Madoka Magi-ka: Recent Activity
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Mechanics |
Recent updates to Madoka Magi-ka: (Generated at 2024-05-19 01:35:20)
Madoka Magi-ka: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Madoka Magi-ka: (Generated at 2024-05-19 01:35:20)
It's REALLY hard to come up with effects that are sane, balanced and that haven't cropped up before somewhere :)
Reduced CMC from 2rrrrr to rrrrr, removed "you lose at end of turn," reduced power from 10 to 5 and added "damage can't be prevented."
I'd never heard of Angel's Grace before, so I didn't realize how similar my design was to an existing card. From here I'll treat it as a better Angel's Grace.
Removed all the downsides.
Yeah, additional costs in multiples kind of confused me too. You don't want players putting four of a rare in their decks?
I don't think this needs the additional cost in multiples. It's similar to Angel's Grace.
Hmm. 7 mana for I win right now immediately, unless you have blockers which I haven't burned yet, have gained any life, or have any instant-speed responses. I personally would rather see this at, say, 5/1 doublestrike trample haste, and without the "kill you at EOT" ability (maybe "~ deals 10 damage to you" if you want it that way). That's still extremely hard to deal with and will smack you immediately for half your life total and do the same next turn... but it's more interactive. It lets the other players have one more shot at drawing something to save them. Remember than drawing a Gut Shot when you've got a terrifying X/1 across the table about to kill you feels much better than drawing a Gut Shot and holding onto it in case a terrifying X/1 appears across the table, even if you turn out to be right. I think the gameplay moments will be better if this is "I kill you next turn" rather than "I kill you right now".
If there's some way, ANY way, to recur this from exile... It's still only as bad a Platinum Angel. So it's probably fine. Maybe even downcost the additional cost, as it doesn't protect your creatures. Like Holy Day if you're losing the board position, this card will only stave off defeat for a turn or two. Worse; you need to hold the mana ready just in case your opponent pulls out a win fireball on their turn.
Gave "Staying Power" italics.
How does this card compare with Silence? I think that's a good reference point, but I'm totally lost on its potential power level. Am I hosing it too badly with those drawbacks?
The sweeping protection and evasion this card gave to basically EVERYTHING was silly. Completely reimagined.
Yeah...super ball-lightning. Thoughts?
Hmm... I also like this card, but, not including interactions with Hurricane, I'd probably rather play Stone Giant... which is telling. I agree with Vitenka... this could be meatier. I think, when costing rares, R&D likes to pretend their synergistic abilities don't exist. So, yeah, I think they'd cost this like they'd cost a 3/2 Spin Engine, and just pretend the 'combos with anti-flying cards' isn't there.
Well, they already printed Frogtosser Banneret.
Although since 'tosser' means 'one who masturbates' the concatenation with frog is unintentionally hilarious.
(It does also mean 'throw' so yeah, you're probably fine)
Edit: Ugh, yes. That ability in a multiplayer game. Player 3 is declaring combat? I'll give play 2's creature flying. It'll wear off at the end of player 4's turn. Head explodey.
Yeah, I quite like, although the evasion could be stronger or lower rarity: compare to something like Spin Engine which never seemed as strong as it looked, even though it just said "R: target creature can't block".
OTOH, it's a hilarious combo with hurricane effects :)
I don't know how staying power will work in general, but in this case "until the end of its controller's next turn" might be simpler to understand and easier to remember.
BTW, if you don't know, "tosser" is a british slang insult, a bit rude but not racist or sexist, etc. I don't think most people would mind seeing it on a website, but I don't know whether or not wizards would mind printing it.
First of all: Interesting idea here. It gains evasion, but only at the cost of giving the opponents stuff evasion. Interesting potential for horrible interactions with other stuff that hurts flyers, too.
On the downside? Costs a heck of a lot, and a heck of a lot to repeatedly use it. Especially at rare, could probably stand to be a bit meatier.
I do like the idea, although it'll be fiddly to keep track of.
Too be fair to Magic, it has to print junk rares by necessity. Most cards just aren't going to be as good as the best cards... and if they were, the game would either be boring, or confusing. Plus, some of us really like the junk cards. You always have to watch out for my opinion, since I love junk... I have a tendency to try to junk up the cards. ;)
That being said, I hear the problem with the close approximation to Browbeat. Instant speed might help. You also might want to drop the initial package of damage down to 4... If this was "Deal 4, or gain 12" and cost , I don't think anyone would complain that much... but they'd wriggle in their seat every time it was played against them. You're also getting a little closer to the sweet spot where people make bad decisions.
@jmgariepy The whole time I was working on the design for this card I'd always wanted it's CMC to be either 2 or 3 so I wasn't generally opposed to a bump. My only complaint now is that at its the same thing as Browbeat essentially and I feel like that's going to keep it from having its own identity. Would still be too cheap or maybe and an adjustment to the numbers? Maybe at that cost 6 damage and 14 life? Or and 4 damage and 10 life?
