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Author Topic: A red tutor of sort's  (Read 1986 times)
slighguy
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maskedninja04
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« on: May 20, 2004, 03:12:42 pm »

Okay it has always bothered me that every color but red got a tutor of some kind and even green got worldly tutor(even if it does suck).What I have done is try to create a decent tutor card for red with enough drawbacks to maybe make it a decent card.


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Instant/sorcery

search you library for a card and reveal it and put that card in your hand, Then remove all other copys of that card from your deck from the game.
You lose 3 life.
Target opponent gains 3 life.
You may not play the revealed card in the turn you played-nameless card-


EDIT:changed mana symbols due to forum rules.
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Rando
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« Reply #1 on: May 20, 2004, 03:36:55 pm »

Red does have a tutor...Chaos Game, is it?  Search for card, put in hand, discard randomly.  One of the Urza's sets, I believe.

Also, isn't there a sort of moratorium on tutor effects because there are so many already in TMD set?

That said, I think that far too many drawbacks have been stapled to this card.  Very clunky.  Also, it seems to bleed though the colors: I see something black, something white, something blue...nothing red about it really.

I think a red tutor's drawback should lay in the chaotic elements of the color...like the card I mentioned.

EDIT: Gamble!  that's it.  Thanks walkingdude.  (or should I say Flagg!!!1!)
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walkingdude
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meaningles
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« Reply #2 on: May 20, 2004, 03:37:03 pm »

First, red already has a tutor. [card]Gamble[/card] is costed the same as the other tutors and fits the random capricious flavor of red perfectly.

Next, removing all other copies of a card isn’t a good draw back at all since many decks use tutors to get 1 of silver bullets. Further, in combo you only need 1 copy of a combo piece to win the game. The life loss is a fairly minor draw back, this might as well be demonic tutors 2-5.

Lastly, the you lose life they gain life just isn’t very red in flavor. For one thing red doesn’t mess with life, it deals damage. Secondly, when does red gain an opponent life?
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Matt
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« Reply #3 on: May 20, 2004, 07:05:08 pm »

Why does this have all those abilities? In particular, what's the point of the life loss/gain? It would be a lot nicer if the thing was just costed appropriately to begin with instead of trying to balance it out my tacking on these crazy life clauses and RFG clauses.
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johnstown713
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« Reply #4 on: May 20, 2004, 07:16:19 pm »

Oh man my head started to hurt after reading all the drawbacks on this card.  You need to lose the life gain/loss and change the copy removal thing.  Or at least be able to play it this turn.  If You mwant to stay with not being able to play it this turn then make it an instant so you can do it at your opponents endstep.
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GerryMander
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« Reply #5 on: May 21, 2004, 07:56:24 am »

Make Dis Tutor!

RED TUTOR
RR
Sorcery
Search your library for 10 cards.  An opponent randomly selects one of those cards.  Put that card into your hand and shuffle the rest into your library.
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Rando
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« Reply #6 on: May 21, 2004, 09:35:34 am »

Quote from: GerryMander

RED TUTOR
RR
Sorcery
Search your library for 10 cards.  An opponent randomly selects one of those cards.  Put that card into your hand and shuffle the rest into your library.


This is pretty cool.  but, what if you selected a smaller amount of cards, (say, 5 or 6?), from your deck and discarded the one's the opponant does not choose instead of shuffling them back in.  That way it's still a fairly reasonable drawback but with an ever-so-slightly better chance of getting the card you want.
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GerryMander
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« Reply #7 on: May 21, 2004, 10:04:33 am »

But if we made it 5-6 and the rest are discarded, this could just be used by a Red Mage to burn through the unnecessary cards in his deck and improve his draws.  Mine is more along the lines of red and it doesn't have the dangers of deckthinning.
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PucktheCat
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« Reply #8 on: May 21, 2004, 10:39:47 am »

I don't see the deck thinning as much of a risk, really.  Here is the breakdown:

If you use one card to remove five bad cards from your library you have lost a current resource for an advantage that will slowly accumulate over time.  If your library is 50 cards when you cast this you will be removing 1/10 cards from your library.  That means every ten draws, on average, you will get a good cards when you would have drawn a bad one.  That means it will take you ten draws to replace the card you used at the beginning and another ten to actually get an advantage out of the card, on average.

All that assumes you actually have 5 totally dead cards in your library, which is pretty rare in most good decks.

Much more worrying to me about that version of the card is things like tutor for AK, AK, AK, DA, DA with AK in hand.  The double red helps a bit with that, but it is still an issue.  Many issues would be avoided if it removed the remainder from the game.

On the other hand Gerrymander's version is pretty interesting because it doesn't really have an disadvantage besides the casting cost.  You can just choose the ten strongest cards in your deck and you will get one of them without any real risk.  That makes it very different from Intuition, which the other strongly resembles.

Leo
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Matt
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« Reply #9 on: May 21, 2004, 10:56:27 am »

Actually, doesn't that make it EXACTLY LIKE Intuition?
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SpenceForHire2k7: only spelled right
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GerryMander
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« Reply #10 on: May 21, 2004, 02:06:07 pm »

Precisely!  Gerrymander's Tutor is awesome!  Everyone should petition Zherbus to allow AOL users to stay cuz he is so cool!

(it was worth a shot)

Anyways, lets make the tutor that isn't like Intuition.  Another drawback of the Red one discarding the cards from your deck is it would really REALLY help G/R Flashback Threshold to the point of MADNESS!
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