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Mechanics | Skeleton | Ma'at has fallen, The World is ending

CardName: Stormy End Cost: R Type: Instant Pow/Tgh: / Rules Text: Stormy End deals 1 damage to each player for each spell cast this turn. As long as Stormy End is in your graveyard, you may pay {1}{R} to exile it. If you do, add two mana of any color to your mana pool. Finality (Exile this spell as it resolves. For the rest of the game, you can't cast spells with the same name as this card, and cards you control that share a name with it gain "{1}, Discard this card: Draw a card.) Flavour Text: Set/Rarity: Exodus Uncommon

Stormy End
{r}
 
 U 
Instant
Stormy End deals 1 damage to each player for each spell cast this turn.
As long as Stormy End is in your graveyard, you may pay {1}{r} to exile it. If you do, add two mana of any color to your mana pool.
Finality (Exile this spell as it resolves. For the rest of the game, you can't cast spells with the same name as this card, and cards you control that share a name with it gain "{1}, Discard this card: Draw a card.)
Updated on 11 Jul 2014 by 10vernothin

Code: UR01

History: [-]

2014-05-17 01:59:33: 10vernothin created the card Stormy End
2014-05-17 01:59:53: 10vernothin edited Stormy End
2014-05-22 07:08:18: 10vernothin edited Stormy End

Yowzers. That's about as good as a Black Lotus in mono-red. Better, if you count the fact that this isn't restricted to one per deck.

I want this to be a dark ritual effect, and I want a mini-storm archetype, but I'm not sure.

The cycle is that as long as this card is a graveyard, it does something.

2014-05-23 00:04:29: 10vernothin edited Stormy End

Fair enough. It's just that... well... Dark Ritual hasn't been considered a fair card for about 13 years now. Heck, even Manamorphose, which is roughly what one half of this card is doing, is currently the 11th highest rated red card on Gatherer (Funny enough, what this card originally did with the graveyard effect was a combination of both Simian Spirit Guide and Draw a card. And Simian Spirit Guide is currently the highest rated red card on Gatherer.)

I know these cards don't seem all that powerful, since, in most decks they just act as a temporary booster shot in the arm. But there was a time when Dark Ritual paired up with bombs like Necropotence and Yawgmoth's Will to win the game, often, by round two. I like the idea of a card that says "Fast mana is fine, but only once." It does cut into how crazy those cards could often be. But if I'm to judge by the way that Wizards has been printing fast mana cards lately, Seething Song is probably too good. Or at least, we haven't seen a fast mana card as efficient as that since 9th edition.

As unexciting as it is, Pyretic Ritual seems to be the baseline now. And for all the boring that comes with it, it still sees play in a number of decks, and comes with a 3.264 star rating on Gatherer. If you're looking for something that matches normal Magic power levels, I'd start there, and make something a little better than that. If you're looking to make a set that's supposed to be played in a vacuum, though, that's cool, too. I'm all for striking your own path, especially if you've got some crazy ideas knocking around in your noggin'.

That said, I got to suggest against having both Storm and Finality in the same set. Not for power-level reasons... it's a non-combo. Storm wants you to cast a lot of spells. Finality is an activated ability that you play from the graveyard. It doesn't match. Flashback and Storm would make an excellent combination, though. Personally, I think it would be kind of cool to see these cards have flashback and, instead of Finality, include something like "If this is the first time ~ has been cast this game, do X. Otherwise, Y."

Flashback doesn't go with the set flavor. Maybe in the first set, when cycles are important, but this set's all about goodbyes and endings.

Storm isn't in the set, Finality is more of a "One big finish" or "One spell only" thing, so I want to make the spell effect grand, since you can only play one of that spell per game. This makes this spell much weaker since you can't chain it.

As to Storm archetype, maybe not, but RUG archetype is basically play lots of instant comboish thing.

plus, mechanics in my second set: Misinvoke and Fracture, both involves casting 2 spells per card.

2014-05-27 16:00:31: 10vernothin edited Stormy End
2014-07-11 07:48:42: 10vernothin edited Stormy End

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