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Author Topic: Time Skip  (Read 2491 times)
GerryMander
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« on: July 16, 2004, 07:15:09 pm »

Time Skip
{1}{U}{U}
Sorcery
Target player takes an extra turn after this one and then skips his or her next turn.

I really like the Time Walk ability, and I also like the skip your next turn ability.  This is an attempt to really balance them both into a playable, but not abusable card.  I know Time Warp is mostly balanced, but I think that it could get better.


CURRENT WORDING:

Time Skip
1UU
Sorcery
Target player takes an extra turn after this one. At the end of that turn, skip your next turn.


CHANGES:
-slight change *dandan*
-wording *Jebus*
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Jacob Orlove
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« Reply #1 on: July 16, 2004, 07:22:59 pm »

I like how this does nothing if it doesn't target the active player.

edit: this isn't sarcasm :/
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GerryMander
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« Reply #2 on: July 16, 2004, 07:24:41 pm »

Hmm.... well.... At least it can't be MisD'ed.... if people are still playing that that is...
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dandan
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« Reply #3 on: July 19, 2004, 01:04:06 am »

Mucking about with time should be risky, Misdirection should shaft you something wicked. I would prefer:

Target player takes an extra turn after this one and then you skip your next turn.


THAT has a big effect if played on an opponent although it is just possible tht prison might do it (I doubt it). There is no longer any reason to limit it to a Sorcery, as an Instant you could cast it EOT if you are so inclined. The original struck me as too powerful, this is obviously slightly weaker (I actually wanted to make skippng the turn part of the cost but current Time Walk rules mean you would have to have:

Cost -1 turn: Effect +2 turns, second effect -1 turn

and that is uglier than a bulldog chewing a wasp.....
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GerryMander
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« Reply #4 on: July 19, 2004, 05:13:46 pm »

honestly, I don't think that this should be any less powerful than it already is.  This card does not give you an extra turn, it just lets you switch your next turn with your opponent.

In big multiplayer games, this card would suck something awful.  take your turn, take your extra turn, and then wait a bunch of turns while you get pummeled.

If more people think this should be weaker, though, I will change it.
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Jacob Orlove
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« Reply #5 on: July 19, 2004, 05:23:05 pm »

I think it's perfectly fine as-is.
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dandan
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« Reply #6 on: July 20, 2004, 12:21:14 am »

It depends if you think that there will ever be a tempo-based deck running enough Blue to support a UU casting cost. Evidence suggests that there will be and indeed is in many formats. In addition it is likely that combo would be happy to have another turn and hope that it is game over before the opponent gets their 2 turns. (think of how Meditate was used in old-school Academy, indeed in control mirrors)

Basically in the decks that would use this it is a Time Walk.

That said, I am not suggesting upping the CC to 4 (although it is fairly clear that Wizards would make this 2UU based on Time Warp), merely changing the text so that if for whatever reason you hit your opponent with it then they gain 2 extra turns (Misdirection, Divert, Deflection, Mindslaver). That is a tiny tiny change as the Divert effects are relatively uncommon and if you get Mindslavered you are shafted big time anyway.
I would like the extra turn to be part of the cost, if I could suggest a way of doing it in a simple way then I would, that is what I consider a fair card (so that combo and tempo decks run a higher risk when playing a 3cc 'I win' card)

Look at Relentless Assault in Red, a more 'aggro' colour than Blue, Time Skip costs 1 mana less, untaps all of your creatures, allows creatures with summoning sickness to attack (on your extra turn), untaps all of your lands and gives you an extra card before your 'extra' attack. In this context, that extra turn you give your opponent might never happen.

This is not a general card (like Time Walk), it is a niche card and is too powerful in that niche. I am surprised that this is not clear. I think that 4CC would make it a bad card, taking it away from combo and tempo so making it slightly riskier to play is an alternative. I think it would be fair if the extra turn was part of the cost, my current suggestion of making the extra turn always affect the opponent is only a marginal weakening of the suggested card and the resultant card is still very, very strong. I think it is fair to say that I generally post cards and make suggestions that are higher up the power curve than most here, so it is rare that I suggest watering down a card.
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GerryMander
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« Reply #7 on: July 20, 2004, 10:14:27 am »

changes made

24 hour clock
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Jebus
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« Reply #8 on: July 20, 2004, 10:19:13 am »

Quote from: GerryMander
changes made

24 hour clock


Targeting yourself does nothing, since it will set up the Skip effect during resolution.  This causes you to skip your next turn, which will be your extra turn.