You're all very right, this is a difficult card to cost... But then I knew that from the moment I thought it up.
@Jack V I think Magic prints unplayable junk rares with way too much frequency (I'm really just thinking of limited bombs when I talk about most junk rares because I don't play limited). And Want Some? may be niche, but I think it's far from being not worth printing compared to other rares and even mythic rares. There's definitely some constructed deck this card could find a home in, even if it doesn't turn out to be really competitive.
Yeah. I think I'm saying "this card is unplayable (except in a niche) at less than 10 life" and you're saying "at more than 10 life, this card is broken". And the trouble with lifegain is, it's likely we're both right :) If so, the question is, are the decks that WOULD like this sufficiently widespread that it's worth printing, or not?
@Alexander: I can dig a bump. Rare is supposed to be competitive after all.
@Jack: You ain't wrong, Jack, but there's a point where a card is just going nuts because "No true Scotsman would like both dealing damage and gaining life". This card, for example, could say "Opponent choose: Take 5 damage, or you gain 40 life". There's a point where the question begins to get absurd.
No, 'Red Deck Wins' doesn't want a card that happens to gain it 12 life, but some deck is bound to want that. That deck, by the way, could be blue/red control. Or Good Stuff W/B/r. Heck, Zoo would probably be comfortable packing a spell that won it a race against other zoo decks... it doesn't really care if it won the race by dealing damage, or gaining life...
Changed casting cost from 1R to 2R.
jmg: Hm. I see what you mean. I think the thing is, in a normal red deck, both damage, or a 4/3 creature, or 3 cards are likely to be generally helpful. But that most decks are likely to only really want lava axe OR lifegain, but not really care about the other. So we have a choice between giving it enough life gain to be relevant to a typical red aggro deck (which is indeed a lot more than the cost would suggest), or balancing it for combo decks built around abusing the effect as often as possible and being able to take advantage of either (in which case it would probably have a smaller effect, but be unplayable in most decks, which will make players unhappy when they first see it).
OTOH, I'm amused to see what it COULD do as part of a snapcaster/twincast etc deck. And FWIW, I think it would be fine at 3 CMC, and maybe less broken.
Thinking about it, I think the thing with lifegain is that red would LIKE to draw cards and destroy creatures, and black would LIKE to counter spells and get another turn, because those fit broadly into their philosophies of "attack, attack, attack" and "do whatever I can to hurt the opponent", so they will bend the rules to get them if they can. But red doesn't really WANT lifegain: it doesn't want to draw the game out at all, it usually just wants to finish the opponent quicker.
Gain 12 life for ? That seems a bit excessive, even if this is a rare. Let's compare this to Browbeat, a card that, admittedly, is just a little under tournament play:
Deal 5 damage to an opponent costs according to Lava Axe. But I'm aware that isn't a competitive price. seems strong, though.
Draw 3 cards costs on Concentrate, a card that hasn't seen print in a while. I think Wizards thinks concentrate is too good, the way they've been printing their cards lately.
Price of Browbeat ->
Now for "Want Some" Deal 5 damage: The same. About .
Gain 12 life: This is really hard to put a good price on... I admit. A quick search on Gatherer proves that there aren't any spells that straight up gains 12, 11, 10 or 9 life. The closest I can point to is Natural Spring at and Sylvan Bounty, which costs more, but includes cycling. Natural Spring is not rare material, but I think people would be happy casting it if it cost . Life gain is funny. It's all over the chart. It doesn't scale easily either. My best guess is that a one casting cost instant that gains you life, gains you 4 life. Angel's Mercy however, costs gains 7 life, and there have been tournament environments where people toss it in their sideboard. It seems that the rule of thumb is "Gain 4+1 for each you spend". Assuming there's a max cap to how useful a spell that gains you life which has a ludicrous casting cost, I'd probably say 4cc gets 8, 5cc gets 9-11 and 6cc gets 11-13. So gain 12 life costs ? I don't know... but I'd guess that's about right.
Want Some? costs . One mana less than Browbeat. I don't know about you, but if that card existed, most of my deck-building efforts would be based on taking advantage on how cheap that card is, and constantly Twincasting it and returning it from the graveyard with Snapcaster Mage and Scrivener to break the opponent...
The cards you're citing are all rather old, which is not very solid ground to stand on. Breaking Point and Browbeat also have the disadvantage of doing things that are almost in red's slice of the pie.
The best I can say for life gain in red is that I'd rather see it there than in blue.
And Dash Hopes and Temporal Extortion applied the same flavour to black. This would raise a lot of eyebrows, most assuredly, but there are arguments both ways.
Powered up the life gain from 5 to 12. This is a sorcery and Angel's Mercy and Heroes' Reunion are both instants.