Nice; but seems overcosted, 4 for a wall? that your opponents can't safely attack into and so won't trigger its ability (of randomly not very important usage) very often?
Dude's sentiments were the same as mine when I first saw Remind. But even setting Dude's comments aside, there's a another complication. In any environment that has enough cards with Remind, there would need to be some sort of answer for it. Most answers for this mechanic, though, would boil down to exiling cards from graveyards... and there would have to be a fair number of them. I know Innistrad has a fair number of cards like this, but most players can ignored them... they only became important when certain matchups became important in a tournament setting. Too much Remind, and players will be forced to pack cards that say "This card does nothing" against decks that don't have remind. Sad face.
If you do happen to go with Remind, however, I suggest holding the mechanic to a specific step in the game (for example, The Upkeep) like Forecast did. Remind, ironcially, has memory issues. That would help stop players from thinking about whether they already activated this ability once this turn and/or remind them to use all their remind abilities at once, making it easier to remember to remind.
I have a bad feeling about this ability. A player will forget about it and feel bad. It's also very difficult to deal with; even flashback only had one use.
How about ?
Nice; but seems overcosted, 4 for a wall? that your opponents can't safely attack into and so won't trigger its ability (of randomly not very important usage) very often?
Also changed ability name to Remain so it's not a source of irony.
I'll fix it.
Dude's sentiments were the same as mine when I first saw Remind. But even setting Dude's comments aside, there's a another complication. In any environment that has enough cards with Remind, there would need to be some sort of answer for it. Most answers for this mechanic, though, would boil down to exiling cards from graveyards... and there would have to be a fair number of them. I know Innistrad has a fair number of cards like this, but most players can ignored them... they only became important when certain matchups became important in a tournament setting. Too much Remind, and players will be forced to pack cards that say "This card does nothing" against decks that don't have remind. Sad face.
If you do happen to go with Remind, however, I suggest holding the mechanic to a specific step in the game (for example, The Upkeep) like Forecast did. Remind, ironcially, has memory issues. That would help stop players from thinking about whether they already activated this ability once this turn and/or remind them to use all their remind abilities at once, making it easier to remember to remind.
I have a bad feeling about this ability. A player will forget about it and feel bad. It's also very difficult to deal with; even flashback only had one use.
Another new ability. Most of the times you don't want your guy to die, but if this one does, you get to tap a creature each turn.