Try changing it into a delayed trigger, like Final Fortune.
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GerryMander
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« Reply #9 on: July 21, 2004, 09:41:08 am »

I thought that the way I worded it you would take your extra turn and then after that you skip your next turn.

If that wording doesn't work, what should I use?
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Jebus
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« Reply #10 on: July 21, 2004, 09:44:56 am »

Quote from: GerryMander
I thought that the way I worded it you would take your extra turn and then after that you skip your next turn.

If that wording doesn't work, what should I use?


Not really.  If anything, it's unclear.

I'd recommend something like Final Fortune, creating a delayed trigger.

"Target player takes an extra turn after this one.  At the end of that turn, skip your next turn.
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dandan
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« Reply #11 on: July 22, 2004, 12:37:42 am »

Would it be possible to make the trigger part of the cost and the extra turn part of the effect? I would strongly prefer a version that hurts if countered and really hurts if misdirected. The Time Walk mechanic is so strong in combo and tempo aggro that losing a turn some time in the future would often turn out to be no downside at all (game ends before then or overwhelming advanatge).
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GerryMander
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« Reply #12 on: July 22, 2004, 09:28:43 am »

I think this is underpowered as is.  I really don't think that this would see play if the turn skip is part of the cost.  According to Jebus, I don't even see how we could make the turn skip part of the cost.

changes made.
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GerryMander
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« Reply #13 on: July 24, 2004, 09:18:41 am »

24 hour clock
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Jacob Orlove
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« Reply #14 on: July 26, 2004, 12:08:56 am »

Quote from: dandan
Would it be possible to make the trigger part of the cost and the extra turn part of the effect? I would strongly prefer a version that hurts if countered and really hurts if misdirected. The Time Walk mechanic is so strong in combo and tempo aggro that losing a turn some time in the future would often turn out to be no downside at all (game ends before then or overwhelming advanatge).

If this is misdirected, your opponent actually will get 2 turns in a row. The current version is still fine, power-wise.
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dandan
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« Reply #15 on: July 26, 2004, 06:23:17 am »

The power level of this card is fine in general but it is not fine to give combo a 3cc timewalk. The extra turns for your opponent will simply never happen. Thinking with a Type I mindset it is hard to imagine combo wasting turn 3 just to get an extra turn but in terms of Type II combo that is reasonable enough (up the artifact affinity count then go off next turn with an extra mana or two).

I also think that it is possible that a tempo-orientated aggro deck could use it and of course Prison is a possibility, as after 2 turns of Prison setting things up, you are not likely to do much in your extra turn.

It is also a solid SB choice against control as most control won't do anything extra bad to you given an extra turn (in the same way that Meditate was used waaaaaaaaaay back).

The combo bit scares me the most. Therefore my suggestion was one that matters little against combo or aggro but makes it harder for you against control.
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GerryMander
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« Reply #16 on: July 28, 2004, 10:04:51 am »

as soon as you figure out a way to word this so the turn skip in the future is part of the cost, I will change it.
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Jebus
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« Reply #17 on: July 28, 2004, 10:07:07 am »

Quote from: GerryMander
as soon as you figure out a way to word this so the turn skip in the future is part of the cost, I will change it.


As far as I can tell, you can't.
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dandan
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« Reply #18 on: July 29, 2004, 12:44:03 am »

Another thread was recently started (and then closed as it was too close to this card)

SpiritDeed suggested

Beautiful Curse
3U
Sorcery
Take and extra turn after this one. Skip your next two turns after that.
"I saw a beautiful woman, but opened my eyes to see a blood stained sword." -Zaolac

Take a turn lose two works for me.

I mention it merely to show that I am not alone in thinking that the current version is overpowered (in the right deck, I agree that the card is actually weak in most decks).

Regarding the cost thing, it IS possible just pig ugly

As an additional cost to cast ~this~ skip your next turn. Target player takes an extra 2 turns, then they skip their next turn.

I could not support such a card because it is ugly although I believe it is a functional wording that follows the suggestion I made.

As it looks obvious that it is not practical to make a time skip part of the cost and the current wording is misdirectable, I back the current version (I think 1UU is a touch low but 3U is too high).
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GerryMander
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« Reply #19 on: July 29, 2004, 09:50:02 am »

24 hour clock then
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Matt
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« Reply #20 on: August 05, 2004, 01:30:17 am »

Closed and added.[/color]
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