Arena: Recent Activity
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Concepts, Themes, Mechanics | Skeleton |
Recent updates to Arena: (Generated at 2025-05-01 01:07:52)
Arena: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Concepts, Themes, Mechanics | Skeleton |
Recent updates to Arena: (Generated at 2025-05-01 01:07:52)
I don't think a single Force Spike costing


would be a problem. The problem is the way that this one card would single-handedly enable Draw-Go to a much greater extent than Wizards (or most players) would want.
Force Spike is now thought of as 'too good' by Wizard's standards. That being said, imagine if this card said this:



: Target creature gets +3/+3 until end of turn.
Well, they can slip stuff in after you've used your flashes (like, say, enchantment removal, which is cheap) And it'll probably not be able to stop green, which'll already have accelerated to about 5 mana by the time you can use this. But back this up with a couple of Unsummons and yeah, seriously brutal lockdown in a single card.
I'd suggest adding, I dunno, "return ~ to your hand at end of turn" on the end. It's still a nasty little deterrant, but wouldn't be quite as brutally unavoidable unless you are 3 mana up on them.
Hmm. Reminiscent of Rhystic Deluge, but actually far more evil. Leave this up every turn, and the opponent can't force anything through unless you've missed more land drops than they have. Then play a handful of flash creatures and bring one of them in at the end of turn. This is really quite brutal, deceptively so given it seems superficially fair at first glance.
Draw THREE cards?! Really? Someone really, really wants monoblack control to be a powerhouse in their format?
Have to admit, that is a very weird 'otherwise, do this' clause. In theory, it would be relevent if you cast this, then, say Chared your opponent, only to have that player cast a damage prevention spell. But if you just reversed the order - Charred your opponent, waited for it to resolve, then cast Explosive Failure, you avoid that scenario. Seems like a trap for bad player, or a way to deal 4 damage to yourself, and that's it.
No idea. Needed an "otherwise, do this" clause. Still playing around with the idea of red conditional counterspells.
Why would you ever cast this if your opponent hasn't been dealt 4 damage?