Originally, I threw up a suggestion of this spell instead making X copies of itself. But admittedly, Gigadrowse was rather good. But mostly because it won counterspell wars, which Reality Spasm is only mediocre at.
Ambiguous as written; though if written so that explicitly you can then limiting to creatures-only is a valid reason for this being the same cost as the version that cannot but hits any permanents.
The current version compares nicely with Dragon Fodder/Raise the Alarm. The second shows that two mana can get a little more than two 1/1 at sorcery speed.
Make no mistake: A Clue is not the same as card draw - especially not on cards like this that can apply plenty of early pressure preventing the game from advancing to the stage where can easily be set aside to cash-in the Clue.
Conversely to the above you could use Hordling Outburst as reference. What is going on here? More than two tokens get significantly more relevant for sacrifice/mass pump/etc. synergies. And this is especially true for cards that get a discount through drawback.
Was common
Added mana cost to second ability
Reminder text
Reworked with new betting mechanic
Rework using new Bet mechanic
Added Nontoken
Previously did not grant itself exploit
Removed
Added “up to”
It’s-> its
Added “another”
See ((C114012)).
Might reformat all Outwit cards to a cost reduction. Trap subtype might be added.
Swapped to Alex's wording
Originally, I threw up a suggestion of this spell instead making X copies of itself. But admittedly, Gigadrowse was rather good. But mostly because it won counterspell wars, which Reality Spasm is only mediocre at.
Suggested wording for that version: "For each of X target permanents, you may tap or untap that permanent."
Ambiguous as written; though if written so that explicitly you can then limiting to creatures-only is a valid reason for this being the same cost as the version that cannot but hits any permanents.
Make it Reality Spasm instead? Neither is rare worthy imo.
Can I both untap 2 creatures I control and tap 3 creatures opponent controls if I cast this with X = 5?
The current version compares nicely with Dragon Fodder/Raise the Alarm. The second shows that two mana can get a little more than two 1/1 at sorcery speed.
Make no mistake: A Clue is not the same as card draw - especially not on cards like this that can apply plenty of early pressure preventing the game from advancing to the stage where
can easily be set aside to cash-in the Clue.
Conversely to the above you could use Hordling Outburst as reference. What is going on here? More than two tokens get significantly more relevant for sacrifice/mass pump/etc. synergies. And this is especially true for cards that get a discount through drawback.
I'd keep this card at uncommon.
The creative treatment certainly is nice though.