I'm being picky. But 'revealing a card, then putting it into your hand' isn't the same as drawing a card. I mention this only because the second ability doesn't do anything, if we presume that no one is drawing cards anymore.
Perhaps "Players cannot cast cards if they share a name with a card that has been revealed this turn."?
I think the ability is too hard to nail down. In a lot of decks, you won't have enough creatures to break even. And then some tokens decks will draw many cards off this.
Maybe remove the "you control" clause. Blue loves tapping down opponents things and if they're attacking you go AHA! and draw a bunch of cards. Whether the discard 2 needs to stay? Idk, we'll see in playtesting.
Oh you're right. It'd have to be reworded.
I'm being picky. But 'revealing a card, then putting it into your hand' isn't the same as drawing a card. I mention this only because the second ability doesn't do anything, if we presume that no one is drawing cards anymore.
Perhaps "Players cannot cast cards if they share a name with a card that has been revealed this turn."?
Tempted to stick this in red. That way red "fair" decks can get a hedge in against controlling decks.
It's pretty shit in limited. This looks like a sideboard card vs storm.
I like this card. It's like Wild Wanderer: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417746
Except that it's got an extra point of toughness for it's inability to fix mana.
Added power and toughness...
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21099
Gotta remember it's a common. And as a turtle, it's not supposed to be U/R.
How about 2U to cast but it's a 0/3?
That would make it really bad and remove the majority of the synergy with U/R.
Making one of those changes seems reasonable. Probably just making it only put one back.
Can't block is very close to being blue. Blue is the colour of tapping which is basically can't block. Also see cards like stratus walk.
Maybe make it "can only block fliers".
Change the name if you want, I don't care.
In the U/R deck, you're probably aggro and likely to attack with 5+ creatures at some point.
In the U/G deck you're likely to have a bunch of creatures with guard to make it great.
I don't think the card is weak and I doubt there'll be any token decks in this environment.
If you removed the you control part, the card is likely too good and wouldn't incentivize building around the themes for the clans.
I think the ability is too hard to nail down. In a lot of decks, you won't have enough creatures to break even. And then some tokens decks will draw many cards off this.
Maybe remove the "you control" clause. Blue loves tapping down opponents things and if they're attacking you go AHA! and draw a bunch of cards. Whether the discard 2 needs to stay? Idk, we'll see in playtesting.
Swapped hexproof for prowess