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Author Topic: Truth behind the door  (Read 1933 times)
Charlie
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« on: June 02, 2005, 06:51:33 am »

Truth behind the door
B
Instant
Search your library for any number of cards, and put them into your hand. Reveal a card from your hand at random. If it has the same name as a card you searched, you lose the game.

Current wording:
Truth behind the door
BB
Instant
Search your library for any number of cards, reveal them, and put them into your hand. Reveal a card from your hand at random. If it has the same name as a card you searched, you lose the game. Discard your hand at the end of turn.
« Last Edit: June 09, 2005, 07:03:00 am by Charlie » Logged
Marco
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« Reply #1 on: June 02, 2005, 07:11:34 am »

For this to work, you'd have to show your opponents the card(s) you searched for.
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Guardian
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« Reply #2 on: June 02, 2005, 12:16:57 pm »

Even then, there's no way this will see print. This is ridiculously broken. With a full hand, you get to have an instant Demonic for 1 mana with a small chance to lose. Demonic Consultation (which is restricted) was ridiculously broken and could also cost you the game if you were unlucky. This can cost you a game if you're unlucky, but the power of the card more than make up for that. Combo would like to have four aditional tutors that cost nothing.

Think draw 7 here. We like them, but they're super hard to balance and remain playable. Your card is REALLY playable and not balanced. Sorry.
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asmoranomardicodais
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« Reply #3 on: June 02, 2005, 09:59:01 pm »

Why not do this version?

Truth Behind the Door
3B
Sorcery
Search your library for at least 3 cards, and reveal them to your opponent. Then reveal a card from you hand at random. If that card has the same name as a card searched for in this way, you lose the game.

Seems like this is playable but not broken.
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Jacob Orlove
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« Reply #4 on: June 04, 2005, 03:47:36 pm »

Having a drawback like "you lose the game" is simply excessive. If you want this card to be playable, it needs to do less both when it fails AND when it succeeds. Something like this, maybe:

Search your library for a card, and remove it from the game face down. An opponent names a card. Reveal the removed card, and if it is the named card, (something semi-bad). Otherwise, put that card into your hand.
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Ephraim
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« Reply #5 on: June 04, 2005, 06:21:14 pm »

(Something Semi-Bad) could be "discard a card at random." If that is too weak or if it feels too red to go on this card, then you might go with giving your opponent a free Duress/Distress/Coercion.
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Jacob Orlove
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« Reply #6 on: June 05, 2005, 05:22:33 am »

Those are good suggestions. The power level of the drawback would depend on what kind of casting cost he wanted this thing to have.
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MuzzonoAmi
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« Reply #7 on: June 05, 2005, 01:46:30 pm »

I think if you costed it at BB or 2B, and made (something bad) = lose half your life, rounded up, it would be pretty solid.
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Charlie
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« Reply #8 on: June 09, 2005, 07:04:25 am »

Well, I was comparing that with Spoils of the Vault, that you have about the same chance to lose (~15%) if you have a full hand. Guess that I should up that to BB.
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Jacob Orlove
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« Reply #9 on: June 09, 2005, 07:12:47 am »

Spoils doesn't just kill you dead sometimes. It also deals less than lethal damage a lot of the time, which is very relevant to the game state--especially if your opponent is doing relevant things. If Spoils was just a 10% chance of a game loss, it would be a very different card.
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