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MrZuccinniHead
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« on: November 25, 2004, 12:57:26 pm » |
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Pursuit of Nature Enchantment G
At the end of any turn which you did not play a land, you may put a nature counter on ~. Whenever ~ has three nature counters on it, sacrifice it to search your library for up to three land cards and put them into play tapped. Shuffle your library afterwards.
Pursue long enough and nature will pursue back. ------------------------------------------------------------- Pursuit of Patience Enchantment 1U
At the end of an opponent's turn in which you did not counter a spell, put a time counter on ~. Whenever ~ has three time counters on it, sacrifice it to take another turn after your next one.
Good things come to those who wait. ------------------------------------------------------------- Pursuit of Strategy Enchantment 1R
Whenever ~ has less than three counters on it and your opponent attacks and you do not block, put a tactics counter on ~. Sacrifice ~: Untap all creatures you control and they gain double strike. There is an additional combat phase followed by an additional main phase this turn. Play this ability at the end of combat and only if there are three counters on ~.
Let them come. They are walking right into a trap. ------------------------------------------------------------- Pursuit of Pain Enchantment 1B
Whenever a spell or permanent an opponent controls causes a creature you control to be put into a graveyard from play, put a vengence counter on ~. Whenever ~ has three vengence counters on it, sacrifice it to destroy all creatures target player controls. They can't be regenerated.
In the end, Death rewards its followers. ------------------------------------------------------------- I always though Pursuit of Knowledge was a cool card and thought of ones for other colors. I did not make one for white, but if I did it would be the current black one and I would change the black one to discard or something. Some too weak/powerful?
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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MrZuccinniHead
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« Reply #1 on: November 25, 2004, 01:01:12 pm » |
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Pursuit of Nature Enchantment G
At the end of any turn which you did not play a land, you may put a nature counter on ~.
Remove three nature counters from ~, Sacrifice ~: Search your library for up to five land cards and put them into play tapped. Shuffle your library afterwards.
Pursue long enough and nature will pursue back. ------------------------------------------------------------- Pursuit of Patience Enchantment 1U
At the end of your turn, you did not cast a spell that turn, put a time counter on ~.
If you play a spell, remove all time counters from this.
Remove three time counters from ~, Sacrifice ~: Take another turn after this one.
Good things come to those who wait. ------------------------------------------------------------- Pursuit of Strategy Enchantment 2W
Whenever your opponent attacks and you do not block, put a tactics counter on ~.
Remove three tactics counters from ~, Sacrifice ~: Untap all creatures you control and they gain double strike until end of turn. There is an additional combat phase followed by an additional main phase this turn. Play this ability at the end of combat.
Let them come. They are walking right into a trap. ------------------------------------------------------------- Pursuit of Pain Enchantment 1B
Whenever a spell or permanent an opponent controls causes a creature you control to be put into a graveyard from play or a creature you control dies to combat damage, put a pain counter on ~.
Remove three pain counters from ~, Sacrifice ~: Destroy all creatures target player controls. They can't be regenerated.
In the end, Death rewards its followers. -------------------------------------------------------------- Pursuit of Chaos Enchantment 1R
Skip your untap phase: Put a chaos counter on ~.
Remove three chaos counters from ~, Sacrifice ~: Gain control of all creatures until end of turn. Those creatures gain haste until end of turn.
If you focus all of your might at one goal, you can make it happen. Make that goal chaos and you can make several goals happen on accident. -------------------------------------------------------------- Changes: Red one is now white, even though there's pursuit of knowledge. Red has a more "chaos" flavor. Added amount of lands fetched in green again. Totally revamped blue. Changed wording on Black a little again. All around wording changes.
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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combo_dude
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« Reply #2 on: November 25, 2004, 03:39:10 pm » |
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The green one is awful, even though it searches for land and not only basics. You'll be dead in any constructed format by the time this makes a difference.
And the blue is much, much too good. There's no need to play counters - just this and tempo/protection cards a la UW in old Standard, where for the most part the deck let things come at it and Wrathed them away.
The Black is cool, although the Red probably needs to cost more, as it's too good at the moment. Completely wrecks 4cC for example, where an alpha-strike turn can easily take out 30 life. Bear in mind that one Goblin Warchief deals 8 damage under this thing - 30 is not too hard. Hell, neither is 40 under this.
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The thing you are typing on is a keyboard, not a cellular phone.
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CaptainPlanet.dec
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« Reply #3 on: November 25, 2004, 07:51:21 pm » |
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You need a white one?
Pursuit of Hope 1W Enchantment At the end of your turn, if you did not attack, put a hope counter on Pursuit of Hope. Whenever Pursuit of Hope has 3 hope counters on it, sacrifice it and put three 2/2 white Knight tokens into play.
