Curses!

Curses! by wurms

25 cards in Multiverse

2 commons, 6 uncommons, 14 rares, 3 mythics

3 white, 8 blue, 7 black, 1 green, 6 multicolour

78 comments total

Since I really like curses, i decided to make a set ALL about them!

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 R 
Enchantment – Aura Curse
Enchant Player
Creatures enchanted player controls have -1/-1.
The weak will die, and the strong will starve...
13 comments
last 2018-06-26 16:59:23 by wurms
 R 
Enchantment – Aura Curse
Enchant Player
Enchanted player can't cast more than one spell each turn.
Peon, you know not a single spell that will free you!
4 comments
last 2018-06-24 19:51:03 by Tahazzar
 U 
Enchantment – Aura Curse
Enchant Player
Enchanted player can't gain life
I command you to suffer!
2 comments
last 2018-06-24 16:10:05 by Froggychum
 R 
Enchantment – Aura Curse
Enchant Player
Curses that target enchanted player cost {1} less to cast.
Looks like someone has a target on their back...
2 comments
last 2018-06-24 15:31:57 by Froggychum
 R 
Enchantment – Aura Curse
Enchant Player
Enchanted player's maximum hand size is one.
You shall think only what I allow you to.
2 comments
last 2018-06-24 15:30:58 by Froggychum

Recent comments: (all recent activity)
On Plague Hex:

cool cool, reprint it is

On Plague Hex:

That would be the coolest imo

On Plague Hex:

I think the simpler quesiton is "Why isn't this just a reprint?"

On Plague Hex:

I think a curses set having an effect on limited is unavoidable, well, maybe if you were to put balanced design over fun design or something like that... curses overall are pretty scarce, so 25 of them in a set will likely be a bit power creep, but still can be balanced.

I wonder if upping the rarity is necessary, i'd think so.. I mean who puts a cost up 1, to lower the rarity 1? nearly never a fair trade. Here it might make sense though.

I'll also remind again it should say creatures enchanted player controls get -1/-1, not have -1/-1. Dw it took we like 8 months to learn that or something.

On Plague Hex:

So Curse of Death's Hold for {1} more (possibly slightly more splashable)? I mean, it could work at uncommon maybe, idk. Kind of depends what you want to achieve in the environment. It would certainly have an effect in limited.

On Plague Hex:

alright, how about I up the cost to 6?

On Plague Hex:

This would undoubtedly be meta-warping on at least modern level. Consider something like Abzan maverick or any deck with a creature heavy list really. Roughly half of their creatures are now dead cards: Dark Confidant, Snapcaster, Eternal Witness (a considerable amount of elves), most mana dorks barring Deathrite, Thalia - you name it and majority of the rest deal now 50% less damage meaning they need to hit twice as often to win the game. Aggro decks obviously take a giant hit as well. If you drop two of these then most creatures are just dead cards in many decks.

Both Souls Betrayal and Death's Hold boast a rating just sort of 4/5 as well so they aren't like those 7+ mana game warping {r} effects that are costed out of competitive play.

On Plague Hex:

Yeah, people tend to underestimate this effect. See also Cumber Stone and Night of Souls' Betrayal.

To be honest, the problem might not be that 3 mana is too good. It might be that 3 mana is not fun. Consider being on the receiving end of Teferi's Moat, when playing a mono-green deck with no enchantment removal. You're sunk. It doesn't matter how you played, or at what stage of the game you're at. You lose.

Plague Hex is kind of like that with decks full of small creatures. Admittedly, it probably takes two of these to really lock things down. That's probably why Night of Souls' Betrayal got the Legendary treatment.

On Plague Hex:

also have should be get

On Plague Hex:

I am shocked that limiting to one spell is not only 2 mana less but also 1 rarity lower than an ability that gives -1/-1

i'd think the former would shut down WAY more decks... hesus

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