Gep
Gep by Summer
20 cards in Multiverse
19 commons, 1 basic
4 white, 4 blue, 4 black, 4 red, 4 green
8 comments total
Nonbasic versus basic
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Counter target spell unless its controller pays
.

Rules' Application deals 3 damage to target attacking creature.
Exile target artifact or enchantment.
Regenerate target creature you control.
Whenever a basic land enters the battlefield under your control, you may untap another basic land you control.
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Understood. I just don't think unlimited Disfigures is a really big deal. What meaningful thing could you do with Disfigure number 7 that you couldn't do with 'yet another black removal spell'?
I assume there's something that triggers off these basic spells, yes? Whenever you cast an 'Abuse Power' do X? That would give us a good reason for the power level of the basic spell to be low. Personally, though, I'd design the basic spells to be just about as good as spells of the same cost, and lower the power on their rider cards. That makes it so people can play the Basic cards without needing to play the riders.
I also think that comparing Shock to Tarfire is interesting. Wizards development straight up made a better spell by adding a tribal type. I assume because, in a vacuum, it just doesn't matter. Tarfire is better when tribal goblin is around, but does nothing special any other time. It already leads players by the nose by saying "If you want Tarfire's effect to go off in Goblin, you've got to play Shock."
jmg: Bear in mind though that these are being given the Basic supertype, so naturally Summer is going to be fairly cautious about what effects e deems it sensible to allow 30 of in a deck. But even so, this seems weak.
Also, curiously worse than Lose Hope. Seeing how Shock and Lose Hope have roughly the same Gatherer rating, you'd assume they both have equal value.
Should I mention Disfigure? I'm just going to mention Disfigure.
Curiously worse than Heartspark. Why is this a sorcery if you think unlimited Shocks in a deck is okay?
Funny to think that for a long time Flying Men was considered too good, and now you're proposing people be able to build a deck with 12 or 24 of them and it's actually completely reasonable. :)
This is quite a lot better than Raid Bombardment, which is rated 4 stars on Gatherer.
This seems rather a lot stronger than the rest of the 1-mana basic global enchantment cycle. Even one of these on the field means my best (non-hasty) creature can't be blocked each turn. Two or three will end a game in very quick measure assuming you've got a blocker or two.
Hmm. So this will be something between Fertile Ground and Wild Growth, normally adding 1 mana per turn of any colour you already have. Better if you're ramping, but worse if you're using nonbasics, so... yeah, probably fine at 1 mana. Not what would normally be printed at common, though.