CardName: Cracked Wheel Cost: 2R Type: Sorcery Pow/Tgh: / Rules Text: Choose one – ● Discard your hand, then cooldown 2 (Exile Cracked Wheel with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last counter is removed, return Cracked Wheel to your hand.) ● If there are no cards in your hand, each player discards their hand and draws seven cards. Flavour Text: Set/Rarity: Multiverse Design Challenge Rare Choose one –
● Discard your hand, then cooldown 2 (Exile Cracked Wheel with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last counter is removed, return Cracked Wheel to your hand.) ● If there are no cards in your hand, each player discards their hand and draws seven cards. |
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For Challenge # 146 using cooldown from Crimsonreaper's Electrozephyr. I like suspend, and know why we can't have it. It's a pity. Cooldown at least seems a little more reasonable, since it isn't tyring to put creatures on the battlefield with haste after casting them from exile. Obviously, that means I have to make a convoluted card that would never be printed for the mechanic. ;p
I like this the best out of your designs, because you'll eventually choose the mode that means this isn't eternally recurring.
Um; wouldn't you in fact.. only ever use that mode?
Why would you cast this in advance; when you don't need to and the only benefit it gives you is discrading your whole hand?
The second mode can't be cast unless there are no cards in your hand. So the first mode is used primarily to set up a Wheel of Fortune in two rounds.
Admittedly, few people would be interested in a card that does that, I know. I originally had the Wheel of Fortune only effect you... but that would cost at least six mana, and by the point there wouldn't be a need to target yourself with 'discard your hand'. Presumably, you would just cast everything instead.