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Author Topic: [CARD] White Rule Modifier  (Read 1672 times)
Mykeatog
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« on: February 15, 2004, 10:17:42 pm »

I don't usually post in the card creation forum, but I got a cool idea today. White is the rule modification color, so how about something like..

WWWW
2/2
Whenever your opponent would draw a card, instead they skip that draw (This includes drawing for the turn).


WW
2/2
1: Choose a card in your opponents sideboard, that card is phased out for the remainder of the game (match?).
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Matt
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« Reply #1 on: February 15, 2004, 11:31:32 pm »

Well...

The first card is basically the same as one of the first cards we ever made:

Aysen Magistrate
WW
Creature -- Townsfolk
2/2
If a player would draw a card outside his or her draw step, that player skips that draw and gains 1 life instead.

not to mention that the mana cost is incredibly unwieldly. Lastly, it seems very harsh to give the opponent NO outlet beyond what they have in hand at the time your creature hits the table. Usually with this kind of strong card the response is to say "if they can't run removal for a 2/2, they deserve to lose" but there's a big difference between "having an answer somewhere in the deck" and "having the answer on hand".



With the second card, it's very strange what you mean. I assume this is supposed to make certain cards unwishable by placing them in the one zone that is not currently accessible by any card*(phased out zone). I guess this card COULD be made but it would have to be worded as "Choose a card not in the game. Move that card to the phased out zone and it cannot phase in." and by this point it's worded so hideously that I could not justify it as worth existing.

Also, it's a really narrow card -- it only hoses six cards in the entire game, and does abolutely nothing to the rest.



*save Time and Tide, but the "can't phase in" part of the ability negates even T&T's ability to retrieve the card.
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Mykeatog
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« Reply #2 on: February 16, 2004, 12:13:47 am »

The extreme casting card of the first card is why it is so powerful an effect. It says, that on the fourth turn if I am playing only white mana sources, and you can't answer a 2/2, then you either lose- or have to play resourcefully.

The second card is supposed to be a white withered wretch. It doesn' however effect much more than jsut six cards in the game. The intention is to try and make the cards unuseable for the duration of the match, which would be a great effect to use game 1, removing all hate cards from the side.

I understand that the cards are a little out there, but lately wizards has been thinking outside the box too.
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Matt
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« Reply #3 on: February 16, 2004, 12:40:47 am »

I don't think there's a non-unglued way to make a card unreachable for the the entire match. Basically, everything starts over fresh when each game ends.
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« Reply #4 on: February 16, 2004, 12:18:29 pm »

There isn't, but what about "gain control of target player's sideboard until the end of the current match".
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« Reply #5 on: February 16, 2004, 04:04:48 pm »

Is the sideboard even a defined zone?
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« Reply #6 on: February 16, 2004, 05:43:37 pm »

The MTG Comprehensive rules make no mention of a sideboard.  It is purely a DCI device.
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Mykeatog
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« Reply #7 on: February 18, 2004, 04:16:02 pm »

I thought there were nine zones of play...

1. In play
2. On the stack
3. Graveyard
4. Hand
5. Library
6. Removed from game
7. Phased Out
8. Sideboard
9. Anti

is this wrong?
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« Reply #8 on: February 20, 2004, 07:27:47 am »

Quote
217.1. A zone is a place where objects can be during a game. There are normally six zones: library, hand, graveyard, in play, stack, and removed from the game. Some older cards also use the ante and phased-out zones. Each player has his or her own library, hand, and graveyard. The other zones are shared by all players.

Yes, you're wrong. There is no sideboard zone.
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