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Mechanics | Other non-themed cardsets | Skeleton |
Recent updates to Cards With No Home: (Generated at 2025-05-01 15:52:30)
I changed his [+2] ability "Impulse+1 a Dragon" to [+1] "Tutor a Dragon" because if you're playing a deck where a dragon is likely to be in the top 5 cards of your deck, then you're probably dead by the time you cast this card. XD I think the ability is fine considering this guy's casting cost.
The comparison with Into the Void is interesting. I didn't even know the card exists. Still, it isn't perfect, since Into the Void is a Sorcery, only hits creatures, and can't spread it out over multiple turns.
But, yeah, same here. Planeswalkers are real nuts to crack, even when they come out well designed, like this one here. One of these days, maybe I'll grab every Planeswalker on this sight and give them a spin, just so people can get some feedback on whether their card is too little/too much. ;)
In summary, to be honest, I'm not sure this would ever see constructed if it's costed at

, but it's much safer there. If it were 

then I would be very surprised if it didn't see any play, considering at worst it's basically Into the Roil with mandatory kicker, but instead of drawing a card, you put a 2-loyalty planeswalker into play. I also don't think it would dominate any formats, it'd just be pretty good.
But no, double Boomerang for

isn't worth it, considering how much constructed play Into the Void sees. So, if you think about it, this is JTMS, with a roughly-equivalent [+2] ability, no Brainstorm ability, and a slightly better version of his [-1] but it's [-2] instead. His ultimate is worse, but much lower cost. His only main advantages over JTMS is his ability to flash into play, thus getting an extra activation (and thus potentially much more starting loyalty) before he can be interacted with, and the ability to wait till their turn before bouncing. The difference of costing
more, making the bounce [-2], and no card advantage makes 

a reasonable cost, I think. But you're right, there's no substitute for playtesting. :)
As an aside, the [0] ability on JTMS is by far the ability that makes him good, not the [-1]. If JTMS was printed as he is except missing the [0], he would not be constructed playable.
Double Boomerang-ish alone is worth the

. You wouldn't even be able to attack Jace in between both those activations. Just play Jace at end of opponent's turn... when you would normally cast your bounce... then activate him again on your turn. Dangerously good, when you consider that this can bounce an attacking creature every other turn... you know, the turn after summoning sickness is dealt with...
Really, I think this card needs to be tested. I suspect that this package of abilities is a 6cc card, but I'd hate to it cost that.
Yeah, after some more thought, I think 2UU would be too good, considering his ability to reset planeswalkers and other counter-based permanents. At 3UU I think he'll still be fine, but not too unfair.
@Vitenka: Yes, this is meant to be the ultimate Timmy "DEATH BY DRAGONS!!!!11" card :D
Dragon dragon dragon dragon, BIG BOOM, BIG BOOM, Dragon dragon dragon dragon...
I'd also like to point out the absolute hilarity of using this guy alongside "Protection from dragons"
There you go, I made it a little less wordy and more unique. :)
Also, the whole tapping business is because of a rules thing. If I only make his abilities instant, then you would be able to use him on your turn AND your opponents' turns because you can use planeswalker abilities "once per turn". So, the cleanest way I could think of to word being only being able to use his abilities once every "turn cycle" was to use the tapping mechanism. And also, it leaves a cute loophole for the aspiring deck-builder if they want to try untapping him to get uses out of him on their opponents' turns somehow.
This seems so wordy. It also has the unfortunate problem of being just like you described: it feels like a mutant fusion of those three planeswalkers. I do think it's appropriate for Sarkhan to turn into a dragon, though.
1-part Tezzeret AoB, 1-part Sarkhan the Mad, and 1-part Gideon Jura makes for an interesting gold 6CC version of the dragon shaman. It always irked me that in neither of the planeswalker cards for Sarkhan did he assume dragon form himself, considering he does so all the time in the storyline. Definitely intended as a casual-friendly planeswalker rather than a constructed-viable one, much like Nicol Bolas.
Few things I'm undecided on with this guy: whether or not 2UU would be fair (I'm guessing it would be, but a little pushed), and whether or not to make his ultimate -9. I'm thinking at 3UU, -7 is fine because even though the opponent only gets 1 turn to interact, his ultimate isn't that powerful for a 5CC planeswalker. At 2UU, it becomes a bit more debatable.
A planeswalker with Flash would be freaking awesome :)
I really hope they bring Venser back from the dead somehow... and I hope they don't do it by turning him into a Phyrexian.