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CardName: Plague Hex Cost: 3bb Type: Enchantment - Aura Curse Pow/Tgh: / Rules Text: Enchant Player Creatures enchanted player controls have -1/-1. Flavour Text: The weak will die, and the strong will starve... Set/Rarity: Curses! Rare

Plague Hex
{3}{b}{b}
 
 R 
Enchantment – Aura Curse
Enchant Player
Creatures enchanted player controls have -1/-1.
The weak will die, and the strong will starve...
Updated on 26 Jun 2018 by wurms

History: [-]

2018-06-23 22:54:40: wurms created the card Plague Hex
2018-06-24 15:33:03: wurms edited Plague Hex

weak or did you mean meek?

That is very nice flavor hex. It might have been better suited on a hunger card, and not a plague one... But I suppose it fits te idea of a plague affecting animals in an ecosystem pretty well

10/10 text 8/10 fit

I am shocked that limiting to one spell is not only 2 mana less but also 1 rarity lower than an ability that gives -1/-1

i'd think the former would shut down WAY more decks... hesus

2018-06-24 22:37:00: wurms edited Plague Hex:

typo fix

also have should be get

Yeah, people tend to underestimate this effect. See also Cumber Stone and Night of Souls' Betrayal.

To be honest, the problem might not be that 3 mana is too good. It might be that 3 mana is not fun. Consider being on the receiving end of Teferi's Moat, when playing a mono-green deck with no enchantment removal. You're sunk. It doesn't matter how you played, or at what stage of the game you're at. You lose.

Plague Hex is kind of like that with decks full of small creatures. Admittedly, it probably takes two of these to really lock things down. That's probably why Night of Souls' Betrayal got the Legendary treatment.

This would undoubtedly be meta-warping on at least modern level. Consider something like Abzan maverick or any deck with a creature heavy list really. Roughly half of their creatures are now dead cards: Dark Confidant, Snapcaster, Eternal Witness (a considerable amount of elves), most mana dorks barring Deathrite, Thalia - you name it and majority of the rest deal now 50% less damage meaning they need to hit twice as often to win the game. Aggro decks obviously take a giant hit as well. If you drop two of these then most creatures are just dead cards in many decks.

Both Souls Betrayal and Death's Hold boast a rating just sort of 4/5 as well so they aren't like those 7+ mana game warping {r} effects that are costed out of competitive play.

alright, how about I up the cost to 6?

So Curse of Death's Hold for {1} more (possibly slightly more splashable)? I mean, it could work at uncommon maybe, idk. Kind of depends what you want to achieve in the environment. It would certainly have an effect in limited.

I think a curses set having an effect on limited is unavoidable, well, maybe if you were to put balanced design over fun design or something like that... curses overall are pretty scarce, so 25 of them in a set will likely be a bit power creep, but still can be balanced.

I wonder if upping the rarity is necessary, i'd think so.. I mean who puts a cost up 1, to lower the rarity 1? nearly never a fair trade. Here it might make sense though.

I'll also remind again it should say creatures enchanted player controls get -1/-1, not have -1/-1. Dw it took we like 8 months to learn that or something.

I think the simpler quesiton is "Why isn't this just a reprint?"

That would be the coolest imo

cool cool, reprint it is

2018-06-26 16:59:39: wurms edited Plague Hex:

debuff

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