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1  Vintage Community Discussion / Card Creation Forum / Re: Shared Agony on: October 06, 2006, 08:06:57 am
The cardcast is almost unbearible.  I would definately say this could fit in that {B} {B} {B} niche.

That's a dangerous reach considering Dark Ritual (although with the alternate cost you could just remove the ritual aswell).

If the alternative casting cost stays, I think the manacost deserves to be at least {2} {B} {B} if not {3} {B} {B} to match the Alliances cycle.

Even though the use of this card is perhaps a little narrow, it should not be undercosted because it has the potential to create great card advantage (or disadvantage, to be more accurate). Remember that even with a regular draw turn draw, Shared Agony can trade 2 and 1 life for 2 (cards).
2  Eternal Formats / Creative / Re: UB trix (part 2) on: October 02, 2006, 07:50:29 am
A few things:

1. Manabase

As your combo relies on mostly colorless mana, including the best accelerants is advised. You are lacking Sol Ring and Mana Crypt, which I would definitely include. Off-color Moxen, on the other hand provide only little acceleration when your ability to refill your hand is weak. Hence, I would replace them.

Since you also play black, why not play Dark Rituals? They don't provide you mana over several turns, but they allow for a quick setup of the combo early.

2. Card choices

- Yawgmoth's Will is arguably the most broken card in Vintage. It's hard to think of a reason it should not be included; especially if you add Dark Rituals.

- Stifles not only help disrupt your opponent, they are also great in manipulating your Illusions: you can stifle the Cumulative Upkeep or leaves play ability, allowing you more mana or a supply of life when you just can't cope without it.

- Echoing Truth is good, but you should consider Wipe Away for two reasons: it has a different casting cost which is good against Chalice Of The Void, and it can't be countered or responded to, which is a considerable asset. One of the best applications for bounce in Trix is forcing your Illusions to leave play once donated before your opponent manages to win or get around it. I recommend playing 2 and 2. I should also mention that Chain Of Vapor is another good bounce, but less useful as you don't want to play it when you have not yet donated your inflated ego.

- Fact Or Fiction is delicious with powerful colorless mana accelerants such as the almighty Mana Drain. As the restricted one-off it is, you should have no reason to omit this card. As your opponent rarely knows what you hold in your hand, choosing how to divide the stacks becomes difficult for them if a combo piece or several are involved. FoF works great as both digging for quality and drawing for advantage.

- Commandeer offers riches, but more often than not fails to deliver. In a two color deck having the resources to cast it is not likely enough. Additionally, you don't want to get rid of your blue cards. You'd rather counter the spell than have a random spell that would benefit your opponent's strategy but rarely yours. As such, you will most likely notice pitching it to FoW than actually casting it. I recommend replacing it with FoF.

- Impulse has not seen much play recently outside High Tide variants, most notably Solidarity, but it may well deserve a spot in Trix. Slots for additional cards are rare in a two color version, though, so there may not be room for spontaneous digging of this kind. It deserved to be mentioned, however.

3. Additional suggestions

As an additional way to get DSC into play, or save a mana from Illusions, you could play Show And Tell. With many maindeck bounce spells, even random threats dropping could be dealt with. If played, two sounds the best amount to me.

I would also like to say that I think that the best philosophy for a Trix is more combo-oriented, not control. Tutors and browsing over a drawing engine. And I have to admit, with 4 FoW, 4 Mana Drain and 4 Duress, disruption and enforcement are already aplenty to combat control.
3  Vintage Community Discussion / Rules Q&A / Re: Angel's Grace and Reducing to 1 and not dying, Bolt in hand. on: September 25, 2006, 05:56:56 am
I searched for rulings on Worship and found this:

Quote
Q: I am at -5 life with Platinum Angel in play. I then play Worship. The next time I take damage, what happens? Does my life total go down, stay where it is or go to 1?

A: It goes down. Worship prevents your life total from *going* to below one, but does nothing if it is already below one. You definitely can't gain life from Worship.

Source: Results For "Ask The Virtual Judge" At StarCity, Your Keyword: "Worship"

For reference:

Worship
{3} {W}
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.

Platinum Angel
{7}
Artifact Creature - Angel
4/4
Flying
You can't lose the game and your opponents can't win the game.

I would assume Angel's Grace works the same way, unless any recent addition or change to rules affects this.
4  Vintage Community Discussion / Rules Q&A / Re: Suspend Cards with no mana cost and Mind's Desire. on: September 20, 2006, 04:21:19 pm
Does this mean that Suspend cards without a mana cost can be played using Dream Halls?

