Ephraim
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« on: October 17, 2005, 12:40:02 am » |
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I'm going to ramble for a few minutes here. If you don't feel like reading it, just skip down to the card below. I'm rambling because I don't really have much of an idea yet. All I know is that this card is going to be red. I don't especially enjoy creating red cards, but I'm kind of ashamed of myself. It's been more than a month and a half since I last created a mono-red card — and it wasn't even a very good mono-red card. The goal of this little verbal jaunt is for me to think out loud while I brainstorm. The last red card I made was artifact destruction, so I won't go there again. I'd rather not create a burn spell or a land destruction spell either. That doesn't rule out spells entirely, though. In "recent" memory, I've created some wacky red spells too, though, so I won't go there. If I'm going to make a red instant or sorcery, it'll have to be mana generation, power pumping, spell redirection — something relatively mainstream. A spell that pumps a creature's power sounds like fun, so I think that's what I will use. There are a couple of common spells that give +3/+0 at sorcery speed. One has flashback and the other has buyback. I think I'll shoot for something that gives +3/+0 at instant speed with some extra punch and market it as an uncommon. Lingering Fury   Instant Target creature gets +3/+0 until the end of your turn. *** The trick here is that if you cast this on your opponent's turn, it doesn't immediately expire. It actually lasts until the end of your turn. I used this once before on a card with a similar effect, but I think this single, simple example of it showcases the idea much better. *** Current Wording:
Lingering Fury
  Instant
Target creature gets +3/+0 and gains haste until the end of your turn.
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« Last Edit: October 25, 2005, 08:30:45 am by Ephraim »
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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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dandan
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« Reply #1 on: October 17, 2005, 03:56:43 am » |
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Nothing wrong with this. Seems balanced and different enough to make it worthwhile. I'd never play it over the Sorcery with Flashback as that gives Haste too and costs just R. This one could give Haste too if you feel like it. That way you can use it on an opponents turn to use your mana or use it on your turn like a Sorcery and be able to utilise the Haste.
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Playing bad cards since 1995
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JAG
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« Reply #2 on: October 18, 2005, 01:08:37 am » |
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This certainly seems like it may have memory issues, although not as bad as some other effects I could name. Not necessarily an immediate concern, but something to remember.
As for the card itself, it seems very basic, and actually a bit worse than Fists of the Anvil from Mirrodin. Unless you're targetting a First Striker that you're blocking with, very rarely is this effect going to remain from your opponent's turn to yours (unless of course you didn't need it to do anything relevant on your opponent's turn).
Come to think of it, I actually kinda like this card. It could stand to do a bit more (haste in particular seems somewhat useful), but I think it could be fine as is.
-JM
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dandan
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« Reply #3 on: October 18, 2005, 01:23:55 am » |
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I think that you underestimate the usefulness of being able to cast this EOOT. Just as Blue does a lot of stuff at the end of an opponent's turn, Red can maximise it's mana use (the original idea behind Sligh) by casting this, making the +3/+0 'free' on the next turn. I like that idea and don't think the memory issue is that significant, hardly more difficult than Giant Growth and on a par with old-style use of Thawing Glaciers.
I do however think that there is room for increasing the power level of this, given that Reckless Charge is far superior to this in power level. Adding Haste gives this more (casual) applications with activated abilities and use like a Sorcery like Reckless Charge but without taking anything away from the EOT application.
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Ephraim
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« Reply #4 on: October 18, 2005, 08:33:32 am » |
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This certainly seems like it may have memory issues, although not as bad as some other effects I could name. Not necessarily an immediate concern, but something to remember. If the memory effects prove problematic, I could always make it an Aura and use a wording that involves Substance. (I realized as I templated an aura version with an "At the end of your turn, sacrifice Lingering Fury." that if I wanted this card to last until the Cleanup step, as initially intended, it would need to use Substance.) *innocent look*
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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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dandan
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« Reply #5 on: October 18, 2005, 03:48:38 pm » |
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Use substance on a card without being forced kicking and screaming means you lose Dandan's support. If someone has such limited mental capacity that they can't remember this, it is unlikely they can read the card anyway. Substance is merely something they invented because it makes programming easier for MTGO (because computers find it difficult to remember?).
INSTANT
because it is something you play when you can play instants
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Matt
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« Reply #6 on: October 18, 2005, 04:19:00 pm » |
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No, that's not what substance was for at all. The cards were perfectly capable of being programmed. The thing is, since the rules have changed a bit, they interact in ways that are very counter-intuitive (Armor of Thorns previously wouldn't actually save your guy, only delay his death until EOT).
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http://www.goodgamery.com/pmo/c025.GIF---------------------- SpenceForHire2k7: Its unessisary SpenceForHire2k7: only spelled right SpenceForHire2k7: <= world english teach evar ---------------------- noitcelfeRmaeT {Team Hindsight}
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dandan
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« Reply #7 on: October 18, 2005, 04:25:47 pm » |
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Because wrapping someone in thorns should intuitively save them? (I hear what you are saying though)
In any case, I see no need for it in this case. This is no more an Aura than lark vomit is French cuisine.
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Ephraim
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« Reply #8 on: October 18, 2005, 07:05:57 pm » |
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This is no more an Aura than lark vomit is French cuisine.
So what you're saying that this card is totally an aura and is, in fact, superiour to all other things that were previously called auras?
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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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dandan
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« Reply #9 on: October 19, 2005, 12:55:46 am » |
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So superior in fact that it deserves the title Imperial Super Titan Aura Never Tarnished or Instant for short.
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Ephraim
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« Reply #10 on: October 23, 2005, 07:44:53 pm » |
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I'm not sure what I'd like to do with this. If I leave the cost at   , I think I have more flexibility than if I drop it. I'm not really crazy about granting haste, which is overused, in my opinion. First strike is a possibility, but it would require a significant increase in cost to remain fair. What else does red really do with creatures? Would it be pushing this too far (as a common) if I wanted to use the "Damage that would be dealt by that creature can't be prevented." ability? Until the end of your turn, target creature gets +3/+0 and damage that would be dealt by that creature can't be prevented.
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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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dandan
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« Reply #11 on: October 25, 2005, 12:48:04 am » |
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The thing about Haste is that you (usually) only get any advantage out of it if you use this as a Sorcery whereas the Instant speed gives you the advantage of being able to use this EOOT but you can't usually use both advantages. Synergy is a White/Green thing, internal conflict more of a Red thing. As such it gives a power up to your initial suggestion, which is a fine card but slightly weaker than similar Red cards in the past (most of which didn't see much play) but without changing it at all when used as you want it. (OK you might use it to give Haste and +3/+0 to a Spikeshot Goblin with summoning sickness).
Flavour-wise you could see it as something that sends something into a Fury that enrages them until they can vent their anger. Doing this to a creature is likely to make them attack if at all possible.
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Ephraim
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« Reply #12 on: October 25, 2005, 08:28:45 am » |
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I'm sold. That's a fine argument about the two advantages being subtly at odds with one another.
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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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Ephraim
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« Reply #13 on: October 26, 2005, 10:04:34 pm » |
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24 Hour Clock
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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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Bram
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« Reply #14 on: November 13, 2005, 04:30:34 am » |
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Closed and added.
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<j_orlove> I am semi-religious <BR4M> I like that. which half of god do you believe in? <j_orlove> the half that tells me how to live my life <j_orlove> but not the half that tells me how others should live theirs
R.I.P. Rudy van Soest a.k.a. MoreFling
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