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Author Topic: Jelloscape  (Read 1670 times)
Norm4eva
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« on: February 12, 2005, 06:23:57 pm »

Jelloscape
2WU

Enchantment

Whenever a creature would deal combat damage to you, instead it isn't dealt until the end of your next combat phase.
Creatures that attack you don't untap during their controller's next untap step.

My girlfriend and I came up with this card.  The idea is, you can still be attacked but it takes them two turns to 'reach' you.  Why?  ...cuz the ground's made of jello.  Jelloscape.
I don't think the wording is necessarily unprecedented.  The idea that creature's don't untap till the 'next untap step' has been used before, so why can't other effects be delayed until their next phase?  My biggest issue with this is not knowing how to cost it.  It's not *exactly* a Moat effect, but it trades the invunerability of Moat with the untap clause.  It's hard to say even which color this is most appropriate for.  Eh?
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Norm4eva
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« Reply #1 on: February 12, 2005, 06:47:31 pm »

Current wording:

Jelloscape
2WU

Enchantment

Whenever a creature would deal combat damage to you, instead it isn't dealt until the end of your next combat phase.
Creatures that attack you don't untap during their controller's next untap step.
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Jacob Orlove
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« Reply #2 on: February 12, 2005, 08:44:29 pm »

This has a ton of memory issues. What if the damage became counters on the enchantment, and got dealt during like your EOT or something?
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« Reply #3 on: February 12, 2005, 10:32:44 pm »

Something like this?

Jelloscape
2WU

Enchantment

Prevent all combat damage that would be dealt to you. Put a charge counter on Jelloscape for each 1 damage prevented in this way.
At the beginning of your upkeep, remove all charge counters from Jelloscape. You lose 1 life for each charge counter removed this way.
Creatures that attack you don't untap during their controller's next untap step.

As a side note, both effects are White, so it could be costed at 2WW.
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Norm4eva
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« Reply #4 on: February 14, 2005, 12:02:17 am »

I wish it didn't have to use counters and deal with life loss in this way.  If you word it like this then Stifle on an Isochron Scepter is a bad Worship.  Also, unless I'm misremembering Power Conduit you could turn the counters into +1/+1 counters for your guys.  Is this kind of effect really that much of a hassle if it's just a replacement effect?  If it really, really is then I'll change it, but it just doesn't seem that complex to me.  Us Magic players are supposed to be fairly cerebral individuals, right?  :/
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« Reply #5 on: February 14, 2005, 12:07:10 am »

Did you ever play High Tide back when Time Spiral was legal in extended? Did you ever Spiral then forget how many Tides you'd played that turn?

Have you ever cast Timetwister and then drawn a Mind's Desire, and you can't remember the storm count, and you can't just look at the graveyard to see what you played because it's been shuffled away?

This is like that, but worse, and every turn.
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« Reply #6 on: February 14, 2005, 11:30:30 pm »

I could put Stifle on an Isochron Scepter and abuse Parallax Wave/Tide/Nexus or Solitary Confinement, too, and I don't see that being a problem.

Matt and Jacob are right – memory issues are bad times. Look at Sun Droplet or Aurification, for example. These are both effects that are similar to your card's effects, but would be horrible to try to remember without counters. Counters eliminate memory issues, which is good.

The reason why I chose charge counters, incidentally, is to try to make it abusable with something like Power Conduit. The card is expensive, so if all it does is delay the inevitable, why bother using it?
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Nefarias
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« Reply #7 on: February 15, 2005, 12:22:04 pm »

Like Moat, I think this thing woudl work well as a symmetrical effect. If your opponent's guys have to walk on Jello to get to you, shouldn't you have to walk on Jello to get to him?

The problem was the counters issue, but Godder's mention of Aurification may have solved it for me. How's something like this?

If a creature would deal combat damage to a player, instead prevent that damage and put a number of Y counters on it equal to the damage prevented this way.
Creatures with Y counters don't untap during their controller's untap step.
At the beginning of each player's combat step, each player removes all Y counters from creatures they control and deals that much damage to target opponent.
When Jelloscape leaves play, remove all Y counters from all creatures.


Before I started writing that, I didn't realize how long it would be. That may be a bit much now, but it's a thought.
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« Reply #8 on: February 15, 2005, 12:35:58 pm »

That text is probably too long. As a rule of thumb, I compare things to Spoils of the Vault, which is nearly as full as a card can get.

Name a card. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game, and you lose 1 life for each of the removed cards.

Or, if you prefer to use smaller print, consider Ink-Eyes, Servant of Oni.

Ninjutsu {3}{B}{B} ({3}{B}{B}, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
Whenever Ink-Eyes, Servant of Oni deals combat damage to a player, you may put target creature card from that player’s graveyard into play under your control.
{1}{B}: Regenerate Ink-Eyes.


Now, look at the length of your card:

If a creature would deal combat damage to a player, instead prevent that damage and put a number of Y counters on it equal to the damage prevented this way.
Creatures with Y counters don't untap during their controller's untap step.
At the beginning of each player's combat step, each player removes all Y counters from creatures they control and deals that much damage to target opponent.
When Jelloscape leaves play, remove all Y counters from all creatures.
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Norm4eva
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« Reply #9 on: February 15, 2005, 01:23:59 pm »

Goodness.  All right.  What about this..

If a creature would deal combat damage, instead prevent that damage and put a number of gelatin counters on that creature equal to the damage prevented.
At the end of each player's turn, that player removes all gelatin counters from creatures that attacked him or her.  That player loses 1 life for each gelatin counter remove in this way.
Creatures with gelatin counters don't untap.

Oh man.  That's.... really really long.  :/
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Godder
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« Reply #10 on: February 15, 2005, 11:33:12 pm »

Jelloscape
2WU
Enchantment

Prevent all combat damage.
All creatures gain "T, remove a Gelatine counter: ~this~ deals damage equal to its power to target player."
When a creature attacks, put a Gelatine counter on it.
If ~this~ leaves play, remove all Gelatine counters from all creatures.
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