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Mechanics |
CardName: Spin into Fantasy Cost: 2U Type: Instant Pow/Tgh: / Rules Text: Return target creature to its owner's hand, then dream. (Reveal the top four cards of your library. You may put one of those card that shares a color with this card into your hand and the rest on the bottom of your library in any order.) Flavour Text: Set/Rarity: Return to Lorwyn Uncommon |
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That's very close to "bounce critter + Impulse", which seems definitely too good to me.
Another way of looking at it: If this card was a sorcery that said "Draw a card, then dream", I would consider it to be a better spell than Divination. A sorcery that just draws a card would be too weak for
. Unsummon, however, is a strong spell at
.
Here's another weirdness about Dream: It encourages mono-color decks. A lot. If the plan, however, is to match this up with multi-colored hybrid cards in a Return to Shadowmoor, it should be fine. Doesn't encourage two-color Lorwyn tribal, however...
Cost increased to
.
It encourages multicolor just fine if you do what Wizards has been doing in the last few years and put a few dual-colored cards in every set.
True. But only U/x. Every non-blue spell becomes a drag on Dream. That's fine in Theros if the point is that some cards show devotion to a color. But when designing for Blue/White Kithkin, let's say, it runss counter to Lorwyn's themes for there to be a mechanic that tells players that they should only play with the blue or gold Kithkin.
Now if the mechanic read "Dream of a Kithkin or a Fairy", I would totally be behind that. On one hand, it supports tribal. On another, the cross-tribal lead allows the set to introduce complexity in its tribal themes.
I didn't realize this was going to be limited only to blue cards.