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Author Topic: Berserker's Duel  (Read 1140 times)
jcb193
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« on: April 20, 2005, 01:30:32 am »

Berserker's Duel
RRR
Enchantment

When Berserker's Duel comes into play, place 2 counters on it.  Remove 1 counter during your upkeep.  When Berserker's Duel has zero counters on it, remove it from the game and each player is dealt 5 damage. 

Quote: Who suffers when Berserkers duel?  Only the spectators........
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MrZuccinniHead
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« Reply #1 on: April 20, 2005, 01:45:34 am »

Flame Rift does this for one less colored mana and immediately for 1 less damage and cycling.
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jcb193
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« Reply #2 on: April 20, 2005, 04:49:38 pm »

I guess you're right, but i still like the flavor of the card.  It is destructive, can function as the final kill (a la fireblast), but hurts you in the red burn mirror.  I like cards that help mono red succeed, because i think it is a necessary deck in the metagame, but i also like cards that would prevent it from being a dominant archtype.    Does this card have potential (example: casting cost: R, but give it four counters?)

JB
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Jacob Orlove
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« Reply #3 on: April 20, 2005, 06:06:00 pm »

This card is pretty weak and uninteresting, plus they get to know it's going to happen and they can remove it from play. It definitely should not cost RRR with its current ability, although I'd like to see that ability change drastically.
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jcb193
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« Reply #4 on: April 20, 2005, 07:00:31 pm »

The fact that they have a 1-4 turns of warning, should be justification for a higher amount of damage or shorter amount of turns before activation..
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TheWellknownBrownie
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« Reply #5 on: April 20, 2005, 11:53:17 pm »

Aside from which, it'd be much tidier to just use Fading, and not have functional twins out there.
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asmoranomardicodais
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« Reply #6 on: April 27, 2005, 11:24:51 am »

What about:

Berserker's Duel
RR
Fading: 2
When Berserker's Duel has no fading counters, sacrifice it, and it deals 5 damage to the player with the lowest life total. If two players are tied for the lowest life total, you choose which player takes 5 damage
If Beserker's Duel is the target of a spell or ability, sacrifice it and it deals 6 damage to the controller of that spell or ability.


This way, it keeps the flavor of trying to beat down the opponent as much as possible before the duel blows it's top, but it isn't symmetrical, so both player sure as hell don't want to be on the wrong side of it. The extra clause was one I modified from forsaken wastes, and I think it helps with the flavor of the card, as well as strengthens it.   
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