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Mechanics | Concepts, Themes, Mechanics |
Recent updates to Labyrinth: (Generated at 2024-04-28 05:35:49)
Labyrinth: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Concepts, Themes, Mechanics |
Recent updates to Labyrinth: (Generated at 2024-04-28 05:35:49)
Heh. I was going to go back and advance Planar Void, but it turns out that that says "When"... so you'd not only take the damage, but couldn't use the cards afterward.
I definitely understand what you mean Vitenka, but I'm completely opposite on Demonic Consultation. I love playing spells that have the potential to kill me. I often go down in a blaze of glory. I have a bit of 'Disney Villain' in me.
Forbidden Crypt would seem to work nicely (just don't cast it the first time!)
Though Yawgmoth's Agenda might work even better, if you can survive the "This is a Demonic tutor, that KILLS YOU when you cast it." effect.
Didn't like that effect when I first saw it, didn't like it when I tried it, don't like it now.
Won't help much with your Leyline. Now, after an opponent's Leyline...super Demonic Consultation powers activate.
Damn strong if you got Leyline of the Void out on turn zero... but that doesn't happen too often.
Spoils of the Vault, but probably costing you a little more life, and sorcery speed; on the flip side, it puts a massive chunk of your library into your graveyard, which is very powerful. So I think it probably balances out. Might see some play in eternal formats, but that's fine on a 1-mana rare sorcery.
While I'd have preferred the other version, I can still get behind this card. After all, there's a good chance that the card as printed now would get a lot more people talking about it. That's probably a good thing.
I'll repeat it again: milling someone does not deny them options, it's a lot more likely to grant them options. Just as self-mill isn't a drawback, milling an opponent is more likely to help them than hinder (until you mill their last card). You're unlikely to mill specific things they're going to tutor for because they're likely to have multiple copies; but it's quite plausible that you'll give them cards to flashback, retrace, unearth, reanimate, reclaim, delve, or pay as additional costs.
By contrast, damaging someone generally removes options (the option to pay life into things like Phyrexian mana). Mill is only denying options if it's exile rather than into graveyard.
That said, I think this is fine on its own. (Although it needs you to take a lot of care about how strong mill is in the rest of the set.)
Okay, changed it back to just players. I'll justify it by saying that it is still damage, and able to be prevented, redirected, increased, etc. Also by keeping it damage it still retains it's feeling of being red.
Now for the math. If this costs 3 and hits someone for 10 cards it's the equivalent of doing 4-5 damage to a player plus robbing them of options which is just a bonus. (10/50 cards = 4/20 life i.e. 1/5. 50 because by the time you get to play this your opponent will already be on 50 cards.)
Well sure - it makes it a stronger card.
My comments aren't from whatever uncommented change you made to the card recently - that comment bumped it up to the top of the recently-changed list and brought it to my attention, is all.
I also worry about the "Kill creatures" change. It turns it from a pure mill (as you say, boring to play but interesting in that it brings another strategy into consideration) to "Kill a creature. Oh, or you can mill stuff if you really want to" Which is a very different card.
It never occurred to me that increasing the casting cost would be considered a bad thing. As far as I'm concerned, a well-designed card is a well-designed card. Trying to make a card do something for the sake of making it competitive seems like a mistake in my eyes. But, I definitely understand where the problem comes from.
To me, mill decks seem 'better' to me if they are part of a "control, then mill" strategy. I can see why erode creatures racing the opponent through milling would be exciting, but casting 6 mill sorceries by turn 5, and winning the game is non-interactive and doesn't seem very fun. Is a card that is intended to mill an opponent, but can hit a key creature instead worse than a faster card that only intends to mill? I guess that's a personal decision. I can say, though, that the first thing that jumped in my head when I saw this card was "4x this card + 4x Glimpse the Unthinkable + 4x Tome Scour".
Reasons to let it hit creatures:
Reasons to not let it hit creatures:
So I'm not sure.
There's very little difference between 5 damage and 10 damage to creature. At some point, it just becomes "Destroy target creature." See Stomping Slabs: same price, 7 damage.
As a black horror, I could see it costing less and reducing everyone's hand size, since black is cruel that way.
Lol?
Nope, sorry. Whenever I see "seal," I automatically think "What about the other type?"
Ah, someone else who remembers seals of satan.. http://index.rpg.net/display-entry.phtml?articleid=11084
Or, similarly:
Oblivion Seal
Creature - Seal
Whenever Oblivion Seal deals combat damage to a creature, you may discard a card. If you do, exile that creature.
1/1
Made it hit creatures as well. I'm a bit iffy about it though, because it seems like a little to powerful to hit creatures. Thoughts?