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CardName: Izzet Command Cost: UURR Type: Instant Pow/Tgh: / Rules Text: Choose two — Return target creature you control to your hand and Izzet Command deals damage to target player equal to that creatur's power; or Izzet Command can't be countered; or Izzet Command deal 4 damage to target creature; or tap two target permanents. Flavour Text: Set/Rarity: Yet another card dump (Circeus's) Rare |
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4th ability change from divination
should be instant
accidentally deleted an ability
I'm all for guild commands - they are on my short list of designs to try my hand on, so more power to you there, but this wall of text is prime evidence why the updated template for modal spells was needed.
Having a "can't be countered"-mode is clever and useful, but you don't put it in the middle. Make it the first or last.
The first mode seems quite complex and multi-parted for a command.
Note the bulleted list templating on recent commands; it's much easier to read
FWIW, the abilities are in this precise order because they go 1) multicolor ability 2) hybrid ability 3) & 4) monocolor abilities
you try coming up with on that requires both red and blue, is short enough and does doesn't get too close to one on a different command (counter and damage is on Dimir Command. draw and damage is on Rakdos). Go on.
A cycle of 10 commands requires 40 different effects. It is not easy to do, and this cycle is frickin five years old. I was only updating the "can't be countered" templare <Selesnya Command