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Author Topic: Meeting of the Minds  (Read 1561 times)
corncob
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« on: November 29, 2004, 07:04:39 pm »

Meeting of the Minds
RRR
Enchantment

Skip your draw step.

Sacrifice a Goblin: Remove the top card of your library from the game, then flip a coin.  If you win, put that card into your hand.

If you don't control a Goblin, sacrifice Meeting of the Minds.

Meeting of the Minds
1RR
Enchantment

Tap two untapped Goblins you control: Remove the top card of your library from the game, then flip a coin.  If you win, put that card into your hand.  Play this ability only any time you could play a sorcery.

The great Goblin thinkers are fond of their summits, but only small ones. Tall summits give them nosebleeds.



--

Is the card too combolicious?  Too weak?  Out of flavor?[/b]
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stolen
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« Reply #1 on: November 29, 2004, 08:12:37 pm »

The first thing I thought of when I saw this was an illustration of two goblins taking the phrase a bit too literally and smashing their heads together.  Teehee.

It's a coin-flip card, making it immidiately unreliable.  Yes, it can be combined with Krak's Thumb, but adding a second card to the mix takes away power on its own.  Not only that, but you're asking a player to skip his or her draw step and only sacrifice goblins to draw cards.  Assuming you win 50% of the flips, a reasonable assumption, this basically reads, "sacrifice two goblins: draw a card."  If one third of the deck is goblins, then you have to sacrifice six of them to replace just one.  And you're using goblins, creatures that want to attack and not be sacrificed for card draw.  On top of all that, it's an investment of three red mana.

Unless there's something I'm missing, this seems very weak.

Meeting of the Minds
{1}{R}{R}
Enchantment
Tap two untapped Goblins you control: Search your library for a Goblin card and remove it from the game, then flip a coin.  If you win the coin flip, put that card into play.

Even this, a stronger incarnation, I can't see as being useful.  It requires at least two goblins in play and a heavy red investment, and, most importantly, it's not aggressive enough to see use with goblins.  Turn three should be spent casting threats, burn, or removal instead of playing an enchantment, and then goblins should be attacking, not tapping.  Finally, it's unreliable because it's a coin flip.

In conclusion, I like the idea (and, as is my tendancy, I stole it and created my own incarnation, and then started babbling about it instead of your card.  Go me!), but I can't see this having much gameplay value.  Still, I wouldn't mind seeing something like this go to the Mast List.
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corncob
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« Reply #2 on: December 01, 2004, 02:21:30 am »

What about the current changes?
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Jacob Orlove
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« Reply #3 on: December 01, 2004, 12:44:13 pm »

That flavor text is spectacular. The card itself is fine--nowhere near broken, but certainly with some potential if you like to flip coins.
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corncob
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« Reply #4 on: December 07, 2004, 04:48:12 pm »

24-hour clock
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Matt
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« Reply #5 on: January 17, 2005, 11:18:51 am »

Closed and added.[/color]
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