Either sounds fine by me. I was going to suggest putting a +1/+1 counter on all creatures cast this turn (and making the 'can't be countered' for all creatures until end of turn), but mostly didn't want to confuse my argument by adding extra fiddly bits. Also, I didn't know how much you liked the simplest execution of this card... I can see value in that, too.
Was thinking of also giving haste to the uncountered creature may shift it to a -2 ability though. Or change it to put a creature card from your hand onto the battlefield (so you don't have to cast it thus avoiding counters)
Oh, I understood the logic behind it. It just reads poor to me. If the point of making a Mythic Planeswalker is to impress people, then "Remove a loyalty counter: The next creature you cast can't be stopped by a very small subset of spells" doesn't really do it. If, however, you're making a Mythic Planeswalker to fill a niche, then yeah, this does that. I just think Mythic should read as cool more than useful.
I put them that way around because in many games the current -1 won't be relevant. With the current +1 it is always relevant as you are gaining counters and gaining a creature each time.
With the current -1 you would only use it if you absolutely had to guarantee that the next creature you cast sticks.
Psst. Switch the +1 and -1. It feels terrible to take a counter off of Jolrael to guarantee that your opponent can't counter your creature when you don't know whether your opponent has a counter or not. But if you're getting a counter... then at least you're always getting a counter...
Though, it's better. I don't know if the crazy 4 turn combo decks still exist. With this version, at least something bad happens when you use the second activation... the entire card becomes hard to use. You can't tap it for anymore without hurting yourself. At least, in theory.
All it takes, however, is for a card like Tooth and Nail to be hanging out in standard, though, for it not to matter again.
Hmm. Sortof works, but still doesn't deal with the problem that I can use this for crazy acceleration on turns 3-4 and then never tap it again (because I've practically won by then).
How does this look, is wordy but hopefully captures the "the more you use it the more insane you become" flavour. You use the accelerated mana once and you pay for it every time you use it after that period.
Heh... I kind of like Jack's idea. Personally, I'd love to see the insanity counters double each turn, leading to 250 (Maybe?) to lose the game... but that may make late game insanity counters lose all relevence. Maybe that's fine? I mean, if the late game insanity counters have lost relevence, then you're going to lose soon, unless you win.
Maybe insanity counters could self-proliferate or something, like "at the beginning of your upkeep, if you have any insanity counters, gain another one" or "if you have an insanity counter, whenever a creature deals damage to you, gain another one".
That way "gain an insanity counter" lands are still powerful, but there is at least some real downside to even a small number of uses. It's probably too complicated and doesn't fix the problem, but it felt a lot more like insanity to open yourself up to that risk, than to be able to activate it N times fairly safely.
I think I'll go with the Hall version and use Elvish piper somewhere else
Ooh, Elvish Piper is a nice -1 or -2 ability, yes. But I do like the idea of Hall of the Bandit Lord too (which I think would be fine at -1).
Either sounds fine by me. I was going to suggest putting a +1/+1 counter on all creatures cast this turn (and making the 'can't be countered' for all creatures until end of turn), but mostly didn't want to confuse my argument by adding extra fiddly bits. Also, I didn't know how much you liked the simplest execution of this card... I can see value in that, too.
Was thinking of also giving haste to the uncountered creature may shift it to a -2 ability though.
Or change it to put a creature card from your hand onto the battlefield (so you don't have to cast it thus avoiding counters)
Oh, I understood the logic behind it. It just reads poor to me. If the point of making a Mythic Planeswalker is to impress people, then "Remove a loyalty counter: The next creature you cast can't be stopped by a very small subset of spells" doesn't really do it. If, however, you're making a Mythic Planeswalker to fill a niche, then yeah, this does that. I just think Mythic should read as cool more than useful.
I put them that way around because in many games the current -1 won't be relevant. With the current +1 it is always relevant as you are gaining counters and gaining a creature each time.
With the current -1 you would only use it if you absolutely had to guarantee that the next creature you cast sticks.
Psst. Switch the +1 and -1. It feels terrible to take a counter off of Jolrael to guarantee that your opponent can't counter your creature when you don't know whether your opponent has a counter or not. But if you're getting a counter... then at least you're always getting a counter...
No she isn't actually. Having done some research, she retreated back to Mwonvuli and lives there in isolation, seldom if ever leaving.
So... Jolrael's not dead?
Work in Progress
Though, it's better. I don't know if the crazy 4 turn combo decks still exist. With this version, at least something bad happens when you use the second activation... the entire card becomes hard to use. You can't tap it for
anymore without hurting yourself. At least, in theory.
All it takes, however, is for a card like Tooth and Nail to be hanging out in standard, though, for it not to matter again.
Hmm. Sortof works, but still doesn't deal with the problem that I can use this for crazy acceleration on turns 3-4 and then never tap it again (because I've practically won by then).
How does this look, is wordy but hopefully captures the "the more you use it the more insane you become" flavour. You use the accelerated mana once and you pay for it every time you use it after that period.
Heh... I kind of like Jack's idea. Personally, I'd love to see the insanity counters double each turn, leading to 250 (Maybe?) to lose the game... but that may make late game insanity counters lose all relevence. Maybe that's fine? I mean, if the late game insanity counters have lost relevence, then you're going to lose soon, unless you win.
Maybe insanity counters could self-proliferate or something, like "at the beginning of your upkeep, if you have any insanity counters, gain another one" or "if you have an insanity counter, whenever a creature deals damage to you, gain another one".
That way "gain an insanity counter" lands are still powerful, but there is at least some real downside to even a small number of uses. It's probably too complicated and doesn't fix the problem, but it felt a lot more like insanity to open yourself up to that risk, than to be able to activate it N times fairly safely.