Dream Halls
{3} {U} {U}
Enchantment
Rather than pay the mana cost for a nonartifact spell, its controller may discard a card that shares a color with that spell.
Within without.
5  Vintage Community Discussion / Casual Forum / Re: My black Deck on: September 19, 2006, 04:54:58 am
Like Largent said, concising your deck to 60 cards is vital. That is because every deck has a strategy and needs consistency in drawing essential cards.

Looking at your list I think the deck is suffering from indecisiveness - does it want to be a LD (land destruction) deck, Void, Sui or something else?

Regardless of strategy, the weakest cards in your list are the following because they are either inefficient on their own or do not suit the strategy:

1 x Demonic Hordes
4 x Mole Worms
2 x Worms of the Earth
2 x Word Of Command
4 x Rhystic Tutor
2 x Death Grip
2 x Gloom
2 x Terror
2 x Underworld Dreams
4 x Drain Life

To me the rest of your deck looks much like a Nether Void deck, which is a course I recommend if you like mana denial. I recommend you read Zherbus' primer (part 1, part 2, part 3) to better understand how the deck works and which cards to use and why.

Here's the first decklist from the primer:

Quote
Devil's Bile, by Zherbus

Creatures (12)
4 Nantuko Shades
4 Hypnotic Specters
4 Mishra's Factory

Disruption (15)
4 Sinkhole
4 Hymn to Tourach
4 Duress
3 Nether Void

Removal (3)
3 Powder Kegs

Broken (4)
1 Demonic Tutor
1 Yawgmoths Will
1 Demonic Consultation
1 Necropotence

Mana (26) (30 w/Mishra's)
4 Dark Rituals
1 Strip Mine
4 Wasteland
1 Sol Ring
1 Black Lotus
1 Mox Jet
14 Swamps

Obviously if you stay casual and do not aim for competitiveness, you may make adjustments according to personal preference.

Another route in which you can take your deck is a Megrim based deck with heavy discard. Such a deck could look something like this (I used to play this casually):

Dark Dreams.dec

Spells (35)

4 Duress
4 Hymn To Tourach
4 Night's Whisper
3 Innocent Blood

3 Megrim
3 Chains of Mephistopheles
3 Underworld Dreams

4 Anvil Of Bogardan
2 Ensnaring Bridge
1 Memory Jar

1 Mind Twist
1 Necropotence
1 Yawgmoth's Will
1 Demonic Tutor

Manasources (25)

14 Swamp
4 Dark Ritual
4 Wasteland
1 Strip Mine
1 Lotus Petal
1 Sol Ring

Hope I gave you some ideas as to how to improve your deck. You should also look into Sui Black as an option if you want to take an aggressive route with disruption and a tendency to hurt oneself.
6  Eternal Formats / Miscellaneous / Re: [New Card Discussion] Ancestral Vision on: September 15, 2006, 06:23:16 am
I think Suspend might have some potential with cards like Balance, Cataclysm and Mindslicer. Not broken, though, but at least not completely useless.

Ancestral Vision is certainly interesting, and could perhaps provide a card drawing engine in a control deck. I don't, however, think it has a place in Vintage as it is, on it's own (without synergy, that is). But, nonetheless, I really like the card.
7  Vintage Community Discussion / Rules Q&A / Re: ERTAI'S MEDDLING and suspend... on: September 13, 2006, 08:21:15 am
Official on Suspend:

Quote
* The initial suspend, like morph, is one of those abilities your opponent can't get around. Suspending is not the same as playing the card. It neither uses the stack nor allows a response, which means there's no practical way to counter it. For those who require more technical detail: your ability to pull your own card out of the game is static, not triggered or activated.

* Once the card is suspended, everything else that happens with it happens on the stack. Like everything else that says "at the beginning of your upkeep", the removal of a time counter gives people a chance to respond. (Someone, for example, could Stifle the removal of such a counter, delaying the spell another turn. You know, if that's what floats their boat.)

* When you take the last counter off, it's time to play the spell. For nothing. Woo-hoo! Of course, this action still uses the stack. Now the spell can attract a Counterspell.

Source: http://wizards.com/default.asp?x=mtgcom/daily/aa245 ("RULES-IN-A-BOX")

Full technical rules for suspend: http://wizards.com/default.asp?x=mtgcom/daily/mr245 (scroll down)
8  Vintage Community Discussion / Card Creation Forum / Re: The blue storm on: September 13, 2006, 08:06:17 am
I don't know if anyone noticed that this card has amazing interaction with itself?  Lets forget for a moment about the mana cost.

