Siluras: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Thinking | Background |
CardName: Crimson Eruption Cost: {6}{R}{R} Type: Sorcery Pow/Tgh: / Rules Text: Players cannot play lands for the rest of the game. Each player takes damage equal to their life total. Flavour Text: Set/Rarity: Siluras Mythic |
History: [-] Add your comments: |
The rest of these seem fine, but this one seems ridiculous. a) 95% of the time it'll just cause a draw. b) 95% of the rest of the time, it'll cause someone (usually its caster) to immediately win. c) The first clause seems absurd when this sorcery will immediately spell game over...
Yeah. It is a mess as is. The first clause seems kind of absurd simply because it's so expensive.
As for the second part, I wanted a card that was more of a build-around, or that the caster would have to solve in order to get the best use out of it. Come to think of it now though, damage prevention and redirection are almost exclusively white, hosing the other colors. But at the same time, I don't want to set a specific amount of damage because it seems to me that life-gain would trump it and remove it from mythic-level. Will definately take some thinking.
Why not make it each player takes damage equalt to the lowest life total amongst all players ? That way it can still be nasty but won't cuase draws anywhere near as often. Also, you'll only pull the trigger if you don't have the lowest life total.
Then it's too easy to use though. If you have it, you cast it, end of story. I was trying for something that you had to tinker with to get the win off with it.