Unfathomable Experiments: Recent Activity
Unfathomable Experiments: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Unfathomable Experiments: (Generated at 2025-08-08 16:48:09)
I think the thing is, life loss is usually a drawback because almost all opponents have a deck which can deal more damage, so you're that much closer to death (although even then, life loss which you can control when it happens and plan for is less of a drawback than life loss inflicted by the opponent -- paying life as a cost is always more powerful than it looks).
But "mill self" or "give self a poison counter" are not (much) of a drawback because most opponents don't have any way of completing the job, so you can fairly safely mill/poison yourself 3/4 dead with very little risk (and some benefit, eg. flashback).
It really should be a drawback, in the same way losing life is. But yeah. Also, "Flip X coins" is hilarious, hard to do and ridiculously efficient to deck someone with. ... wait, hang on; am I misreading this?
Is this, actually: "If you win X flip, put mill them 7X, but if you lose one, mill self 7"? That's probably not what the wording is meant to mean, could do with clarification. But if it is, that's really interesting.
If you target yourself, this becomes ridiculously efficient self-mill.
Yes, I'd repeat my old refrain that milling yourself is not a drawback.
Hmm. Kind of tricky. 3.5 is a lot of cards to be putting in the graveyard for
. I'd also say that the drawback is often not a drawback, since you've probably combined this with other mill cards that don't mill you... in fact, milling yourself with this card is probably a benefit for you. There's also the odd problem that, if both players have under 14 cards in their library, and you have 10 land, you absolutely should tap all 10 lands. It doesn't matter if you don't have any cards in your library, if both players don't, and it's past your draw step on your turn.
All that said, it's an interesting card, and it might be balanced. I'ts likely to steal victories that you don't deserve, but I'm not the kind of player who hates that. There sure are a lot of that kind of player about, though.
I guess I'll change it but I don't think it's really that bad as it is. Since mill tends to be an all-in thing, either you're only going to get one or two flips off (which is probably appropriately costed? Maybe?) and have some counter/bounce/whatever to hold yourself down or take a huge risk. I personally hate mill, but I'm worried that the detriment to the player, especially in blue, is going to make this card much less likely to be used.
No draw-back for losing a flip? I feel that this would be great in a control/mill deck. Cards that are randomly good normally also come with a negative, so that the Spikes who are forced to play this because it's good don't feel bad. I recommend making the caster mill for each loss.