Spell count 3: Play Blue Storm, Play 2nd Blue Storm (5th spell).  That storms 4 times... you get 5 copies of "The next spell you play has storm"  Now you play Ancestral recall that reads:

Draw 3 cards.
Storm
Storm
Storm
Storm
Storm

you end up resolving 26 copies of AR. 
I'm not saying thats uber broken because cost is definately a factor, but just throwing out that as an interesting sidenote.

Is it even possible for a card to get the same ability multiple times? Obviously this interaction with the card itself could be avoided by wording it to "the next instant spell", excluding sorceries and thus itself. However, resolving two of these is not an easy feat, and with that amount of mana there is a lot else game winning available (like Urza's Rage Forked if that floats one's boat).
9  Vintage Community Discussion / Card Creation Forum / Re: The blue storm on: September 12, 2006, 08:51:19 am
I guess this wording is also a possibility.

still, I think it would be dangerous combo material.

mox, dark ritual, time storm, time walk

this is easily doable, so lets not create broken cards. Smile

close please.

I don't think it breaks that easily. At least with a mana cost of 6 converted, including two colored. Unlike for example Mind's Desire, this card does nothing by itself. You'll need the mana to actually cast the spell you want to break. I also made it sorcery so that it would not be broken in Solidarity. Also, you'll need at least a land, lotus, ritual to play this first turn plus the mana for the actual spell.

Considering you can win off Tendrils with a storm count of 10 and 4 mana which can be paid with rituals, a card requiring mana more difficult to get, costing more and requiring another card to function hardly seems that broken, really. Even if you intend to win off something as simple as Lightning Bolt, you will need 5 prior spells and a total of 7 mana, including two blue and one red - and, of course, two cards.
10  Vintage Community Discussion / Card Creation Forum / Re: The blue storm on: September 12, 2006, 07:59:55 am
I'm thinking Insist and Overmaster. Obviously the cost has to be significantly higher since Storm breaks effects, but the wording could stay:

Ancestral Wisdom

{4} {U} {U}
Sorcery
The next instant or sorcery spell you play this turn has Storm (When you play that spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)
Sometimes the calm before the storm can take generations.
11  Vintage Community Discussion / Card Creation Forum / Re: Alternate Universe on: September 04, 2006, 03:21:26 am
Shmn's version just says you can't take mana burn.

But the opponent can mana burn themself, making you auto lose

That was an intended drawback in my version. Also, if you play any disenchant or permanent sacrifice effects such as Seal Of Cleansing, suicide becomes much less attractive an option for the opponent.
12  Vintage Community Discussion / Card Creation Forum / Re: Alternate Universe on: September 02, 2006, 08:05:27 am
First of all this would be broken with Final Fortune, which does not target. Secondly, is your intention also to prevent you from losing the game from loss of life? Also, if your intention is to prevent mana burn, not having your pool empty is way too powerful a way.

Here's some modifications:

Alternate Universe
{2} {W} {G}
Enchantment

If you would win the game, instead you lose the game. If you would lose the game, instead you win the game unless your life total is less than 1. You can't play instant or sorcery spells and you don't take mana burn.

Perhaps this is missing your original intention, though - let me know.
13  Vintage Community Discussion / Card Creation Forum / Re: Chronostorm on: August 31, 2006, 05:00:44 pm
Ruleswise I don't think having creatures gain Suspend would work as it would require them to be in their owners' hands:

Quote
Rather than play this card from your hand, pay ~mana~ and remove it from the game with ~number~ time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost.

Here's an attempt to reword the card to work within the rules, and minor changes to balance:

Parallax Vortex
{U}
Instant
As an additional cost to play Parallax Vortex, discard X cards.
Remove X target creatures with power no greater than X + 1 from the game and put X Time Counters on each of them. At the beginning of your upkeep, remove a Time Counter from each creature removed this way. When you can't, each player returns to play all cards he or she owns removed from the game with Parallax Vortex.

There probably isn't room for a flavour text, I'm afraid. Also, notice that it doesn't say up to X, so it's not that good for single creatures (same as Firestorm). I added the power limitation as an imitation of Firestorm which can't deal with bigger creatures without larger investment either and for balance in general.
14  Vintage Community Discussion / Card Creation Forum / Re: Magical Curfew on: August 31, 2006, 01:24:54 pm
Shmn: I really like that.  Do you mind if I turn this thread into that?  (Although I feel it needs to be 3WW).

