Time Reversal: Recent Activity
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Mechanics | Skeleton |
Recent updates to Time Reversal: (Generated at 2024-05-19 02:24:20)
Time Reversal: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Time Reversal: (Generated at 2024-05-19 02:24:20)
Yeah but this is a cycle. And if it becomes a full 5-card cycle, I can presume a 4-and-a-killcard hand after a mulligan or two.
Whiiiich.. seems to be what you already said. Ok.
If you use "~" or "CARDNAME" in card text, you won't have to worry about capitalising the name differently second time you mention it :)
Vitenka: For something to count as "a lot" of turn 1 wins, you're only allowed to assume one of them in hand on turn 1. (Blazing Shoal is absurd with two of them in hand, but that doesn't happen enough to matter.) As such this is similar to Rite of Flame or Simian Spirit Guide. Certainly, like all fast mana it would need testing, but as a one-shot one-mana one-colour burst it's plausibly okay.
See also this discussion we had last year about Lotus Petal (broken) vs Simian Spirit Guide (barely usable). Over there, jmg mentioned the volume argument, which is indeed the most distressing aspect of this card - that it may exist in tandem with Forest Guide too.
Well, you'll notice this is based on Simian Spirit Guide. That makes this okay? I don't know... Planar Chaos was the last time we saw such an obvious fast mana card exist, and that was a few years ago, but since Time Reversal is an obvious throwback to Time Spiral, I give it a thumbs up... especially since I like the stress this card gives me. Mana now, or land later.
What Simian Spirit Guide did not have, however, in the same block, was Elvish Spirit Guide, and I noticed that qqzm also made Forest Guide. That might indeed be overkill. I'm not sure, though. I'd love to see these two lands tested out in a standard combo or aggro deck (Aggro-Combo?)
Ouchie. this looks like the sort of card I'd get shouted at for creating; since surely it enables a lot of turn1 wins.
Nice tweak on Urborg, Tomb of Yawgmoth.
Edit: Just realized it was part of a cycle. That was really dumb.
Agreed, Green loves mana fixing and blue loves turning lands into islands for some damn reason.
Agree with Umbreon, no need for a full cycle of these, it'd just be taking way too much from the last Time Spiral
Why would anyone play this? Something to do with your set's mechanics?
Perhaps it might be, indeed. But I think that degree of functional errata from the printed Nimble Mongoose would be a bit much.
I think this was never finished. qqzm was just filling in the bits he'd decided on, while leaving other bits unspecified, and he never got back to this one.
You reckon? This is 5 mana to counter two spells; Decree of Silence was 8 mana to counter three.
This is a cycle: Saviour, Candour, Odour, Clamour, Splendour.
I assume this was meant as a reference to Hunting Grounds. Perhaps the "may gain 1 life" should be something like "may gain 3 life".
I'd suggest "Target creature another player controls" so that it has more uses (teammates).
As for the cycle, I don't know. You take up five uncommon slots for cards that aren't going to be used except in very specific scenarios. Scenarios that can be very well pulled off with regular Giant Growth, probably.
Maybe one of these. An entire cycle takes up space and is too boring.
Chrome Mox exiles a nonartifact, nonland card. But cares about is color. This can exile anything, but always gives you blue mana, which can be good or bad.
So, I guess the cycle's balanced.
Not bad design. But it plays awful.
I thought this card was cool and everything, but the fact that it's cumulative makes it broken.
If you tap a permanent for mana while Splendour is in your graveyard and you control three or more Forests, it produces twice that much mana instead.
This card is ridiculously powerful.
Actually, I just noticed this is cumulative. Make it +1/+0 and the creature itself have "Creatures you control get +1/+0" and you have a very strong card.
Ironically, hexproof is more fitting now.
Ouch. This card is too powerful. If you meant the synergy with Hunting Grounds, try another way, because this offers too much card advantage+quality.
You should be able to target yourself, too.
Trample, please.
Other than that, I don't think I'd ever pay the mana cost. You need to wait a turn, and then your opponent needs not to have any blockers the next two turns for it to be better than evoking and unearthing.
+2/+0 is a hell of a bonus. Hope you have quality graveyard hate in the set.
(I think the lower box should say "0".)
X planeswalkers are brilliant. But you really don't want to waste that or a mythic slot in a do-nothing card.