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Author Topic: Delayed Rewards  (Read 1854 times)
Fall-Titan
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« on: March 08, 2005, 08:24:15 pm »

Delayed Rewards
(1)UU- Sorcery
Remove the top 5 cards of your library from the game face down. At the beginning of your next upkeep turn the removed cards face up. You may play with those cards as though they were in your hand until end of turn.

I was trying to think of a way to have a 3cc card that would allow you to draw 5 cards essentially. I realize this card is pretty good and broken as an instant so i made it a sorcery. Plus the fact that your opponet gets to see the cards i think is a slight drawback. Oh well tell me what you guys think and if this is too good.
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Fall-Titan
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« Reply #1 on: March 08, 2005, 08:25:35 pm »

Current Wording
 
Delayed Rewards
(2)U- Enchantment
At the beginning of your upkeep put a prize counter on Delayed Rewards. At the end of your turn, if Delayed Rewards has at least 2 Prize counters on it, sacrifice it and draw five cards.

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Jacob Orlove
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« Reply #2 on: March 08, 2005, 08:34:46 pm »

This seems pretty strong, especially when compared to Three Wishes.
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« Reply #3 on: March 08, 2005, 09:19:41 pm »

I know its good. My friend suggested making it an immediate effect but i think combo would abbuse it as would alot of other decks. I thought its negatives were decent but comparing it to three wished i think is the wrong way to go bc three wishes hasnt seen play since....well... ever. Maybe if i made it UUU but then it would be completely unsplashable.
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« Reply #4 on: March 09, 2005, 01:48:53 am »

This is like a mini-necropotence except it only has 2 colored mana in the cost and u don't have to pay life.
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« Reply #5 on: March 09, 2005, 03:37:03 am »

And it's one time and it's blue and you lose the cards if you don't play them in a single turn. Wink

Even so I'm still concerned about the power level.  This is a BOMB in a slower format, and I think it's safe to say you'll get at least one land in 5 cards to help you play the remaining 3-4 spells.  It would only be fair in a deck that didn't have a lot of proactive cards (turning up 3 counters would be fantastic).  I imagine this being played when your hand is depleted, then the next turn having 6 cards at your disposal.  Isn't that a little too strong?  I think realistically you're looking at 4 for 4, which can be more strict card advantage than Concentrate as the bonus for waiting but you could get 1 or more dead cards too.  Maybe then you could even make it a super-splashable 3U.


I really like the idea of getting a benefit for waiting (that isn't CIP stuff) though.  This looks like it could be one of the few good draw cards that doesn't work well in control!   Also I tried to make a card in my head that was basically draw a card for each turn you wait before cashing in, and then I realized it was Barrin's Codex. Sad
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Fall-Titan
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« Reply #6 on: March 09, 2005, 09:03:26 am »

I know 3 mana for 5 cards is good but thats what i was aiming at. 4 for 4 just seems like another fact or fiction and it generally goes in the same decks (Besides Some Control) Would 3 Mana for 4 Cards be better? Keeping it at the  (1)UU cost?. Or would 3 mana for 5 cards be ok if it costed UUU? I dont know. I was trying to make a powerful effect but one that at least was realistic so. Plus in Standard this card is pretty damn good. Thoughts?
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« Reply #7 on: March 09, 2005, 01:48:46 pm »

Three mana for five cards is pretty much gonna always be be broken unless it's something like [card]Trade Secrets[/card].
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« Reply #8 on: March 09, 2005, 07:32:59 pm »

Since you bring up trade secrets what if i made the draw back of....

"For each card not played this turn each opponent may draw a card at end of turn"

Generally in type 1 this means that they will draw 1-2 cards and in standard the number would probably be 3 most of the time. However there still is the chance where its 3 mana for five cards and your opponent gets no cards. But it becomes more situational. Plus revealing 5 lands really sucks for you...lol
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« Reply #9 on: March 09, 2005, 07:43:49 pm »

Still too broken. Think about how degenerate this card would be in T1, where a combo deck could play everything in that stack no problem. I think the only solution is to reduce the number of cards seen.
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Fall-Titan
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« Reply #10 on: March 09, 2005, 07:52:58 pm »

Ok well i think lowering it to 4 cards will make people feel like its a more viable card but i had an idea after reading my new wording drawback. I

f i made this say target player i think it could be used both proactively for the first ability or the second if you were playing say a control deck. If you target them with the card then your being rewarded with the drawback. It also becomes misdirectable which hurts the combo argument. Plus under it all it does come a turn later so combo doesnt flourish quite as much as if it were an immediate effect.

I think the name needs to be changed now though maybe to Decpetive rewards or something. Any Suggestions for a name or flavor text?
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« Reply #11 on: March 09, 2005, 08:29:47 pm »

Quote from: Alfred
Still too broken. Think about how degenerate this card would be in T1, where a combo deck could play everything in that stack no problem. I think the only solution is to reduce the number of cards seen.


You could delay the turn you get to use it.  I say keep it 5 cards but delay it two turns.  I'm not sure how to do that within the rules though.
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« Reply #12 on: March 09, 2005, 09:35:13 pm »

Quote
I say keep it 5 cards but delay it two turns. I'm not sure how to do that within the rules though.


Like so:

Delayed Rewards
{1}{U}{U}
Enchantment
When Delayed Rewards comes into play, put two prize counters on it.
At the beginning of your upkeep, remove a prize counter from Delayed Rewards.
If Delayed Rewards has no prize counters on it, sacrifice it and draw five cards.
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Jacob Orlove
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« Reply #13 on: March 09, 2005, 09:39:21 pm »

Wouldn't that be better as:

Delayed Rewards
{1}{U}{U}
Enchantment
At the beginning of your upkeep, put a prize counter on Delayed Rewards.
At the end of your turn, if Delayed Rewards has two prize counters on it, sacrifice it and draw five cards.

That way, you can't cheat with Chisei or something. Note: it doesn't have to give the cards EOT, but that seemed fair enough.
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« Reply #14 on: March 09, 2005, 09:46:27 pm »

I agree with Jacob Orlove's wording. In addition to Chisei, there are also Power Conduit and Ferropede that could really break this card. Waiting two turns and being susceptible to enchantment hate in the meanwhile seems to be sufficient drawback to make 5 cards for 3 mana appropriate.
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Fall-Titan
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« Reply #15 on: March 10, 2005, 02:44:09 am »

Fair enough. Im going to cost it at (2)U for now unless you guys really think it needs to be (1)UU.
I put some cheesy flavor text on it for now but if anyone has any good ideas for flavor text post them.

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