Not at all.  Wink
15  Vintage Community Discussion / Casual Forum / Re: What would you build?? on: August 31, 2006, 08:39:52 am
4 Brainstorm
4 Force Of Will
4 High Tide
4 Impulse
4 Remand
4 Reset
4 Meditate
3 Cunning Wish
3 Turnabout
2 Brain Freeze
2 Flash Of Insight
2 Opt
1 Ancestral Recall
1 Time Spiral

11 Island
1 Mox Sapphire/Black Lotus
3 Flooded Strand
3 Polluted Delta   

Sideboard:
4 Hydroblast
4 Disrupt
1 Brain Freeze
1 Mystical Tutor
1 Chain Of Vapour
1 Echoing Truth
1 Quicken
1 Stroke Of Genius
1 Turnabout

That should be what you're looking for, or at least a good starting point.

I would suggest replacing the fourth Meditation in MD with a Twincast as it can most of the time enforce the facet you lack in (drawing or mana). It will also be a valuable card in Sideboard. In this variation I should think Twincast is even better since you also have Ancestral and Spiral to target. A second one at least in sideboard could also be considered.

I'm also not convinced of the usefulness of Mox Sapphire - you need at least 3 to 4 Islands to kick off, and drawing one or a drawing spell is in my opinion in most situations better. Having mana for a first turn Remand or slightly accelerated thinning and drawing early is of course useful, but the deck relies on having enough of the essential cards (Islands, High Tide, drawing and Reset/Turnabout) and since Sapphire does not substitute an Island, it's essentially minus one important card for setting up the conditions for winning. Also generally as Solidarity relies on land drops, it can't abuse mana acceleration well - the drawing cards are cheap and 3-5 turns provides plenty of Island-generated mana to make use of them even if they are in hand aplenty.

Black Lotus is obviously similar, but the acceleration it provides is better so I would leave it in, at least until I've tested it properly.

If you anticipate a lot of Tendrils based decks, Stifle on SB might also be worth considering. Getting Duressed may hit that FoW rather than the Cunning Wish that can save you.
16  Vintage Community Discussion / Card Creation Forum / Re: Magical Curfew on: August 31, 2006, 05:26:13 am
How about something similar to Oblation?

{2} {W} {W}
Divine Authority
Instant
Shuffle all spells into their owners' libraries (those spells are removed from the stack). The controllers of those spells may draw a card for each spell shuffled this way. Players cannot play spells until end of turn.
"It takes but one word from the right mouth to silence everything from the flap of a butterfly's wing to a roaring thunder."

17  Vintage Community Discussion / Card Creation Forum / Re: Time to Time on: August 30, 2006, 08:10:35 am
Do you insist on having it able to net you multiple turns? Adding a self-sacrificial cost would enable lowering it's other costs, for example:

Time Distortion
{1} {U}
Enchantment
Whenever an opponent successfully casts a spell, you may put a time counter on Time Distortion.
Remove 4 time counters from Time Distortion; Sacrifice Time Distortion: Take an extra turn after this one.
"When time is of essence, make it into a substance.''

Of course, this reminds me of Mystic Remora. If this was made the same way, it would look something like this:

Chronos Vapor
{U}
Enchantment
Cumulative upkeep {1}
Whenever an opponent plays a spell, you may put a time counter on Chronos Vapor unless he or she pays {2}.
Remove three time counters from Chronos Vapor: Take another turn after this one.
"It's not about how long you can hold your breath but how long it can hold you."
18  Vintage Community Discussion / Card Creation Forum / Re: Touched by Darkness on: August 04, 2006, 08:53:08 am
As I understood your original concept, this guy was touched by darkness, which led him to adapt unorthodox methods. Initially there was no implication for continuous growth, even though from the beginning it had the skill to learn from it's enemies. Learning from enemies and growing in strength, though, are in my opinion essentially different, which is why I resent those abilities on this guy. You could alter my suggestion by making the mana cost W/BW, allowing it to be paid completely in white. Then it could be reworded: "When ~ comes into play, if you paid black mana to play ~, it has Shadow and can block creatures without Shadow". So purely in white it would still be a WW 2/2 with Vigilance which is not bad.
19  Vintage Community Discussion / Card Creation Forum / Re: Return of the Weatherseed Treefolk on: August 04, 2006, 08:48:07 am
How about: "Remove all counters from ~: Regenerate ~. Use this ability only if ~ has one or more counters on it." That way it would always be returned to a 1/1 after regenerating but it could be killed when it had no counters (no resources for growth) and still be regenerated with just one counter.

