>
> [+2]: You may have target opponent gain control of up to one target creature you control. If you do, it deals damage equal to its power to that player.
> [-1]: Return target creature card from your graveyard to your hand, then bury the top two cards of your library.
> [-7]: Search your library for up to two cards and put them into your hand. (Shuffle your library after a player searches it.)
> [3]
Reminder text isn't necessary at mythic, but you get the point.
It's an ultimate; you need to be playing monoblack; and use the minor ability to give away three things before you can use it. Go ahead, make it a proper tutor. Heck, make it tutor for a couple of cards.
The first ability is, effectively "Creature you control is unblockable this turn" with an added downside. It's fine, and hits your flavour mark perfectly.
Sadly - the second ability is what would actually get used. It's a perfect re-animation; and you get to do it three times. So if anything; I'd power that one down a bit, to shine the focus on the bits you want.
Maybe make it give it to an opponent - from your graveyard? Without the damage? "Here's a zombie, careful, it explodes" seems like a black thing. You'd want the support of lots of trap creatures, mind you.
Was trying to think of black things that fit an unscrupulous (did I spell that right?) merchant/mercenary broker. A guy who’s main motivation is money. I wasn’t sure exactly where to balance it, or where to start, so this card is very WIP until I’m satisfied that it fits the character and is mono B enough. (A Viashino necromancer/merchant/rogue, for the record).
Can you guys think of ways to make ability 1 more viable? And would a -7 tutor anything be balanced as an ultimate? I felt it was too strong.
Insofar as Tactical is concerned- Its similar to Arcane from kamigawa: it will interact with Command (which will function similarly to battalion from RtR; do things during the battle step when you’ve fulfilled a condition, in this case cast a tactical spell), as well as other cards and abilites like the mythic that was mentioned above. For example (off the top of my head) some Tactical sorceries may be cast as instants in response to other tactical spells.
As for Flood out itself, the card was a spur of the moment design choice. There really wasn’t much thought put into it and the criticism against it is valid. I’m going to either edit it or delete it.
Entirely parasitic, and response-only so sideboard. But that's not a reason for it not to exist; just a reason to not do too many of them. And yeah; it certainly wants to be uncommon.
Its very existence warps the environment though. It tells you "Tunnel is not viable" in constructed. If that's intentional - great. Tunnel is a limited only mechanic now; and even there it's risky. Is that really what you mean to do? A card like this usually gets printed in the next set when Wizards realise they accidentally went too far in support of a mechanic and need to reign it in. (And even then it's usually not quite so.. blunt.)
I agree that it looks like it ought to be an instant, though. Otherwise this only nerfs your own creatures.
@"Too narrow". If this was Tempest or Timespiral block and there was an instant that said "creatures lose shadow until end of turn" that would result in the occasional limited blowout. That said, if you're going to give players the option to blowout other players like that in limited, it should be at uncommon.
I mean, it doesn't matter if the spell is good or not. If the intention of the card is to get an occasional 3 for one, then it's not an appropriate common according to NWO.
Is this being a sorcery an oversight? Too narrow in any case.
Does being tactical mean anything on its own? Given that it doesn't seem to, and there's exactly one card that I can find that cares about the type (which is a mythic funnily enough), the mechanic seems pointless. I guess there's that command ability, but there are no examples of it yet. Also, having two abilities that strictly interact only with each other is very parasitic.
If tactical does do something, it should have a reminder text for it.
2018-03-29 14:00:21:
Zai
created the card Flood Out
My tweaks would be:
>

> [+2]: You may have target opponent gain control of up to one target creature you control. If you do, it deals damage equal to its power to that player.
> [-1]: Return target creature card from your graveyard to your hand, then bury the top two cards of your library.
> [-7]: Search your library for up to two cards and put them into your hand. (Shuffle your library after a player searches it.)
> [3]
Reminder text isn't necessary at mythic, but you get the point.
