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CardName: Forevers' End Cost: 6uuu Type: Sorcery Pow/Tgh: / Rules Text: Draw a card for each card in your graveyard, then shuffle your graveyard into your library. Exile Forevers' End. Flavour Text: Set/Rarity: MINIstrad Mythic

Forevers' End
{6}{u}{u}{u}
 
 M 
Sorcery
Draw a card for each card in your graveyard, then shuffle your graveyard into your library. Exile Forevers' End.
Updated on 06 Jun 2018 by wurms

History: [-]

2018-06-05 23:16:40: wurms created the card Forevers' End

on turn 9 why would you want to have extra cards... especially in this set, having so many so-called yard fill bulk, this is basically your deck, and even if it's not... even if you draw 20 great cards. why would you be wanting this as a mythic 9 drop :P

2018-06-05 23:54:01: wurms edited Forevers' End:

decided 3 per card was too much, and added the last part so you dont mill yourself

you are right about that. How I see it, this just draws you sweet sweet cards, but if combined with laboratory maniac it can win you the game, but also just a huge value spell. Sort of like The Great Aurora one might not understand the card at first, but it essentially just exchanges one resource for another In this case, you are drawing cards, then getting a new deck. Many janky uses here, like selfmill, fill yard with best cards, or late game mana sink. I admit the card is weird, but I put it at mythic because it is probably the flashiest thing in the set. Also it can only cost 5 if you use Lost Alchemy lol :)

It is fixed now in my eyes, because it is impossible to kill yourself off with it, which I think is good. In reply to your comment about labaratory maniac: I wouldn't call a mythic rare good at all if it relied on some card printed many years ago to be a combo piece with it to even be considerable. Cards should always have something they do on their own. At mythic being a vague combo piece is an utter fail

before it was just not well thought out, now it is a value spell.. still not okay tho, the thing is, now you have 20 cards in your hand but have a max of 7, what are you gonna do? you dont have any mana likely because you just cast a 9drop (you probs didnt hard cast it, but still, you arent gonna play nearly any of those cards)

this is just so dangerously close to self harm in game i think it's benefits are outweighed (which the only one is pure card draw, and why you would just want to have cards in your hand for no reason or further purpose idk... this is sort of like overwhelming insight but much more volatile... especially in this set, where it fits most and also is super bad for you if you play too well.)

all in all i dont think it really works how you want it to...

there is also a typo; the 3rd word: cards should not be plural rn

Great card. It's not going to work in a lot of decks, but it spells disaster for the opponent if a deck can reach to nine and use it. (the obvious choice to me is to put it in the same deck with Omniscience. Technically, Enter the Infinite will always be best bros with Omniscience, but at least Forever's End can theoretically be hard cast in a normal game.)

Alternatively, you could combine it with something that takes advantage of discard. This plus Seismic Assault should spell game over, for example. Even if you can't take advantage of drawing all those cards, this roughly says "Tutor the best 7 cards from the bottom half of your deck." I would pay 9 mana for that effect. Heck, if I paid 9 mana for a Diabolic Revelation, I'd only tutor for 4 cards.

Now whether or not this card is appropriate for your set... that's an entirely different kettle of fish. I haven't dug that far into MINIstrad, so maybe it's not a good match. But as a splashy mythic, it's doing what splashy mythics are supposed to do.

2018-06-06 12:11:15: wurms edited Forevers' End:

typo fix

Typo's still present: Two missing periods and you don't need the additional line breaks. In fact this can be one paragraph.

Example: All Suns' Dawn.

2018-06-06 13:14:09: wurms edited Forevers' End

lol thanks :D

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