I like the regeneration ability better than dying and being replaced by another tree (note: not returning back from the grave). It makes more sense, even though replacement would also work albeit being more complicated.
20  Vintage Community Discussion / Card Creation Forum / Re: Return of the Weatherseed Treefolk on: August 04, 2006, 06:33:11 am
Whislt removing one counter is simpler and balanced, from a flavour point of view I want the tree to be cut down and a small tree to take its place. The hardness to kill is very important.

I would say it's pretty hard to kill with the ability to regenerate with one removal of a counter, but if you want to make it practically immortal, you could change the regeneration ability to: "When ~ is put into a graveyard from play, you may put a token into play that's a copy of ~". To not have the new tree come into play with counters, you would have to reword the other ability: "If you played it from your hand, ~ comes into play with two +1/+1 counters on it."

Afterall, the Treefolk does not regenerate but is replaced by a new tree, right?
21  Vintage Community Discussion / Card Creation Forum / Re: Touched by Darkness on: August 04, 2006, 06:28:04 am
I don't quite like the idea of strength and toughness increases on this guy. I don't think he was meant to grow stronger, and his experience and unorthodox methods would be better implemented in another way.

I think the mana cost should include both white and black. His pursuits are good but his methods are questionable. And as he is essentially both, the cost would have to be paid with both.

Here's my suggestion:

Grey Knight
WB
2/2
Shadow; Vigilance; Grey Knight can block creatures without Shadow.
"The shadows must be cleansed from within." -X, Knight of the Y

Although Soltari have Shadow, it feels much more like a black ability - or a shroud if you will. I guess you could describe it as 'a touch of darkness' which is why I think it would suit someone living a life in between the spectrum of light and darkness well. Vigilance, as a white ability reflects his goodness and experience. And the last ability is due to his dual nature (moves in the shadows at night, valiantly protects the brotherhood by day?).

It's also keeping it rather simple, and - in my opinion - balanced.
22  Vintage Community Discussion / Card Creation Forum / Re: Return of the Weatherseed Treefolk on: August 04, 2006, 03:44:01 am
I believe the proper wording is: "~this~ comes into play with two +1/+1 counters on it."

As a compromise between removing two counters and removing all of them, I suggest removing one counter as the regeneration cost. It would mean sacrificing one turn's growth to stay alive, and allow for the Treefolk to be destroyed if being hammered persistently enough. Being able to lend infite growth to regenerate is unrealistic, and two counters would mean it could not regenerate once per turn and as such function as a reliable blocker for bigger creatures.

I think the name also needs a revision. Return does not fit anymore and would suit a non-creature spell better in the first place. How about Sprouting Treefolk for simple yet describing a name?
23  Vintage Community Discussion / Card Creation Forum / Re: Comparative Studies on: August 03, 2006, 01:44:14 am
Studies and research are generally associated with drawing whereas search effects tend to be tutors or search (Frantic Search). I could imagine a tutor that teaches to the highest bidder - an "Unbiased Tutor" or "Neutral Tutor", although admittely neither sounds that cool. Unreliable, Public, Selective, Ambitious (does not settle for a low casting cost)?
24  Vintage Community Discussion / Card Creation Forum / Re: Predicting Scroll on: August 01, 2006, 08:46:29 am
I quite like it. The flavour could be simply "Know your enemy." which is only used on Overrun but in a different way, or "It pays to do your homework" or something in similar vein. The name of the card could also be Scroll, Book or Tome of Preparation or Observation or similar to symbolize gathered intelligence (on the opponent), which is the idea of the card's function.
25  Vintage Community Discussion / Card Creation Forum / Re: Comparative Studies on: July 31, 2006, 07:27:08 am
I don't think it's that broken the way it is, really. If you want to entomb, your target will most likely be of high casting cost since getting it to your graveyard to play it cheaper than from your hand is the point, but choosing a card with high casting cost will likely result in it ending up in your hand instead. Then again, if you want to use it as a tutor, your chances of getting to keep good spells like Ancestral Recall, Timewalk or Tinker are low.

The best target for this tutor would most likely be Force Of Will (or Misdirection), but even that is not so unbalanced since there is often a good chance the opponent will get one, too resulting in neither getting a card.