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Current Decks- T1 - PowerOath BUG
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stolen
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« Reply #4 on: November 25, 2004, 09:31:08 pm » |
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The already-printed Pursuit of Knowledge is the white one. Otherwise, I second combo_dude's assessment. A quick correction though...a single Warchief would only do six damage. First attack for two, then activate this, and attack the second time with double-strike for four. If you activate the Pursuit before your first attack, it will be tapped for your second attack phase. Speaking of the Red one, all creatures gain double-strike and a second attack phase strikes me as cluttered and inelegant. I would say just do the second attack phase one (an affect that seems more in-line with the other abilities than double-strike) and then leave the cost the same. The Blue one must be changed. It's too bad Puruit of Knowledge already draws cards. It could be, "Tap (or untap) all permanents target player controls." The "did not counter a spell" condition I don't like, it's way too bottom-up. Unfortunately I can't really think of a better one. If you use the above sacrifice ability, it could be "skip your untap step," which is very blue in flavor. Pursuit of Patience Enchantment -   Skip your untap step to put a time counter on ~this~. If ~this~ has three or more time counters on it, you may sacrifice it to tap all permanents target opponent controls. A final question: why is it that the red and white ones can be sacrificed at the controller's discression, but the other three must be sacrificed once they have three counters?
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"ardon me: I was born to speak all mirth and no matter."
~William Shakespeare, Much Ado About Nothing
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MrZuccinniHead
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« Reply #5 on: November 25, 2004, 09:34:12 pm » |
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there already is a white one in stronghold, so i did not make one, but i can make one if you deem it necessary.
The green one: add 1-2 extra lands that it gets you? Or should it become a different ability all together?
The red one: add 2 colorless to the cost?
The blue one: wow i'm dumb...that one i completely was focused on rewarding the opposite strategies of the colors, but forgot blue is so awesome it doesn't have to counter spells. What should I make blue trigger on to get an extra turn? The opponent drawing outside the draw phase? Or how about "At the end of any turn you do not cast a spell, put a time counter on ~. If you play a spell, remove all counters on this." and keep the same 3 counter trigger?
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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Upinthe
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« Reply #6 on: November 26, 2004, 03:58:52 pm » |
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The way the red one is currently worded, your creatures get double strike permanently. Was that the intent? If so, that might be a little strong...
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I know this won't happen in a tournament, but if my opponent has Chaos Orb in his hand while I'm controlling his turn from a Mindslaver, who flips the card if I force him to play it and activate it?
"When I saw the announcement of Temple Garden on wizards.com, I knew that I was going to be out of Type 2 for the next two years" - JDizzle
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MrZuccinniHead
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« Reply #7 on: November 26, 2004, 04:58:24 pm » |
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do people like the current wording of blue better or stolen's wording?
EDIT: To stolen, the red one is sacrificed at controllers disresion because the counters go on during the opponents turn. Untapping your creatures for a second main phase during THEIR turn is not that good, so you sacrifice it next turn. Are you saying it should be sacrificed during the next immediate end of combat step of the enchantment's controller?
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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stolen
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« Reply #8 on: November 29, 2004, 08:17:36 pm » |
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Are you saying it should be sacrificed during the next immediate end of combat step of the enchantment's controller? I was thinking more that they should all work like Pursuit of Knowledge, where they can be sacrificed whenever the controller wants. On my previous suggestion, I would almost want to add "and that player skips his or her next untap step" to the end. Meh, I dunno, not that it really matters if you're not going to use it.
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"ardon me: I was born to speak all mirth and no matter."
~William Shakespeare, Much Ado About Nothing
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MrZuccinniHead
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« Reply #9 on: December 03, 2004, 04:01:41 pm » |
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I was thinking more that they should all work like Pursuit of Knowledge, where they can be sacrificed whenever the controller wants.
On my previous suggestion, I would almost want to add "and that player skips his or her next untap step" to the end. Meh, I dunno, not that it really matters if you're not going to use it. Well that all depends on which form the people like.
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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Nazdakka
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« Reply #10 on: December 03, 2004, 08:02:43 pm » |
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Pursuit of Strategy Enchantment 1R
Whenever ~ has less than three counters on it and your opponent attacks and you do not block, put a tactics counter on ~. Sacrifice ~: Untap all creatures you control and they gain double strike. There is an additional combat phase followed by an additional main phase this turn. Play this ability at the end of combat and only if there are three counters on ~.
Let them come. They are walking right into a trap.
Not sure Red is very interested in Strategy... I like the concept but I think the flavour is all wrong here. Why is Red gaining from not blocking? I just don't see it. This card is rather weak anyway, is there any way to spice it up a little? ------------------------------------------------------------- Pursuit of Pain Enchantment 1B
Whenever a spell or permanent an opponent controls causes a creature you control to be put into a graveyard from play, put a vengence counter on ~. Whenever ~ has three vengence counters on it, sacrifice it to destroy all creatures target player controls. They can't be regenerated.
