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Author Topic: Mana Vise  (Read 2619 times)
magus888
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progtologist
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« on: December 06, 2004, 11:59:36 am »

I've always wanted a different way to control my opponent than using counterspells and removal. Here's a stab at land control!

Mana Vise 3
Artifact
Whenever target opponent taps a land for mana you may pay 1. If you do, change the color of the mana that land produced.

New Wording:

Mana Vise 4
Artifact
When Mana Vise comes into play, choose target opponent.
If that opponent would add any amount of mana to his or her mana pool, you may pay 1. If you do, that opponent adds that amount of mana to his or her pool of a color of your choice instead.
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Kobolds-clamp is tier 1, right?
rvs
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« Reply #1 on: December 06, 2004, 12:57:52 pm »

I like the idea. I have no clue whatsoever wether or not it's costed appropriately.
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« Reply #2 on: December 06, 2004, 01:33:17 pm »

I'd up the mana cost up to 4 just because of Workshop.
Another thing to have in mind is that we'd have to invent the "mana stack", or could this work with the regular stack?
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Ephraim
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« Reply #3 on: December 06, 2004, 01:33:42 pm »

I'm not sure that this ability actually works. Compare this card to [card]Rhystic Cave[/card]. It is necessary for Rhystic Cave to specify that the mana ability can't be played as another spell or ability being played. If it did not (if I understand this correctly) then the part of the ability that allows an opponent to counteract the mana generation would not be playable until after the other spell or ability had gone on the stack (by which point the mana would have already been generated.) This yields a similar problem -- if your opponents generate their mana they're playing spells and abilities, and you'll never get the chance to change the colour of the mana. On the other hand, if you specify that they can't tap lands for mana as other spells or abilities are being played, you're probably setting yourself up to create an extremely confusing card.
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« Reply #4 on: December 06, 2004, 02:33:21 pm »

Mana abilities don't use the stack.  A player would have to have mana in their pool and pass priority before this card could trigger.  Think Dream Thrush, and a kid playing for 2 months thinking he can turn your Counterspell mana into WR.
It's an interesting idea but needs a different kind of execution.  Cards that break the rules aren't inherently bad, but this one would flat out destroy a fundamental function of the game.
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Jacob Orlove
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« Reply #5 on: December 06, 2004, 04:37:40 pm »

How about this:

Random Name
4
Artifact
1: Choose a color. Until end of turn, all lands produce that color mana instead of their normal type. Any player may play this ability.
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Ephraim
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LordZakath
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« Reply #6 on: December 06, 2004, 04:42:02 pm »

That feels a whole lot like Opposition, but for lands. If you've got more lands than your opponent, then during his upkeep, you can force him to tap down, just to fight for his mana to be of a colour he can use. I don't think that card's well-balanced at all.
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Jacob Orlove
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« Reply #7 on: December 06, 2004, 05:04:58 pm »

Quote from: Ephraim
That feels a whole lot like Opposition, but for lands. If you've got more lands than your opponent, then during his upkeep, you can force him to tap down, just to fight for his mana to be of a colour he can use. I don't think that card's well-balanced at all.

Not exactly. You'll always be able to get mana of one color for 1, because you can tap lands in between activations resolving. It just means you'd have to play all your colored spells during one phase.
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Komatteru
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« Reply #8 on: December 06, 2004, 05:37:03 pm »

Quote from: Jacob Orlove
How about this:

Random Name
4
Artifact
1: Choose a color. Until end of turn, all lands produce that color mana instead of their normal type. Any player may play this ability.

Compare [card]Hall of Gemstone[/card].

This card also has definite problems.  You can just tap mana in response to the ability being played and the player whose turn it is will always get to choose the color long enough to tap for mana.  It just seems really confusing and not very effective.  You'll get all sorts of timing issues brought into when to play the ability and what not...
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Ephraim
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LordZakath
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« Reply #9 on: December 06, 2004, 07:41:55 pm »

Okay, it's true that the active player will always have an opportunity to tap for mana before any other player can screw with their lands, but a lot of spells are not instants. That means that if an opponent messes with your lands during your upkeep and you have no instants you wish to play, you're SOL.
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stolen
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« Reply #10 on: December 06, 2004, 08:36:12 pm »

Quote
Okay, it's true that the active player will always have an opportunity to tap for mana before any other player can screw with their lands, but a lot of spells are not instants. That means that if an opponent messes with your lands during your upkeep and you have no instants you wish to play, you're SOL.

