Madoka Magi-ka: Recent Activity
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Mechanics |
Recent updates to Madoka Magi-ka: (Generated at 2024-05-19 01:48:31)
Madoka Magi-ka: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Madoka Magi-ka: (Generated at 2024-05-19 01:48:31)
Changed from one opponent to all opponents and instead of half the number of cards in exile equal to the number of cards in exile.
I was thinking "at the start of each player's turn, that player gains control of ~". But you could do other things: even if you just let the player choose an opponent to gain control, that's still interesting in multiplayer.
Mmm, hard to template so that it obeys a natural definition of 'enemy' in multiplayer, but it could work.
This feels very VERY red aggro though. "Here, big huge thing. If you don't die, I probably will. But don't worry about it, it's about to trample 10 damage into you. You won't get the chance to take it."
So... yeah, I think I can get behind that. Any game the opponent can block enough of that damage to survive, you won't really want to drop this down; but you won't want to not drop it either because it's a huge amount of damage.
Slightly worrying that red probably has the best chance of "Ok, this comes out, hits opponent, they steal it, I shoot it" (or worse - this, attack, then use something to sacrifice it and throw its power at an opponent for a total of 15)
So, it's powerful. But all that stuff? That's what red aggro is doing anyway. So this fits right in. And it's reasonably expensive. I think I like it now.
How about switching control at the start of every turn? That way, there's plenty of downside, but your opponent is still under pressure to win with it or sacrifice it then, or face another blast. The craziness of everyone having one of these seems more red mythic than having a "one-shot, then you lose" effect, even though it has basically the same effect.
I think trample is ok in any colour on giant fatties (see Ludevic's Abomination). I think flying + trample is a more often in black, but it's been in other colours occasionally. So on the one hand, it can have trample, and it's better to go all out on a mythic. But on the other hand, the cool thing is drawing a bunch of cards, I'm not sure adding trample makes it that much more interesting.
Mono Blue doesn't usually get trample. I'm not saying never; but very very rarely. A couple of shapeshifters, Deep Spawn some leviathans... and bizarrely Silver Erne.
Still, maybe. It's a lot better with trample than without, though.
Well, I'd think about not making it half. Cards this expensive are allowed to flat our win games; after all, you could have just used a Fireball or a Drain Life instead.
Strictly better than grizzly bears, but, like, whatever. Maybe the bonus should be slightly smaller?
I also look forward to the arguments over whether "Girl Archer" is now a valid creature type to name for stuff :)
I've been told cycling from hand is risky. This could very easily go infinite. But other stuff exists in this space already, so it's probably fine. Another solid use of memory.
Well, I resemble that remark - I was a hairs breadth from complaining this ought to be blue for the even more obvious prodigal :)
Anyway. Like the card, like the simpler implementation of memory (and it fits with metalcraft) and generally think this is a pretty good common for enforcing a theme.
Yeah, you can tell who the old-school Magic players are because we still have trouble remembering "comes into play" is now "enters the battlefield" and a lot of other old wordings.
@Vitenka Thanks for catching that.
The old version of Memory was much less streamlined and was counting any random number of cards and card types in exile, so I changed it to something more like Threshold or Metalcraft that is a more concrete number.
Changed "play" to "activate"
This feels spot on to tell me "Exile matters" Simple ability, that gets more powerful when stuff is in exile, and correspondingly slightly more powerful and higher priced than the obvious Prodigal Pyromancer equivalent.
It's a shame the abilties can't be condensed together slightly, to make the card less wordier; but I think they end up more confusing if you do.
Tiny tiny quibble, I think the official template is "activate this ability only" not "play"; but the meaning is perfectly clear.
It could be "Memory - blah blah (~ has the ability only if blah)" perhaps? I'm not sure that's any nicer though.
Changed the rules for Memory. Now it's simply five or more cards in exile. Treating it like Threshold or Metalcraft only it counts all cards in exile, not just yours.
This is an exile matters set and I think I can do something creative with losing life, but I dunno how to make it cool or matter for a big mythic like this.
Removed memory.
Reduced power from 9/9 to 8/8, added trample, removed Memory.
SadisticMystic is fond of pointing out how Demonic Consultation etc are good for tutoring up this kind of card. If all you're getting is a cheap 4/5 on turn 2-3 then that's probably not a big deal from a two-card combo, but if this had a more board-threatening presence it'd be problematic.
@Vitenka: Well, that's kind of the case with the Misthollow Griffin too. I think that's one of the things people will like about the card, even while, those that prefer not to play with it, are annoyed with it.
@Vitenka I think it's ok having just one card like this where the only way to get it onto the battlefield is finding a way to get it into exile from any zone other than the battlefield. You did notice that it has no casting cost, right? You can't play this from your hand without a card that says, "put a creature from your hand onto the battlefield."
Yeah. Except now exile doesn't matter, it's a minor inconvenience. And, indeed, you WANT to get this exiled rather than killed, because while it can come back from exile, it can't come back from the graveyard.
I see your point, and do see it as an obvious direction to go, though. Not sure this won't work.
Since this set is an "exile matters" set, I wanted to make something that was like a cross between Reassembling Skeleton and Misthollow Griffin.
Changed the casting cost from GG to nothing since you couldn't cast it from your hand anyways. Changed the casting cost to play from exile into a "return from exile" ability.
Would you count the fact that Vesuva exists in your calculations? If we count that card as being important, then I'd assume that
Round one: Land with City type
Round two: Land with City type
Round three: City
Round four: Vesuva
This or City, City, would be a close to 40% of the time event (assuming, say, 27 lands). Without really working for it, you'd have on turn 4. Mind you, that requires no spell-casting, doesn't leave vulnerable non-land permanents on the table, and you don't even miss playing a 1, 2 or 3 drop.
If we don't care about Vesuva, though, this is much less likely. Timespiral was a while ago, and while I think they will reprint that card in a core set someday, they haven't yet. It didn't really seem to make Cloudpost that much more broken in extended anyways, since... you know... extended can handle a lot of things. I mention it more because it occurred to me, and this is how I stop thinking about things.
@Alex Well, Temple of the False God is only uncommon and Cloudpost was common, but came into play tapped and you could start taking advantage of it by turn 3 if you got good draws. And it's only one turn better than Temple of the False God if you're playing a mana base centered around cities, which is certainly doable. But I think the restriction is going to limit the kinds of decks in which this strategy would be viable. Most of the time it's something to toss into a two or three color constructed deck that you're playing cities in and hopefully you can take advantage of it. But I think most of the time it's just going to be your third or fourth x4 city and it's definitely not going to make ripples in limited.
Ahh, so it's like a Temple of the False God. Nice. I'm slightly cautious of any land that can make two mana existing at common, but this might be okay in Limited.
In Constructed... people could build a deck with a manabase of all Cities. So this would be like Temple of the False God for one fewer. At a cost of drastically reducing the options in your manabase - you can't play 4 [Inkmoth Nexus and 4 Kessig Wolf Run and expect this to tap for before about turn 7. Is that enough drawback? I don't know.