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Author Topic: Doubleup card draw, with a twist  (Read 964 times)
Slay
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« on: June 24, 2005, 12:42:20 pm »

Doubleup Card Draw
2U
Sorcery
Draw 2 cards.
Doubleup: Remove the top 15 cards of your library from the game.
How low can you go?

Is it too powerful? Too weak? As an alternative you could go:

Doubleup Card Draw
1U
Sorcery
Draw a card.
Doubleup: Target opponent searches your library and removes a card from it from the game.

A bit clunky, but control and combo wouldn't be able to use it without neutering themselves.
-Slay
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Jacob Orlove
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« Reply #1 on: June 24, 2005, 12:45:21 pm »

That first one is 6 cards for 2U, which is absurd. Arc-slogger shows that trading your library for cards (just shocks, in his case), is ridiculously good.

That second one is much harder to judge, but since you can draw all but the first card before deciding whether to doubleup again, it's probably too good.
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Matt
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« Reply #2 on: June 24, 2005, 12:59:19 pm »

Card draw really cannot be free.
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Slay
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« Reply #3 on: June 24, 2005, 01:55:54 pm »

What deck would you honestly play this in? If you use it in a control deck, and mill out your win condition, you're fairly boned. The same goes for combo.

That said, 2U probably is a tad overpowered. How is 2UU? For a sorcery, that's fairly difficult to get to, and is just over the threashold for combo decks.

How would you support, instead of the top 15 cards, half your library instead? And a cost of 2UU?
-Slay
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Matt
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« Reply #4 on: June 24, 2005, 01:58:44 pm »

Free card drawing is always going to be either broken or useless.
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SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
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