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CardName: Unrelenting Instructor Cost: 1U Type: Creature - Human Wizard Pow/Tgh: 2/1 Rules Text: Siphon Remove three charge counters from amongst permanents you control: Copy target instant or sorcery spell. You may choose new targets for the copy. Flavour Text: "Wrong! Do it again!" Set/Rarity: Gate to Ukmor Rare

Unrelenting Instructor
{1}{u}
 
 R 
Creature – Human Wizard
Siphon
Remove three charge counters from amongst permanents you control: Copy target instant or sorcery spell. You may choose new targets for the copy.
"Wrong! Do it again!"
2/1
Updated on 26 Feb 2016 by morlor

Code: RU04

History: [-]

on 27 Jun 2015 by Visitor:

Are copies technically cast?

depends on the effect copying. infuse casts copies, so its designed to be a boon to the "infuse deck"

2016-02-23 02:25:36: morlor edited Unrelenting Instructor
2016-02-25 12:06:13: morlor edited Unrelenting Instructor:

static copy effect -> siphon + activated effect

changed effect from infuse enabler -> siphon/discharge enabler/user in line with new roadmap on mechanics for each colour.

Tangentially related to this card: how are you getting creatures that aren't particularly hardy to tap regularly?

I might put an artifact enabler at common and some sort of tap a creature you control thing at common in siphon colours. Blue does have two tap opponents creature effects at common as well.

Oh, I assumed you were planning to thoroughly deal with this isssue when you re-designed the mechanic.

You should definitely make sure there are lots of ways to enable it. Otherwise your creatures will trade off before their charge counters become relevant.

if the planned solution is "design cards that players need in order to make it work" then IMO just keep siphon to colours that can survive combat

maybe the way the relics are used is divided along factional lines?

I'm not sure I agree with you keflexx. Giving them some hoops to jump through let's you push the synergy based guys.

Sorry I misrepresented myself here, I don't actually think it's a binary thing. I agree that that's a good thing, but I also think that the siphon cards that survive combat are going to be a lot better than the ones that don't, so you should look to orient each colours approach to the mechanic accordingly

Green gets fatties, so I'd be looking for ramp at the low end and siphon mid to high

White gets weenies, so maybe there's another way to tap them. Could you have a tribal multi-tap activation thing going?

Red can slap it on haste guys and hope to get under. Needs cheap siphon abilities that can clear the board

Black can use menace

Blue can make things unblockable ueot

That's all just a stab in the dark and doesn't really consider depth, but I don't feel like your set is optimised for its mechanics atm. Some of the rares you've flagged support this too, there's a lot of cards here you added because you liked them

Imo do what I did and make a clean break. You can add back anything you want anyway, it only costs you time and this time around I'm putting everything together a lot more tightly. Feels a lot less cluttered too, really recommend it

There's always the option of printing cards like Springleaf Drum / Holdout Settlement and Revelsong Horn to act as enablers for Inspired / Siphon.

agreed, but that's not enough to sustain a mechanic imo. the best inspired cards were ones like kragma butcher that were beefy enough to survive that first attack more often than now

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