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Mechanics | Other non-themed cardsets | Skeleton |
Recent updates to Cards With No Home: (Generated at 2025-05-02 03:29:12)
Yeah, I think making it an Instant is a little more appealing. Also, I'm not sure they would reprint Mind Spring, I think a scaleable spell that draws 3 for 5 and 1 additional per mana after that is perhaps a bit on the strong side. But you're right in that the hard-cast and miracle versions are probably a little too far on the weak side.
They reprinted it without the mill option.
They renamed BrainGeyser?
I don't know; I think it might be underwhelming compared to Mind Spring.
I love the name. It's a bit too similar to Entreat the Angels, though.
A little wary on making this a 5/5... his downside isn't huge against control decks, and it might just be too strong of a threat against those decks if it had 5 power. The downside is obviously a bigger one than Juzam Djinn's, but we still should be careful.
A black miracle, since WoTC denied us the pleasure. And yes, it's a silly name, couldn't think of anything better :P
A pretty obvious miracle spell - I'll bet that there was one like this in the file. I'm sure they decided the time walk one was more exciting and would help sell the idea better. Miracle-ing this for any more than Divination mana and that's a ton of cards...
Nice! A very fun and simple enchantment, looks like a great spell for an uncommon, and I think the cost is about right. I like things that play well with control magic effects, even though control magic effects are usually already pretty good, it's just a "feel-good" bonus in the rare circumstances where the two effects line up
@jmg: Yeah, 8+ CC spells are where you've hit the "I win the game." cards. As broken as it looks, I'm sure it's completely unplayable in any sort of competitive setting, even in all but the slowest and grindiest limited formats. It's even pretty uncastable in cube, where the heavy black requirement will make it very difficult to ramp to and you'll rather run an Ulamog, the Infinite Gyre or what have you. It's a fun casual card, though.
I couldn't get this bugger out of my head, but had no place else to stick it. Cards w/ no home it is.
Also makes me want to make a Magic: the Puzzling challenge out of it, where the way you win is by having this in play, activating Zedruu the Greathearted, giving your opponent control of Zedruu, casting Mind Control on Zedruu, and flying over your opponent's walls for two points of damage.
The colon on the +0 doesn't make sense. Plunge into Darkness infers that you can write "Pay X life, then draw X cards."
Also, technically, if you make the fourth ability -14, you could get away with Yawgmoth destroying everything except Yawgmoth. His +3 does allow you to play lands from your graveyard after all, and trying to race Yawgmoth after he blew up the world might be a fun challenge...
Outside of that, this card is pretty spiffy. It certainly does feel like your getting away with crazy things, but, yeah, 9cc. I'm almost concerned by the +3 and the +0, since they were broken in 2000, and, seeing how crazy cards were back then, you had to have something nutso broken to be the most brokenist of cards. That, and Will's restriction was "Being to high a casting cost to reliably cast", which didn't stop the Yawgmoth's Will decks. It does raise an interesting question of "When you resolve a 9cc spell, such as Dragonstorm or Tooth and Nail entwined, are you supposed to just win?
There we go; hopefully I've thought up a slightly more unique set of abilities for him that addresses the suggestions above. He doesn't have the same board control as the previous version did, but he's still insanely powerful, as you might expect a 9-mana PW to be.