New Mirrodin: Recent Activity
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Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-05 00:04:26)
New Mirrodin: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-05 00:04:26)
There's no good reason why it shouldn't. Sometimes I have these freak-out moments where I notice an odd logic problem in the rules that no one takes issue with, but that I feel like I need to shore up, for who knows what reason. Probably my dumb desire to be different, when, what I should be doing, is be correct.
So I switched this over to the correct version. Splice is fine, but it doesn't need it. The enchantment idea is kind of cool, and I would like to see some enchantments that looked a bit like this...
Temporary Crusade


Enchantment
Common
Creatures you control get +2/+2.
Sacrifice ~ at the beginning of the end step.
...because it seems about as relevant as a sorcery that lasts until end of turn, is only a little less grokkable, and allows you to play with ways to abuse it. It's probably best saved for an enchantment block, or a minor enchantment-matters theme, however, and is stupid-abusable on a card that allows you to bounce permanents (You'd think I would have noticed that it would most commonly be used to bounce itself. Oh well). I could make it sacrifice whenever it tried to change zones, but by then, I lost my point.
Wait. Why can't this just say
> UEOT, whenever a nontoken nonland permanent ETBs under your control, return target nonland permanent to its owner's hand.
..?
The splice approach for instants/sorceries seems like it'd work too: I mean, Consuming Vortex worked fine. So you could say something like:
> This turn, as you cast each instant or sorcery spell, that spell gains "Return [up to one] target nonland permanent to its owner's hand".
Maybe the correct thing to do is make an enchantment that sacrifices at end of turn? I mean, unless you think the 'free-floating ability' looks better. Maybe?
Originally, this 'spliced onto instants and sorceries' in a sense, but I couldn't wrap my head around the fact that you'd need to target while those cards were still in your hand. So, in theory, this would've needed to say "Instants and Sorceries in your hand gain...", but then those same cards would need to keep this ability while on the stack, unlike Flash, which... why is this so difficult!!!
Yeah, I realised that. Does "Until end of turn, whenever a non-token non-land permanent enters the battlefield under your control, return target non-land permanent to its owner's hand" work?
Argh. I see what you're going for, but this is really hard to make work in the rules. The phrase "non-token, non-land permanents you control gain..." just applies to all such permanents you control right now when the spell resolves. It's rather hard to find a wording that the rules will apply to future permanents.
Yeah, I know. It's kind of a Temporal Fissure in reverse. That wasn't what I was really going for, but these things happen. -
for being rare instead of common, and -
for being easier to counter (Though 3 Temporal Fissures on the stack is more information. With this, you don't really know how bad it's going to get), and not hitting certain permanents. Draw a card and draw again is negated by the fact that this, by itself, bounces nothing.
I'm rather sorry I felt a need to put non-token in there. It's mostly because, if I didn't do it, I assumed that would become the dominant strategy. I have no problem with that idea in theory, but I'd like to see this get played in some other ways, instead of have one 'right' way to play it. It does give me the awkward "non-token, non-land" permanent text. I thought about allowing lands to trigger when they entered the battlefield, but figured that most people wouldn't see it, and feared the casting cost would jump to 5, and maybe up to 6... you don't play a land every turn, but it happens often enough...
Think of it's best case: "I play this card - and trade 2 of yours for 2 more of yours AND cantrip"
That's more than slightly good.
But the worst case is "Um, I borrow two of your walls." which is slightly naff. Red likes variance sure, but that much does look hard to correctly cost.
I have a hard time figuring out of this is too good or not. You would think "Threaten = 1 card for
, Threaten +1 creature, +Post-facto cantrip, -choice seems fine at 
"... but taking two creatures and swinging with them would win a lot of games. Magic sure has a weird way of scaling sometimes...
Hey, Seizan! Man, I haven't seen him in a little while. Also, yes, Reverse-reverse Vision Skeins. Blue is better at card draw than black, however, so comparing it to a blue card draw spells is probably inappropriate.
"A reverse Delirium Skeins" - So, Vision Skeins, then.
I thought this effect reminded me of something, so I went searching. Turns out there's a forgettable Kamigawa legend that does this on a regular basis: Seizan, Perverter of Truth.
I keep vascilating back and forth between
and 
. On one hand, this is Ambition's Cost with a bonus card somewhere down the line. On the other hand, this card is a reverse Delirium Skeins, with a bonus ability that probably won't be activated for a little while. While it feels like you're up a card on your opponent, you don't even have that, really, since you spent a card, and they did not. I don't know. I'd like to see a deck play this.
I do. Thank you Link.
Don't you mean "1 damage to each creature?"
Aah. Walls die. That's weird. Thank you Alex.
And, yeah, this is supposed to go cablooie. The first time a wall is hit, it should explode the battlefield... assuming you have a few out there... and kill Jaroot too.