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Mechanics | Planets and Gravity | Merge Gates | Madness |
Recent updates to Infinite Potential Well: (Generated at 2024-05-18 16:02:09)
Or say "From hand or command zone", you've already paid the rarity cost, so you're allowed to use words :)
You could get rid of the 'hoses commander' by just requesting the card be cast, and not care about the hand. That would also allow players to use suspend creatures and Haakon, Stromgald Scourge... but, for the most part, it would do what you want.
Designed to hose token or reanimator strategies; incidentally breaks Commander. Wizards would do the former but not the latter; could this be printed?
Mmm... makes it take a couple of readings. And make players legitimately ask "Why can I pay as a sorcery to unequip only if I've got another duff creature?"
although... now I want to stick it on a creature with protection from itself...
I'll take that. It certainly doesn't seem worse for being clever... just that a different group of players will appreciate it.
My original idea was to put a -1/-1 counter, but then I realized that wither meant that 1 damage was the same thing. This is intentionally being a too-clever designer.
There's an interesting, and very picky argument as to whether or not this card should have the creature deal damage to itself, or whether it should put a -1/-1 counter on the creature, and bypass the 'clever designer'. I'm not too interested in getting into it, because no matter which side I choose, I figure I'll be a loser. That being the case, I thought you might be too close to the card to see the other option, and it occurs to me that I wrote an infinitely looping paragraph, continuously leading back to the first sentence...
Just imagine that the sword is covered in mystical symbols prophesying the deterioration of all life.
I gave it deathtouch and trample because that is a travesty of design. It's meta.
On the card itself though, I like it and it is definitely mythic, though it will cause a lot of rules headaches (Wizards customer support desk will inevitably get a call from a guy with an EDH deck supporting this, Opalescence and Humility.) Characteristic-defining, "when ETB" and "as ETB" abilities are the worst. Will this kill Boneyard Wurm? Will this allow me to cast Simic Initiate without it dying? Will this allow me to bounce your creature when I cast Aether Adept?
I think that a 5/5 without deathtouch and trample would be ok, even if it lessens its ability to attack.
Man, I'm still sleepy. I read this as "horde of transvestites".
Is that second part supposed to be a permanent effect? I get the impression it is, but I had to roll it around in my head for a while.
I would have suggested exiling Filigree Repairs instead, but I assume you're trying to link this up with Unearth. With a casting cost like this, though, I get the feeling that we should be sacrificing (exiling) this artifact at end of turn, like how Unearth works, and maybe giving it Haste, too. Otherwise, this makes one heck of an instant speed Zombify for artifact creatures. Do you remember Footsteps of the Goryo? It was surprisingly good... and that was without the haste or instant speed.
Post-Conflux cycle: Esper+Grixis.
Post-Conflux cycle: Grixis+Jund.
Post-Conflux cycle: Jund+Naya.
Let's just introduce the check at the exact right point, then?
"When a creature you control deals 5 or more points of combat damage then it deals it as though it had trample." ?
@Jack: That has even worse problems, due to layers. Basically a 3/3 hit by Giant Growth won't gain trample, and a 6/6 hit by Last Gasp won't lose it, because ability adding/losing happens in layer 6 and P/T changes happen in layer 7. There was an allusion to this on dailymtg at one point during Alara block, by way of explanation why all the Naya cards have activated abilities rather than static ones like you'd expect.
@dude1818: Yep, this works now.
I moved the if clause to the end. Now it will only check on resolution, which works the way I want it to work, right? I ended up just dropping vigilance from the triggered ability.
Hm. You could do "creatures you control with power 5 or more have trample"? That's probably unprintable because it's too confusing in the rare case where another ability shrinks the creature again before damage, but it still has more than enough power to kill all the blockers. But 95% of the time it should work as expected.
"it's got the magic "intervening if clause", which is precisely not what you want."
I don't quite know how this works, but does that mean if the "if" clause was after the "gain trample" it would work?
That doesn't help with vigilance, though.
Alternatively, you could split it up so one ability functions for creatures that attack alone and the other functions for creatures with 5+ power, and they both turn on for a pumped exalted creature?