Harry Potter and the Gathering of Magic
Harry Potter and the Gathering of Magic by phoenixrising211
138 cards in Multiverse
60 commons, 36 uncommons,
24 rares, 10 mythics, 5 basics, 3 tokens
1 token artifact, 1 token white, 1 colourless, 1 token green, 16 white, 17 blue,
16 black, 15 red, 15 green, 14 multicolour, 32 artifact, 9 land
50 comments total
A small set that is also a pair of Duel Decks: Order of the Phoenix vs. Death Eaters. Read the README first for more details!
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Mechanics | README |
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As an additional cost to cast Unicorn Blood, discard your hand.
You gain X life, where X is the number of cards in your graveyard plus the number of cards discarded this way.
You gain X life, where X is the number of cards in your graveyard plus the number of cards discarded this way.
Whenever you would draw a card, instead draw two cards, then put the top card of your library into your graveyard.
Wit beyond measure is man’s greatest treasure.
, Sacrifice Wolfsbane: Choose one:
• Turn target face-down creature face up
• Turn target creature with morph face down.
• Turn target face-down creature face up
• Turn target creature with morph face down.
“As for monkshood and wolfsbane, they are the same plant, which also goes by the name of aconite.”
—Severus Snape
—Severus Snape
: Flying Ford Anglia and up to one other target creature each gain flying until end of turn.
: Flying Ford Anglia and up to one other target creature each gain hexproof until end of turn.
: Flying Ford Anglia and up to one other target creature each gain hexproof until end of turn.
3/3
Whenever an opponent casts a spell, scry 2.
, : Shuffle Hermione Granger and all noncreature cards in your graveyard into your library.
, : Shuffle Hermione Granger and all noncreature cards in your graveyard into your library.
“They haven’t invented a spell that our Hermione can’t do.”
—Rubeus Hagrid
—Rubeus Hagrid
2/2
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For reference to everyone who commented in 2020, this set was explicitly a Commander set, which I think some of you missed. Unicorn Blood is in Voldemort's deck which has a heavy graveyard/self-mill theme, which allowed this to gain a ton of life in playtests.
@Tahazzar: The Gnaw to the Bone comparison is a good point. This definitely reads way worse than that, and Gnaw wasn't overpowered or anything, it was a cornerstone of a fun deck. This comment is really the only one that makes me want to consider dropping the cost of Unicorn Blood.
@SecretInfiltrator: There is no second copy, this is a Commander card designed for a Commander deck. It's not designed to reanimate a creature, it's designed to keep you alive while you're doing your graveyard combo shenanigans and not impacting the board.
@Vitenka: I like the comment that it's more flavorful if the cost comes later instead of right away. I'll have to figure out if there's a clean way to adjust this card so it works like that, because that does sound more interesting.
@dude1818: Lifegain does suck, but they still keep making lifegain cards. It's an effect that exists, some people want it, I'm going to design some too. It serves a purpose in this deck, and people can always swap it out if they don't want to play with it. Also, 80 life on Healing Salve is a little ridiculous, something like 10-12 would be fine, and anyway, Ancestral Recall is OP so I'm not sure what use that comparison is.
Overall, from these 2020 comments, I wish I had redesigned this so it was a little cheaper and the cost came due later. I'm not going to kill the card or make it gain 80 life though.
Gaining life sucks. It doesn't do anything
Like, there was discussion on Maro's twitter(?) recently about how you could balance the rest of the boon cycle to match Ancestral Recall's power level, and it was determined that Healing Salve would have to gain you something like 80 life to be equivalent
Mmm. Assuming you can save it until later in the game when you have a full graveyard, it's going to gain you maybe 12 life? That's pretty reasonable for 4 mana I'd think. So I don't have any actual mechanical problem with this.
But, well, lifegain does always kinda suck.
Discarding your hand is also "pain now" rather than "pain later" which is what the card is thematically meant to be. The quote about it is something like "Those who drink unicorns blood will forever after lead a cursed half life"? So episde-3 comments aside, this should probably be a big boost now in return for a nasty downside later. Something like Unstable Mutation where the extra life decays away, perhaps? Or maybe something like Lich where you flat out lose the ability to draw cards in future. To keep with the grave theme, maybe something like an enchantment with "You cannot lose the game due to having no life. If you would draw a card; instead put it into the graveyard and gain 2 life"? Which is of course just begging you to try and find a good time to get rid of it.
How about discarding your hand for a Zombify effect. You still could tag a life gain/+1/+1 counter bonus for the discarded cards as some sort of reparation.
But if you get a card out of your graveyard for the cards you discard, that already seems like a better trade - especially since you obviously choose when to pull the trigger and always trade up.
And the messaging also becomes better: If you have this card to reanimate things, then the discarded cards immediately seem less like a "loss" and more as a "setup" for the second copy.
It's mainly pure life gain (not that good of a madness / graveyard enabler) so unless it's doing absurdly high amounts of that, it's most likely gonna suck hard. Maybe a tad better than Archangel's Light but still really bad looking. Pure life gain just generally isn't that useful. Like even if you gain some 20 off this, it's just "meh" pretty much. If you actually have to discard some useful stuff that you didn't want to bin for it, then it's just horrible.
Another card that comes to mind is Gnaw to the Bone that's limited to creature cards though it has flashback, costs less, and doesn't require discarding. Spring of Eternal Peace is really, really bad as well btw. Something like Chaplain's Blessing is kinda "ok-ish" but obviously doesn't see competitive play.
Yeah, Mark has briefly talked about working on it before
Huh. TIL there was an official Harry Potter CCG (not a surprise) made by Wizards (which was).
The commander need not have all of the colors of other cards, only its color identity must be a (not necessarily proper) superset of the color identity of the other cards in the text. For example, the card may have somewhere in its text even if not in the mana cost. (See rule 903.4 and 903.5c.)
Yeah, I've since come around to the idea that self-milling should be costed as a benefit (at least in small amounts like this -- obviously Leveler is still a drawback).
It's quite possible that the Diadem only didn't feel game-breaking because there aren't really any ways to draw a lot of cards in this deck. There's Specialis Revelio and...that's kind of it. If I had playtested this in a normal blue deck with lots of card draw, it would probably have felt broken and warranted a change.
Thanks for switching the view. I'm working on hosting the images somewhere other than Photobucket, but it's a time-consuming process. I'll switch it back when I'm done.