It's an ultimate; you need to be playing monoblack; and use the minor ability to give away three things before you can use it. Go ahead, make it a proper tutor. Heck, make it tutor for a couple of cards.
The first ability is, effectively "Creature you control is unblockable this turn" with an added downside. It's fine, and hits your flavour mark perfectly.
Sadly - the second ability is what would actually get used. It's a perfect re-animation; and you get to do it three times. So if anything; I'd power that one down a bit, to shine the focus on the bits you want.
Maybe make it give it to an opponent - from your graveyard? Without the damage? "Here's a zombie, careful, it explodes" seems like a black thing. You'd want the support of lots of trap creatures, mind you.
Was trying to think of black things that fit an unscrupulous (did I spell that right?) merchant/mercenary broker. A guy who’s main motivation is money. I wasn’t sure exactly where to balance it, or where to start, so this card is very WIP until I’m satisfied that it fits the character and is mono B enough. (A Viashino necromancer/merchant/rogue, for the record).
Can you guys think of ways to make ability 1 more viable? And would a -7 tutor anything be balanced as an ultimate? I felt it was too strong.
Zedruu would like you to have the knowledge that his deck archetype is a real thing. But yes; it's very specialised.
The first ability seems completely useless. Bronze Bombshell would hit 11, which is cool I guess, but other than that...
Why is the last ability restricted to artifacts and creatures? Black can tutor anything. The ability is also very lackluster for an 'ultimate'.
So, to me it seems like this would mainly be used for its second ability as a color intensive, potential triple Zombify.
Wording:
>Flash (You may cast this spell any time you could cast an instant.)
> Enchant creature
> Enchanted creature has base power 0.
Evergreens can surrounded in [] to generate reminder text if so desired. I think it would make sense here, but obviously it isn't required.
While I was looking through gatherer for wording precedent, I found this awesome card: Singing Tree.
Yes indefinitely. Edited
Insofar as Tactical is concerned- Its similar to Arcane from kamigawa: it will interact with Command (which will function similarly to battalion from RtR; do things during the battle step when you’ve fulfilled a condition, in this case cast a tactical spell), as well as other cards and abilites like the mythic that was mentioned above. For example (off the top of my head) some Tactical sorceries may be cast as instants in response to other tactical spells.
As for Flood out itself, the card was a spur of the moment design choice. There really wasn’t much thought put into it and the criticism against it is valid. I’m going to either edit it or delete it.
I think the reminder text wants to say "if it would leave the battlefield."
Indefinitely? That would have memory issues... maybe make it an Aura with flash instead?
Entirely parasitic, and response-only so sideboard. But that's not a reason for it not to exist; just a reason to not do too many of them. And yeah; it certainly wants to be uncommon.
Its very existence warps the environment though. It tells you "Tunnel is not viable" in constructed. If that's intentional - great. Tunnel is a limited only mechanic now; and even there it's risky. Is that really what you mean to do? A card like this usually gets printed in the next set when Wizards realise they accidentally went too far in support of a mechanic and need to reign it in. (And even then it's usually not quite so.. blunt.)
I agree that it looks like it ought to be an instant, though. Otherwise this only nerfs your own creatures.
@"Too narrow". If this was Tempest or Timespiral block and there was an instant that said "creatures lose shadow until end of turn" that would result in the occasional limited blowout. That said, if you're going to give players the option to blowout other players like that in limited, it should be at uncommon.
I mean, it doesn't matter if the spell is good or not. If the intention of the card is to get an occasional 3 for one, then it's not an appropriate common according to NWO.
Is this being a sorcery an oversight? Too narrow in any case.
Does being tactical mean anything on its own? Given that it doesn't seem to, and there's exactly one card that I can find that cares about the type (which is a mythic funnily enough), the mechanic seems pointless. I guess there's that command ability, but there are no examples of it yet. Also, having two abilities that strictly interact only with each other is very parasitic.
If tactical does do something, it should have a reminder text for it.
Take two. Keeps the flavor I’m going for the same, but shouldn’t be as ridiculous, in theory.