SOL?  What does that mean?

By context, I'll assume it means something along the lines of "out of luck," to which I'll disagree.

Say my turn starts and I'm playing mono-Green.  My opponent changes all lands to produce {B} during my upkeep.  Without any instants, I wait until my main phase.  Because any player can use the ability and it costs colorless mana, I tap a land to change lands back to {G}.  When that resolves, I'll have priority, being the active player, and I'm free to cast my sorcery-speed spells.  Even if my opponent tries to change it back, I can tap my lands then in response and float mana to use for other sorceries in my main phase.

That said, I don't like this card at all.  You could make it so all lands produce colorless mana instead of their normal types, but otherwise the effect is silly and overcomplicated.  My vote: scrap it.
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Ephraim
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« Reply #11 on: December 06, 2004, 08:38:56 pm »

SOL == Shit outa' luck.

And you're right. I totally failed to consider that you could just let the colour of mana change and then fix it during your main phase, when you'd actually be able to cast the stuff in your hand. Bad case of tunnel vision. Sorry about that.
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« Reply #12 on: December 06, 2004, 10:10:51 pm »

Quote from: Ephraim
SOL == Shit outa' luck.

And you're right. I totally failed to consider that you could just let the colour of mana change and then fix it during your main phase, when you'd actually be able to cast the stuff in your hand. Bad case of tunnel vision. Sorry about that.

Yes, and before this gets mentioned, I'll mention it again:
Player A: On my main phase, I'll change the color to {U}.
Player B: In response, I'll change it to {R}.
Player A: Ok, your change resolves, then mine does, so the color is {U}.

Well that's a waste.  Player B can float {R} while the first ability is on the stack, so neither player gets locked out of playing any spells at any point.  The ability doesn't stack well at all, and it will cause all sorts of confusion when players find out what happens when the abilities are stacked as such.

Essentially, all this card does is make each player pay 1 for each color of mana he wants to make.
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dandan
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« Reply #13 on: December 07, 2004, 04:24:10 am »

Spectral Void
4
Artifact
If a spell or ability other than Spectral Voidwould produce coloured mana, instead it produces that amount of colourless mana
1: Produce U,B,R,W or G mana unless a player pays 1 mana. Any player may play this ability

This looks rather too good for decks that just want colourless mana and also very close to Mana Helix which is far more powerful except in Type I.
Note that the above also functions as a very effective colour filter but for 4 mana it should do something!!
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GMontag
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« Reply #14 on: December 07, 2004, 03:40:58 pm »

Here's wording for the original ability that should work. I'm not going to try to cost the artifact because I have no idea what it should be.

When ~THIS~ comes into play, choose target opponent.
If that opponent would add any amount of mana to his or her mana pool, you may pay 1. If you do, that opponent adds that amount of mana to his or her pool of a color of your choice instead.

EDIT: Added the crucial "instead".
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magus888
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« Reply #15 on: December 07, 2004, 09:08:46 pm »

I still believe a cc of 3 is fair. You may be able to play it on turn one with workshops, but you still require an additional 1 to use its ability. ( Most likely 2 to make it affective)
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Kobolds-clamp is tier 1, right?
Ephraim
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LordZakath
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« Reply #16 on: December 08, 2004, 02:39:09 pm »

This card needs a current wording post. I've seen a lot of suggestions and I'm not sure which is being worked on, right now. If you're still working from the original idea, I'm still opposed. It messes up the mechanics of mana generation something fierce and would generally just be a nuisance to play against.
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Did you know that Red is the color or art and music and passion? Combine that with Green, the color of nature, spiritualism, and community and you get a hippie commune of drum circles, dreamcatchers, and recreational drug use. Let's see that win a Pro Tour.
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