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Author Topic: Ring of Ma'Ruf Redux  (Read 1528 times)
jcb193
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« on: September 06, 2015, 04:18:17 pm »

It appears that the card creation forum is long past, or else I would post this message there.  Anyway, looking to get Ring of Ma'Ruf into my cube (as it has always been one of my favorite cards), but I think the 5 CC and 5 activation will make it thoroughly unplayable.  I know a lot of groups have re-templated Chaos Orb to make it more playable in cube and 93/94.  Anyone have any suggestions as to what you think would be a fair CC and fair activation cost for a card as cool as Ring of Ma'Ruf?

I will allow Ring of Ma'Ruf to grab any card, not just sideboard cards.

Ring of Ma'rûf
Mana Cost:5
Types: Artifact
Card Text:
5, Tap, Exile Ring of Ma'rûf: The next time you would draw a card this turn, instead choose a card you own from outside the game and put it into your hand.


If could change the CC and the activation cost, what do you think they should be?


« Last Edit: September 06, 2015, 10:31:55 pm by jcb193 » Logged
thecrav
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Seems good.


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« Reply #1 on: September 06, 2015, 11:44:24 pm »

Leave it at 5/5 but the player gets 2 minutes to look through all undrafted cards remaining in the cube in addition to the cards they didn't put into their deck
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Instead of tearing things down we should calmly explain our opinions.
Wagner
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« Reply #2 on: September 07, 2015, 01:07:43 am »

I would definitively remove this part "The next time you would draw a card this turn" and make it that you just put it in your hand. This formulation is odd and having to do this in your upkeep (baring a draw spell) is just clunky.

5-5 definitively too high for a cube though, I'd probably go for something like 4-3. Undrafted piles maybe, but not other's people sideboards. That is supposed to stay hidden.
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NosferatuStuff
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« Reply #3 on: September 08, 2015, 08:43:04 pm »

I mean how do you want to balance it.  You could easily make this card 5-0 and it be reasonable if you have to give up your next draw step.  Realistically you also have to give up playing that card, since it requires you to use 5 mana the same turn that you draw it.  It's probably at it's best as a card at 3-3 honestly, letting you get it off a workshop and then figure out how to activate it if that is your thing.
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jcb193
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« Reply #4 on: September 09, 2015, 02:45:02 am »

I mean how do you want to balance it.  You could easily make this card 5-0 and it be reasonable if you have to give up your next draw step.  Realistically you also have to give up playing that card, since it requires you to use 5 mana the same turn that you draw it.  It's probably at it's best as a card at 3-3 honestly, letting you get it off a workshop and then figure out how to activate it if that is your thing.

I've just always thought it's a cool concept card that I'd like to see people get creative with.  I'd like it see some action, maybe fetch a cool card from someone's collection, and add some play value.  Just trying to find the sweet spot where it's not broken, but also highly desirable to play. 

I think the loss of a draw puts it on par with vampiric/mystical, but with a lot more options.

I'm was originally thinking maybe 4&2, but now I think I could be aggressive with it at 2&2, or be reasonable at 3&3.
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