Considering the risks I'd say this is actually rather balanced. There might, of course, be something I'm missing - in which case I'm glad to have someone point it out.
26  Vintage Community Discussion / Card Creation Forum / Re: Puzzle Box on: July 31, 2006, 05:04:38 am
First of all, 6 mana is a lot for an artifact (or anything, really). It would probably not see any play unless it was 5 or less. The cost to use the ability is also quite high, and the mechanic awkward. I don't think it should be a creature either - it's a box!

But I've drafted two alternate versions of what it could be like:

Puzzle Box
5
Artifact
T: Roll a 6-sided die:
1: Sacrifice Puzzle Box
2: You gain 3 life
3: Puzzle Box deals 2 damage to target creature or player
4: Draw a card
5: Put a 1/1 green rabbit creature token into play under your control
6: Each player sacrifices a permanent
If you don't know what you want, your wish will be granted -Box inscription

Puzzle Box
5
Artifact
GGG: Put a 1/1 green rabbit creature token into play under your control
RRR: Puzzle Box deals 2 damage to target creature or player
BBB: Each player sacrifices a permanent
WWW: You gain 3 life
"One puzzle you can put together in a thousand different ways."
27  Vintage Community Discussion / Card Creation Forum / Re: Unwanted Spoils on: July 26, 2006, 10:19:08 am
The goal is to give the opponent an unadvantageous card, which people rarely play, and force him or her to play it. Would it abide by the rules if I added this to the end of my suggested wording:

That card can be chosen as though it were in his or her hand.

It would work, I think, but it would be ugly.

Honestly, we're probably better off just slicing through this Gordian knot, rather than constructing a maze of kludges around it:

As an additional cost to play ~, remove a card in your hand from the game.
Target opponent must play the card if able. (That player must use mana in his or her mana pool and mana that can be drawn from lands to pay for it.)

Alternately:

Target opponent gains control of target spell you control.

In either case, I don't think it would be a good idea to cost these cheaply, because they can do some very nasty things. Phage and Final Fortune are only the first which come to mind.

I don't want Word Of Command built in, but your second suggestion sounds good. The name of the card would in that case be better as "Unwanted Gift" instead of spoils which was more suiting when the spell could target permanents. Obviously the mana cost needs to be revised aswell. I'm not sure if 3UU or 4UU is more reasonable, but I'll go with the latter for now. Possible brokenness for 5-6 mana requiring another card is not unthinkable, although another option would be to include a drawback allowing the casting cost to be decreased - for example making only say white and blue spells targettable while only costing 3-4 mana.
28  Vintage Community Discussion / Card Creation Forum / Re: Unwanted Spoils on: July 26, 2006, 07:03:11 am
If the goal is to have it work with Word of Command, I could see something like:

Search target opponent's library for a card. That player puts the card into his or her hand, then shuffles his or her library. At end of turn, the player reveals his or her hand and discards all cards with the same name as that card.

That way it's also a sort of conditional Cabal Therapy for sorceries, or a tapped out opponent.

The goal is to give the opponent an unadvantageous card, which people rarely play, and force him or her to play it. Would it abide by the rules if I added this to the end of my suggested wording:

That card can be chosen as though it were in his or her hand.
29  Vintage Community Discussion / Card Creation Forum / Re: Unwanted Spoils on: July 26, 2006, 04:23:47 am
Fair enough.

what about removing it from the game or something and putting it aside, instead of your hand?

That is actually a good idea. How about something like this:

If target spell or permanent would be put into a graveyard this turn, instead remove it from the game. As long as it remains removed, target opponent may play it as though it were in his or her hand.

With this wording, however, it would not be possible to play the card with Word Of Command. It would still work for Mindslaver, though.
30  Vintage Community Discussion / Card Creation Forum / Unwanted Spoils on: July 26, 2006, 03:43:55 am
Unwanted Spoils
1U
Instant
If target spell or permanent would be put into a graveyard this turn, instead put it into target opponent's hand.
"I think you dropped something."

The idea of this card is to allow more diverse use for cards like Word Of Command and Mindslaver. Currently there are no cards (at least to my knowledge) that allow cards to be put into the hand of a player that does not own them. The card could also be used to avoid certain cards such as Academy Rector from reaching the graveyard or manipulate an opponent's hand size for one's own benefit (albeit rarely of much use).

Having only an opponent targettable prevents the card from being used as a simple buyback spell. Since there is no counter or cantrip effect, the manacost seems appropriate for it's relatively narrow use. I admit that this card's applications are rare, and as such another effect or a more allowing wording could be considered. What do you think?


Current version

Unwanted Gift
4UU
Instant
Target opponent gains control of target spell you control.
"I think you dropped something."
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