Magic 20XX: Recent Activity
Magic 20XX: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Magic 20XX: (Generated at 2025-05-01 01:12:13)
Magic 20XX: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Magic 20XX: (Generated at 2025-05-01 01:12:13)
I originally had this card at
in the file, but Homicidal Seclusion convinced me that 3W is probably more appropriate. I had this card in a draft, and it was really, really good in the Wisdom deck, allowing me to play Serra Angel after Serra Angel, as long as I was willing to pace myself.
Ha, true. Easy to misread. OK, this is only going to be really annoying against monogreen, or some badly prepared monowhite or monoblue players.
There it is. I knew it came up some time. I can say that Divine Reckoning was put in a set well after Choice of Champions was... and CoC asks for permanents instead of creatures. But, yeah, not as novel as it used to be.
The guardinal itself doesn't have the protection (natively, anyway) so red creature removal would come in very handy against it :)
It's almost as harsh a colour hoser as Iona, Shield of Emeria. But fortunately not quite as harsh as her. The cost is sensible though. I've had many red/x decks where the only creature removal is red, say, and this would punish the red half of those quite effectively.
I would think it's going to have slightly less impact in draft; where you're less likely to be up against a mono-coloured deck, or have two of them.
Constructed, where you can have multiples of this and protect them? Potentially very nasty to be up against; but on the flip side, if your opponent can't deal with a CMC4 critical combo component, then they're going to lose to SOMEthing.
Divine Reckoning
Nice to see a non-weenie wrath.
Feels like a callback to Balance, too.
[slaps forehead] There's no actual coin flipping on this card. The image this card still has in my files shows a hand flipping a coin. I just... I kind of got stupid for a second.
But yeah, weird card. Ideally you use it when you're sure you'll win combat with it... but damn, what a price to pay if you're wrong.
Also, it occurred to me how evil this card is in multiplayer (Okay, Steve's two blockers get +3/+3, but Andy gets another attack afterward...)
I believe Apocalypse was originally going to be this - hence its flavour text. (Well, it would have hit lands as well.)
Interesting. Reminds me of Thawing Glaciers, scarily. But it doesn't actually thin your deck, and it only makes colourless mana, so it's probably fine.
I'm confused; where's the coin flipping? Also; can this be used to give someone an extra main+combat step after their end step? Because that's insane :)
Apart from that... kinda mad. Best use presumably is after they've already committed to their first attack; at which point with any luck they won't have anything left to worry you with their vastly eviller second attack.
Or if you're using first strikers anyway, maybe.
Interestingly odd, hard to use combat trick to punish and lure in an attacker? I really like it.
(Or.. I guess you could use it early, before they're an attacking player, so that they don't get the extra phase at all? But if you're gonna do that, why not just play Holy Day)
This bit of goofiness was designed for a friend of mine (Brian from The Myriad Games Podcast). People used to call him The Oracle for some time because of his repeated ability to know the exact and current Oracle ruling for Magic cards.
So, yes, the card uses coin flipping, and that's clearly red. But it's a chip off of Righteousness and that's more white. I don't know. I like where it is, with the only tweak being that I might want to make the bonus +4/+4.
Yeah. That's a rough ability. Consequently, I made it hard to cast, and on a small bodied creature, while still keeping it at a relevant casting cost. I suppose I could have increased the cost to 6+... but then there would be a temptation to make the creature a 3/3+... I don't know... I never had a problem with this card when we drafted it, but I don't know if that's really a good guage of how dangerous the card is.
Yeah; picking this early could lead to some nasty problems as the unicorns get drafted out from under you. Nice if you've already gone white and see it in your third pack though.
Yay! The rare slots have super Elf Pactmakers that keep you in color. They're pretty good, but they were rather hard to accomplish in draft. Getting your hand on one Pearled Unicorn or a Mons's Goblin Raiders when that fails is simple enough when you've got a two in five chance of seeing either in every pack. Grabbing three Pearled Unicorns is trickier. That's okay... you only need one for this to be an okay card... though the blue super pactmaker proved very hard to accomplish...
I can't have been the first person to come up with this card. I'm pretty sure I've seen this pop up somewhere else... you know... not counting Cataclysm. I suppose that's fine. I'd probably make this a functional reprint if it already exists anyways. Wisdom loves playing into this card.
One of those odd cards that seem to work in draft at the same level as it works in standard. One of my friends in a draft caught two of these, and he was quite happy whenever he could increase the amount of lands he had in play by one... enough so that it didn't really bother him that he didn't have more than two total.
True. I think I just wanted to see black get a bit more mill. It's supposed to have it secondarily, but it only gets to do it when Dimir comes to town, or if it's needed for a very black effect. I'm cool with those three as they are. I think it gives them a bit of off-beat character. Besides... black sacrifices creatures to pay the bills, but it isn't supposed to be allowed to sacrifice enchantments or artifacts.
I also know that the ability to just sacrifice your stuff is strong, but not a common thing to build around. The ability to, let's say, make Anihilate half as good, or shut off Capsize is hard to ignore, though. Oh, and Threaten. I suppose I shouldn't ignore the obvious.
Well, I guess if you intend to use their non-mana ability, then they're not going to be available to make mana. And the ones that react to stuff you pretty much want to keep up all the time. This... this I can't see myself using unless I've got a really strange deck. And why is sac in red, not black? Black got mill; blue got loot... You could twiddle those three round in colour easily?