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CardName: Deny Experience Cost: 3u Type: Instant Pow/Tgh: / Rules Text: Target player puts the top X cards of their library into their graveyard, where X is your Discovery (Your discovery is equal to the number of lands you control with different names) Draw a card. Flavour Text: Set/Rarity: Pyrulea Common

Deny Experience
{3}{u}
 
 C 
Instant
Target player puts the top X cards of their library into their graveyard, where X is your Discovery (Your discovery is equal to the number of lands you control with different names)
Draw a card.
Updated on 13 Nov 2016 by TRicher

Code: CU12

Active?: true

History: [-]

2016-10-14 02:18:59: TRicher created the card Deny Experience

I don't like doing both this and the uncommon discovery counter- they are too similar for me- and I prefer the uncommon version.

Also, do we really want to have Discovery tacked onto so many cards in so many colours? Especially the colours that have trouble achieving Discovery on their own get hit hard by that. WU control for example will have a hard time if they have to care for Discovery too on rather important cards such as the counterspells. I get that we want to have Discovery in all colours, but I do also think you should be able to play your archetype without caring for a mechanic that needs support on its own.

Generally, I agree that we shouldn't overdo it in the off colors. But there's space for it on the off-colors for some basic functional cards I think. I can see the argument that both my card and this together takes up too much space though.

Well, let's check if it can be sustained in the off colours. If it's too hard to do we should confine it to niche cards. Basic functional cards have to be available without any caveat though, so I don't think that's a good place for another restrictive ability.

2016-10-23 04:20:27: Brainpolice edited Deny Experience
2016-10-26 09:52:08: Brainpolice edited Deny Experience

If we keep this it might be better with a reduced cost of {1}{u}. This one is currently a bit feel bad paying 3 mana for a conditional counter based on your Discovery.

Sorry for repeatedly naysaying, but I still don't like the rather forced inclusion of Discovery in off colour cards like this. Probably always going to be absolutely terrible in Limited and never as good as Mana Leak in Constructed.

I think it works better on the uncommon I have that's {u}{u} for "counter target spell with CMC equal to or less than your discovery". Though even that might not especially get off the ground until turn 3 or 4.

You're right that too much off-color discovery is going to probably not work too well, But we do need at least a little bit of it.

On another note, wether off-color or not, I have an anticipating feeling that at least a few of the Discovery instants and sorceries we have with lower mana costs are going to play weird. Because they're going to be underpowered if not unplayable if you cast them on turn 1 or 2. Discovery has to be built up in order for some of the numeric based effects to scale well.

Reminiscent of the uncommon Evasive Action

­Arcane Anticipation could be a simple replacement without relying on discovery.

I definitely don't like this one because of how weak it is as a 3 mana counterspell that also relies on Discovery.

I'm pretty adamant that this card needs to either be radically altered or replaced with something else because of how weak it is, and because we already have a more effective uncommon Discovery counterspell.

Since we've introduced a few Mill cards, how about replacing this with a vanilla cycling Mill card to fill out Mill as a viable option in the set?

Maybe a mill based on discovery? Having three counters at common is something that felt a bit off to me so im all for changing this.

Yep, best to replace this. Three common counterspells in the file already. I suggest putting in something big for the large spell theme.

Yea I think a Discovery based mill card would be nice.

2016-11-10 04:12:54: TRicher edited Deny Experience:

Changed from a disocvery based counter to a discovery based mill card, increased cost by {1}. Maybe this shouldnt be instant anymore but might not be too much of a problem.

Honestly though, as it currently stands this is a pretty weak mill card. Tome Scour can mill 5 for one mana. For four mana this mills equal to your Discovery, which in a quick-paced single player game is not likely to reach much more than 6 or 7. I couldn't honestly see this card costing more than {1}{u} for what it does, and even then, it is a weak play until the late game.

This seems to be a general problem that occurs with a number of the Discovery based instants and sorceries we have, where the card is actually a very weak play until the mid to late game when you've gotten a bunch of lands on the battlefield. Which gives you little incentive to cast the spell on the first three turns or so, when it amounts to a lesser version of other cards.

Maybe it'd be better just to do a Mill card that is a cycling card instead of Discovery.

Another issue is that this card was specifically taking up a 3 mana card space. So we either need to make a 3 mana card in its place, or be forced to displace another card for it (which I'd prefer not to do).

This is a slightly altered version of Dreadwaters which counts all lands but is a sorcery. I was thinking of adding 'Draw a card' onto it, as it did seem a bit on the weaker side (as was Dreadwaters).

Discovery cards are going to be weaker in the early game, thats just how most of them function. Thats what gives the incentive to play more lands.

I'm almost 100% sure that this wasnt taking up any specific cmc space in the skeleton. We have 2 other 3 cmc cards in blue plus the cycling costs of other blue spells often cost around 3.

2016-11-10 05:22:22: TRicher edited Deny Experience:

changed text to be in line with other mill cards.

Even then, it's a weaker version of that card, as Discovery is more limited than landfall/"lands you control" stuff. Adding a cantrip or something else, like Cycling {2}, would make me feel better about it.

You're right, I was mistaken that this was taking a CMC space, it's only creatures that have a required CMC in the skeleton.

I feel like this could just could {2}{u} or something.

Id rather keep this as its costed and maybe add card draw onto it or something? We only have like 2 instant and sorcery spells at common that support the 'big spell' archetype in blue and red. With this that increases it slightly.

2016-11-13 10:45:54: TRicher edited Deny Experience:

Added card draw, makes it semi-useful outside of mill strategies.

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