Tornipuch: Seeking the Abstruse
Tornipuch: Seeking the Abstruse by Sorrow
211 cards in Multiverse
89 commons, 69 uncommons, 41 rares, 12 mythics
27 white, 26 blue, 25 black, 25 red,
23 green, 72 multicolour, 3 artifact, 10 land
16 comments total
Instant and sorcery focused, allied-colored set of Tornipuch's reality (Tornipuch is a single plane, split into two realities. The other Tornipuch reality is enemy color and artifact focused).
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| Mechanics | Tornipuch Concept | Skeleton |
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As an additional cost to cast Strides of Promise, discard a card.
Draw two cards.
Reverb Reverb
,- Exile this card from your graveyard: You may discard a card. If you do, draw a card. Activate this ability only if Strides of Promise didn't enter your graveyard this turn.
Draw two cards.
Reverb Reverb
,- Exile this card from your graveyard: You may discard a card. If you do, draw a card. Activate this ability only if Strides of Promise didn't enter your graveyard this turn.Consume (As you cast this spell, you may sacrifice a creature.)
Counter target spell unless its controller pays
. If Dampen Fate consumed, it's controller it's controller must pay
instead.
Counter target spell unless its controller pays
. If Dampen Fate consumed, it's controller it's controller must pay
instead.Consume (As you cast this spell, you may sacrifice a creature.)
Draw four cards. If Reality's Pathway consumed, scry 3 then, draw four cards instead.
Draw four cards. If Reality's Pathway consumed, scry 3 then, draw four cards instead.
Choose one —
•Return target permanent card from your graveyard to your hand.
•Put two +1/+1 counters on target creature.
•Return target creature or planeswalker with a mana value of 1 from your graveyard to the battlefield.
•Return target permanent card from your graveyard to your hand.
•Put two +1/+1 counters on target creature.
•Return target creature or planeswalker with a mana value of 1 from your graveyard to the battlefield.
Until end of turn, target creature you control gains "When this creature dies, create X 1/1 white Human or X 1/1 green Elf tokens where X is this creature's toughness."
Angel and hydra felled against each other in Gullster. The men and elves mourned their exalted.
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Just the first option is not what you expect at common. You get to "draw tree cards" at times, but there is significantly less cards at common that return that amount of cards.
The relative values of the modes are also imbalanced. First mode I'd expect at
+, second mode more closely 
, third mode could be
.
It's like you mixed up the direction you wanted to go with 3, 2, 1.
I could Revive the Shire, Expanded Anatomy and Return Triumphant as three balanced modes on a single spell, maybe even at
, but common could be less aggressively cost.
Mentioning planeswalker in a mode that will be fine allowing for only creatures makes for some expectations for the environment.
Those are valid points. I will say that the +1/+1 counter was less the goal and justification for a
instant that wasn't just creating two tokens. Powercult Salvation was designed as a protection spell. This was a poor answer to the question of what spaces can be explored on a two-drop green-white card.
This really isn't a good design, so thank you for pointing that out.
You're right. I also just realized I already did a similar and significantly better uncommon Worldfire Ignition and a common version Bounteous Violence of this card. I'm going for an entirely different design.
The wording is somewhat broken in two places. I assume you want to write:
and:
In fact the wording for the exact thing you are proposing is a bit complex, but it also seems like this should use a reflexive trigger anyway, so the full text could be:
Search your library for a basic land card and put it onto the battlefield. It enters tapped unless this spell has consumed. When the land enters, this spell deals X damage to target creature, where X is the number of lands that share a land type with that land. If this spell has consumed, it deals that damage to any target instead."
Either way, that's a very wordy spell. I hope the set has plenty of dual lands or other nonbasic lands wit land types to reward tutoring for land types you already control - otherwise this spell would be wordy for little pay-off.
This feels really similar to Powercult Salvation. Is the need for a
instant that puts a +1/+1 counter on a creature that strong that you add it twice to the set?
The death trigger seems more complicated than necessary. The tribal component of the set doesn't seem developed enough to make you want to care too much about having the choice between two so similar tokens. You'd easily get away with pre-defining one of the tokens here.
Also at the cost of
the need for the creature to die before you get the token is quite a hoop to jump through. At that cost you could get the token and the +1/+1 counter with no hoop - like a Backup Agent with flash.
Considered making this "each player" instead of "each opponent" to enable self mill strategies, but I was worried that could be too efficient for self-mill strategies.
On this side of Tornipuch, zombies and vampires are created by demons and have the innate potential to become a demon if the undead's mortal will succeeded in being fulfilled. The reverb here the new demon embracing their power and has bound followers as zombies like they had once been.
Lore example: Demon Lord Neraltis had once been a mortal who had an insatiable hunger for arcane knowledge. That mortal sought to learn from a demon lord, but eventually the mortal succumbed to that demon lords' power and will and became a zombie to represent that hunger. Once that zombie had found a way to sate that hunger, they had an understanding of magic that transcended mortal form and took the name Neraltis.
This is an ability word. I'll have to italicize Reverb on cards later.
The intention of cards with Reverb is that ability used from the graveyard should feel lesser but be adjacent to the instant or sorcery's normal effect.
This set is an instant and sorcery focused set, hence the choice exiling the instant or sorcery. I was attempting to create a flavorful parallel cycle to the artifact focused other side/reality of Tornipuch which has Inspired Bridge(after seeing Mutagen tokens, I've confimed that Cog tokens leave much to be desired, but that's a problem for Tornipuch: Grinding Towards Power).
The activation cost being tied to a theme of this set initially felt like enough, but you bring up the point that a vacuum effect would probably cost
to activate. This makes me wonder if merely including the instant/sorcery requirement is enough and if a mana value of perhaps
should be added to activate the ability.
Why does a white-black land use such a blue-red associated set of mechanics (caring about instants and sorceries, caring about casting noncreature spells, looting/rummaging).
What exactly is going on in this set that makes it so an ability with
in its cost requires the clause "Activate this ability only once each turn"?
EDIT: Seeing the rest of the cycle, I at least get the first part. Apparently this is a strict cycle like Sinister Hideout/Secret Passage/Silverquill Campus, not a loose one like Rivendell, Lilypad Village/Agna Qel'a.
Acknowledging that it's partially explained. Adding looting/rummaging to the list of draw-smoothing abilities of scry, surveil, investigate, boardcycling, cycling etc. seems like a logical next step. I'm still befuddle by the weird complexity of the cost/condition and how it relates to how this ability in a vacuum probably would be: "
,
: Draw a card, then discard a card."
The question is both, whether exiling a nonpermanent card and then delaying the looting until your next noncreature spell is a cost at the correct level, and also (and more importantly) what the whole song and dance of this even means. The weirdest part is that both encourage the same thing: If you use this ability multiple times, then you probably exile the spell you have cast for the previous activation anyway.
There is also the fact that usually draw-smoothing abilities on lands like the ones linked above are tools to give players something to do late-game (among other things, obv, but as a general idea) when they have more lands/mana than they know what to do with, but might be concerned with drawing too much land over the spells you really want. So a straight-forward mana cost to activate seems ideal. OTOH a similar ability that costs no mana, but only works if you still have more spells to cast strikes me as a questionable variant of the same idea.
Whether you actually want to push for this much noncreature play across all colors is another question, but one that is more tied to the environment.