I own to the mistake that not looking the cost of Time Warp (or more accurately IMO, Temporal Manipulation) was. or even would probably have been more accurate costs.
Though I suspect a monoblue Time Walk with only one in its cost would not be allowed anyway, so the comparison may be difficult to make since we'll never if it would be CMC 6 or 7.
No, no, that's fine. I do agree that it isn't neccessary for every card to have a perfectly maximized cost... though, I don't really think this is a 'making Spike happy' issue. After all, both Johnny and Timmy like to see the cards they like cost less as well... and this is a Johnny and/or Timmy card. Even if this cost 4, this would be a fine example of the type of card that Spike hates, really, since it cuts down on interaction in the game.
But I'm just blathering now. As long as you know that Time Warp is functionally better and costs less, and you still prefer to make this card cost 6, then I'm happy. It's a neat card. Had it popped up in a Cube Draft, I'd enjoy slamming this down on the table no matter what it cost.
2013-03-26 20:48:38:
Circeus (logged off)
commented on Precipitate
Eh, sorry, I didn't mean to sound harsh. I aim for a rough ballpark when designing for these games since it's not a set per se and I only have so much time to come with an idea.
Well, it's still pretty powerful. "Go ahead, untap. That's all you get to do." (Or, huh - they can attack you. Leaving that hole open feels nicely blue somehow.)
I'm not pretending to be particularly good at costing card. Heck, I'm the first to admit I'm not that good at it. I'm just telling you why, at the time, I costed it that way. shrugs It's not like a) this is is a full set I'm actually intending to balance and b) spikes should have it their way always.
Ah, my apologies. You mentioned Time Stop, but I was thinking Time Warp. Allow me to rephrase this question, then: "Why does this card cost more than Time Warp?"
@jmgariepy: a) it's got the same CMC as Time Stop, and technically cheaper by one colored mana. b) in the context of portal, it didn't seem to be an improper cost and anyway, it seems like a pretty typical kind of effect where it's a good idea to err on the slightly costlier side.
Your comment has me wondering, Circeus... why does this card cost more than Time Stop? I could see you arguing "Players can use it after combat is assigned as a post-combat trick"... but you can't even do that...
I'm not sure what that first ability is supposed to be doing. Is that supposed to be a Mind Control type effect? Or possibly a Brand? It isn't doing either, since it's almost impossible to gain control of defending creatures when you attack.
Oh... is this supposed to return a card 'from the graveyard'? That makes more sense. You want Rise from the Grave's wording. "...put target creature card from the attacking, or defending player's graveyard onto the battlefield under your control."
Ah... so you were increasing its power. Fair enough.
Unfortunately (fortunately?) I'm one of the few Gariepys that aren't living in Quebec... though that's where my grandparents were born, yes. I hail from a part of Southern New Hampshire that (40 years ago) used to think Lafayette was the greatest man who ever lived, and went to a Catholic school full of French Nuns. Le résultat? Mon français est terrible, mais il est assez bon pour moi d'être à l'aise avec Google Translate. ;)
Oh, you know, now that I look at it you're right. I saw "Psychic Transfer in Green" and just assumed it was reducing your opponent's life total in the process. It isn't. Now I feel silly.
Black lifegain IMO only works as a form of drain to creatures or other players (cf. Extort, lifelink...). Generic lifegain, however, is shared by white and green, and I'll admit this particular effect feels a bit more white than green to me.
Kind of funny when you realize that this ability isn't green or blue, really. I'd think color shifting it to black would make more sense... the color it probably should have been in from the beginning. I know Planar Chaos has a few of those... like Merfolk Thermaturgist and Fa'adiyah Seer. I don't see why this set can't feature the occasional card that fixes the color pie.
Wolfir Avenger in
I own to the mistake that not looking the cost of Time Warp (or more accurately IMO, Temporal Manipulation) was.
or even 
would probably have been more accurate costs.
Though I suspect a monoblue Time Walk with only one
in its cost would not be allowed anyway, so the comparison may be difficult to make since we'll never if it would be CMC 6 or 7.
No, no, that's fine. I do agree that it isn't neccessary for every card to have a perfectly maximized cost... though, I don't really think this is a 'making Spike happy' issue. After all, both Johnny and Timmy like to see the cards they like cost less as well... and this is a Johnny and/or Timmy card. Even if this cost 4, this would be a fine example of the type of card that Spike hates, really, since it cuts down on interaction in the game.
But I'm just blathering now. As long as you know that Time Warp is functionally better and costs less, and you still prefer to make this card cost 6, then I'm happy. It's a neat card. Had it popped up in a Cube Draft, I'd enjoy slamming this down on the table no matter what it cost.
Eh, sorry, I didn't mean to sound harsh. I aim for a rough ballpark when designing for these games since it's not a set per se and I only have so much time to come with an idea.
Well, it's still pretty powerful. "Go ahead, untap. That's all you get to do." (Or, huh - they can attack you. Leaving that hole open feels nicely blue somehow.)
I'm not pretending to be particularly good at costing card. Heck, I'm the first to admit I'm not that good at it. I'm just telling you why, at the time, I costed it that way. shrugs It's not like a) this is is a full set I'm actually intending to balance and b) spikes should have it their way always.
Because it's portal; where all spells must be bad?
Ah, my apologies. You mentioned Time Stop, but I was thinking Time Warp. Allow me to rephrase this question, then: "Why does this card cost more than Time Warp?"
@Alex: But Mystic Denial is now an Instant ;D
@jmgariepy: a) it's got the same CMC as Time Stop, and technically cheaper by one colored mana. b) in the context of portal, it didn't seem to be an improper cost and anyway, it seems like a pretty typical kind of effect where it's a good idea to err on the slightly costlier side.
Your comment has me wondering, Circeus... why does this card cost more than Time Stop? I could see you arguing "Players can use it after combat is assigned as a post-combat trick"... but you can't even do that...
Should change type to Sorcery, to match Mystic Denial etc ;)
missing types
fix wording
missing segments
fix wording (forgot "from graveyard")
Indeed, I had a brainfart when entering this at 3am and forgot the "from the graveyard" key part ^_^;;
I'm not sure what that first ability is supposed to be doing. Is that supposed to be a Mind Control type effect? Or possibly a Brand? It isn't doing either, since it's almost impossible to gain control of defending creatures when you attack.
Oh... is this supposed to return a card 'from the graveyard'? That makes more sense. You want Rise from the Grave's wording. "...put target creature card from the attacking, or defending player's graveyard onto the battlefield under your control."
Ah... so you were increasing its power. Fair enough.
Unfortunately (fortunately?) I'm one of the few Gariepys that aren't living in Quebec... though that's where my grandparents were born, yes. I hail from a part of Southern New Hampshire that (40 years ago) used to think Lafayette was the greatest man who ever lived, and went to a Catholic school full of French Nuns. Le résultat? Mon français est terrible, mais il est assez bon pour moi d'être à l'aise avec Google Translate. ;)
Oh, you know, now that I look at it you're right. I saw "Psychic Transfer in Green" and just assumed it was reducing your opponent's life total in the process. It isn't. Now I feel silly.
Black lifegain IMO only works as a form of drain to creatures or other players (cf. Extort, lifelink...). Generic lifegain, however, is shared by white and green, and I'll admit this particular effect feels a bit more white than green to me.
Kind of funny when you realize that this ability isn't green or blue, really. I'd think color shifting it to black would make more sense... the color it probably should have been in from the beginning. I know Planar Chaos has a few of those... like Merfolk Thermaturgist and Fa'adiyah Seer. I don't see why this set can't feature the occasional card that fixes the color pie.