associated with both blue and red in fairly equal measure; the only Weird tokens made so far are blue, on Thunderheads.

So... it depends. If this mechanic appears on 6 red cards and 1 blue one? Sure, make it make red tokens. If it appears on 4 red cards and 3 blue ones? It should probably make "red and blue" tokens.

THe color of the token is pretty pointless at this stage anyway.

@Alex all those creature types have a pre-established color association. That's why they work. But Weird is not a conventional fantasy or real-world race, and is only found on a handful of Magic cards. out of 7 weird cards, 6 are both red and blue, and the last is just blue. of the 2 Weird token makers, each make either blue or red Weirds. basically both blue and red have equal share of the Weird race.

so i question how a guild mechanic shared by two colors can be so lopsided towards one color. look, even extort which is way more black than white, allows you to use white mana even on black extort cards.

why can't the color of the token match the color of activation cost? this is actually really cool and not done before. or just make dual color tokens (again rarely done, so cool points.)

2014-01-31 20:06:12: Circeus edited Weird's Scream

I'd like some thoughts: Should the mechanic have an "Incarnate only as a sorcery" rider?

2014-04-01 02:43:14: Circeus edited Weird's Scream

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