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Author Topic: Wheel of Fortune variant  (Read 1552 times)
Nydaeli
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« on: May 08, 2007, 10:56:53 am »

Cardname
{2}{R}
Sorcery
Each player discards his or her hand, then draws four cards.

Obvious, but it hasn't been done yet.

Should this be red or blue?  Blue seems to fit the modern color pie a little better, but it's red for now to match the original.  I also don't really know how to cost it, but it probably shouldn't go under three mana.

It's hard to gauge the power level of the card, since its function is probably pretty different from that of a draw-7; it probably won't give you enough gas to combo off with anything.  Instead it's a pseudo-Mind Twist in some cases.

Twist of Fate
{2}{U}{B}{R}
Sorcery
Each player discards his or her hand, then draws four cards.
« Last Edit: May 09, 2007, 04:18:55 pm by Nydaeli » Logged
Ephraim
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« Reply #1 on: May 08, 2007, 01:24:38 pm »

I have to admit, whenever I encounter a spell billed as a variant or a fixed version of an especially powerful spell, I always approach with a high degree of caution.  This is still a powerful effect, especially in a colour that is very likely to run out of cards and which has very few other options for drawing more.  I want to know what your motivation is in trying to emulate Wheel of Fortune.  What value do you think your card adds?  Why is it interesting?  Also, did you consider any other avenues for making a card that is similar to Wheel of Fortune?  Changing one number might be an effective balancing mechanism, but it doesn't demonstrate much in the way of innovative card design.
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GrandpaBelcher
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« Reply #2 on: May 08, 2007, 01:51:58 pm »

One problem with this, ironically, is that it hits both players equally.  Balance isn't very balanced because you know when you'll play it and can prepare for it, but your opponent can't.  Wheel of Fortune refills your opponent's hand--your opponent almost always ends up with more cards in hand than he began with barring some other effect like Spellbook.  This can be a Mindtwist for 3 that costs  {2} {R} in addition to giving you a hand that's probably bigger than what you started with.

This is really powerful.  If it were something like, "Discard your hand, then each player draws four cards," it might be fair.
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Guardian
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« Reply #3 on: May 08, 2007, 03:01:16 pm »

I like Draw 7 effects, a lot. You have to think ahead instead of making variants. Think about interesting drawbacks, color combinations instead of making them single color, interaction with the opponent. I know some drawbacks have to be huge, but the effect in itself is huge. Windfall was restricted ad I doesn't always draw 7 cards.

As it stands, your card is "meh". It's not interesting. Spice it up. Such powerful effects need to be interesting.

Right now, Wheel of Fortune variant I could be:

Wheel Variant
UBR
Sorcery
Each player discards his hand and draws seven cards.

Black: Massive discard
Blue: Massive drawing
Red: Massive chaos

Three colors is pretty difficult to cast. Still, it would make more sense than weakening an already existing version and keeping the exact same mana cost. But even at three colors, it is still be powerful. Now, extended and standard have access to "dual lands", so they could run this card too.
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parallax
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« Reply #4 on: May 08, 2007, 03:23:25 pm »

{2} {R}
Each player discards his or her hand, and draws four cards. Each of your opponents draws three cards.

And I think I'd like a 5-color wheel better than a  {U}  {B}  {R} one. Three mana is still too cheap for that effect.
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« Reply #5 on: May 08, 2007, 03:45:08 pm »

{2} {R}
Each player discards his or her hand, and draws four cards. Each of your opponents draws three cards.

And I think I'd like a 5-color wheel better than a  {U}  {B}  {R} one. Three mana is still too cheap for that effect.

Problem is that white and green are not flavorful. Forget about Balance, this card was a mistake too Smile And adding colorless mana would make it bad. Three colors is still difficult to get online.
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Nydaeli
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« Reply #6 on: May 08, 2007, 05:44:01 pm »

I found this version interesting because it serves such a different role from Wheel of Fortune - it's pseudo-disruption and midgame draw, rather than a combo enabler - despite being such a small change from the original.  It started out as an attempt to weaken it, but instead it's more powerful in some ways.

Clearly the mana cost is all wrong.  I'll bump it up to four mana at least.  Given the Mind Twist-like nature of the card as it stands, I think this might be an interesting way to give Draw 7-like effects to black.  I'm thinking of costing it at something like 2BB.  Though 1UBR might be preferable to prevent easy access in Ritual-based combo.

Edit- I just changed it to 2UBR and gave it a name.  It's a start.
« Last Edit: May 09, 2007, 04:19:31 pm by Nydaeli » Logged
Le Pougnezu
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« Reply #7 on: May 11, 2007, 02:05:44 pm »

Alternate wheel of fortune

 {1} {R} {U}
Instant
Each player discards his or her hand, and look at the top seven cards of their libraries.
You and your allies put two of those into your hand.
All your opponents put any number of those into their hands.
Each player then shuffle the remaining cards into their library.

I'm quite unsure about the wording, but wanted it to be quick, impulsive but as chaotic as Will of Fortune.
It gives the wheel of fortune a clearly smaller effect, for you, but does'nt remove the risk you are taking by giving a good chance to your opponent.
You get ancestral memories for  {1} {R} {U}, at instant speed which is a bargain, but I feel it is still balanced.

Compared to Wheel, you only get two cards, but the best ones anyway, and the opponent has virtually the same benefits as Wheel. You cannot kill an opponent by decking him.
Is it enough to allow it to be cast at instant speed?


X-Wheel of fortune

{X} {1} {R}
Instant
{X} cannot be greater than 3
Each player discards his or her hand.
You and your allies draw {X} {X} cards.
Each of your opponents draw seven cards.



 
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