In the end, Death rewards its followers. -------------------------------------------------------------
Flavour is all wrong again here. Black has no interest in getting revenge, that's a White concept. See: Karmic Justice. I think a discard one or a not-killing-stuff one which lets you Wrath would be better. Otherwise the Green one is ok but a little weak, and the blue one is fine and potentially quite amusing in Landstill 
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Nazdakka Arcbound Ravager is MY Fairy Godmother! Check out Battle of the Sets - Group 1&2 results now up!
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Nefarias
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« Reply #11 on: December 04, 2004, 01:40:38 pm » |
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Whenever ~ has less than three counters on it and your opponent attacks and you do not block, put a tactics counter on ~. Sacrifice ~: Untap all creatures you control and they gain double strike until end of turn. There is an additional combat phase followed by an additional main phase this turn. Play this ability at the end of combat and only if there are three counters on ~. I think the "less than three counters" line is just messy. Why not just reword it like this: Whenever ~ your opponent attacks and you do not block, put a tactics counter on ~. Sacrifice ~: Untap all creatures you control and they gain double strike until end of turn. There is an additional combat phase followed by an additional main phase this turn. Play this ability at the end of combat and only if there are three OR MORE tactics counters on ~. Currently, the blue one should also have the "or more" clause, and if you change them to be sacrificed at the controller's discretion (sp?), which I think you should, all should have this.
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Team GG's This will be the realest shit you ever quote
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combo_dude
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« Reply #12 on: December 04, 2004, 03:06:40 pm » |
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Or something like "remove three counters from {this}, sacrifice {this}:" - that way, since the sacrifice is a cost, it can't be stacked more than once, even with a high number of counters. Isn't that how [card]Pursuit of Knowledge[/card] is worded?
Also, I agree with Nazdakka - the flavour is wrong for Red. That's probably more White than anything, as White is the colour that concerns itself most with blocking and thus the one that should gain from not doing so. Although obviously you are trying to avoid a White card.
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The thing you are typing on is a keyboard, not a cellular phone.
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MrZuccinniHead
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« Reply #13 on: December 04, 2004, 08:56:46 pm » |
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i'm starting to think that the green one's current function is just too weak. Anyone think it should be revamped?
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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MSR9889
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« Reply #14 on: December 05, 2004, 02:13:43 pm » |
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Pursuit of Nature Enchantment G
Whenever a creature comes into ply under your opponents control, put a counter on PoN. When PoN has 3 or more counters on it, sacrafice it and search you library for a creature card and put it into play.
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i rule whenever possible u should try it
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Nibble
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« Reply #15 on: December 05, 2004, 04:21:21 pm » |
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A quick note on the black one, in case you weren't aware - things like combat damage and burn spells wouldn't trigger the ability, making it mostly limited to black-style removal or wrath effects. Feels a bit too narrow.
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Team Grosse Manschaft - We don't just play type 4 all the time, we swear
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MrZuccinniHead
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« Reply #16 on: December 05, 2004, 04:33:45 pm » |
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@ nibble: I changed the black's wording so that combat damage triggers it.
@ MSR9889: I thought of doing that already, but is it too similar to defense of the heart? Also, i would have to add some ability like "search for a creature with casting cost no greater than a permanent in play." so it is not oath-like strength.
@ everybody: I would like to hear some feed back to the changes i gave the white and red Pursuits.
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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MrZuccinniHead
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« Reply #17 on: December 06, 2004, 06:17:33 pm » |
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since noone has responded in a day...
24 Hour Clock.
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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stolen
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« Reply #18 on: December 06, 2004, 08:44:04 pm » |
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I just don't like these cards. For one thing, the cycle was built around Pursuit of Knowledge, so having another white one makes it effectively a six-card cycle with two white cards. My greatest opposition to these cards is that they feel not like a unique, flavorful, elegant set of cards, but instead forced, as if you liked the mechanic of Pursuit of Knowledge and just made other cards with that mechanic. Too often this seems to be a problem in cycles (and a crime I'll confess to in my Development Lands where the black and red ones serve no purpose other than to fill the cycle). But here I feel particularly strongly about it because the interesting and unique card that inspired the cycle had already been printed. Otherwise, I have no problem with them, so if you like them, go ahead.
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"ardon me: I was born to speak all mirth and no matter."
~William Shakespeare, Much Ado About Nothing
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MrZuccinniHead
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« Reply #19 on: December 06, 2004, 10:31:44 pm » |
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yeah that was the main reason, I liked the idea behind Pursuit of Knowledge so i wanted to make more versions.
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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