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Author Topic: Cycle of ACC stuff  (Read 2061 times)
GerryMander
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« on: June 08, 2006, 02:32:07 am »

I got the idea from my other thread:  http://www.themanadrain.com/index.php?topic=28592.0


BLUE
{3} {U} {U}
Instant
If you control a swamp and no islands, you may pay {B} {B} {B} and discard two cards from your hand to play BLUE.
Seach your library for three cards that share the same converted mana cost and reveal them to your opponent.  He or she choses one of those cards.  Shuffle that card back into your library and put the other two cards revealed in this way into your hand.

BLACK
{3} {B} {B}
Sorcery
If you control a mountain and no swamps, you may pay {R} {R} {R} and sacrifice a red creature you control to play BLACK.
BLACK deals 2 damage to each creature.  Target opponent loses life equal to the number of creatures dealt damage in this way.

RED
{3} {R} {R}
Enchantment
If you control a forest and no mountains, you pay {G} {G} {G} to play RED.  If you do, your opponent may put two 3/3 Green Elemental tokens with defender into play.
Creatures you control get +1/+0 and gain haste and trample.

GREEN
{3} {G} {G}
Creature - Elemental
If you control a plains and no forests, you may pay {W} {W} {W} to play GREEN.  If you do, this creature gains "As long as your life total is greater than or equal to each of your opponent's life totals, GREEN has defender".
Nonbasic Landwalk
4/4

WHITE
{3} {W} {W}
Enchantment - Aura
If you control an island and no plains, you may pay {U} {U} {U} and exchange control of target permanent you control with target opponent to play WHITE.
Enchant Permanent
When WHITE comes into play, tap enchanted permanent.  It does not untap during its controller's untap step.
{1}:  Tap or untap enchanted permanent.
{2}:  Gain control of enchanted permanent.


Well, I don't quite know how well I worded the cards, especially their ACC.  I tried my hardest to give each of these cards abilities that would match up with the two colors they represent.  I also tried to make the drawbacks as in color as possible.

I am not sure if the white card is enough in color.  It also doubles as a Neo Donate, which may spawn t2 combo deck craziness, but I don't know if it enough to worry about.


CURRENT WORDING:

BLUE
{3} {U} {U}
Instant
If you control a swamp and no islands, you may pay {B} {B} {B} and discard two cards from your hand to play BLUE.
Seach your library for three cards with different names that share the same converted mana cost and reveal them to your opponent.  He or she choses one of those cards.  Put that card into your hand and remove the other two from the game.  Shuffle your library afterwards.

BLACK
{3} {B} {B}
Sorcery
If you control a mountain and no swamps, you may pay {R} {R} {R} and sacrifice a red creature you control to play BLACK.
BLACK deals 2 damage to each creature.  Target opponent loses life equal to the number of creatures he or she controls dealt damage in this way.

RED
{3} {R} {R}
Enchantment
If you control a forest and no mountains, you pay {G} {G} {G} to play RED.  If you do, your opponent may put two 3/3 Green Elemental tokens with defender into play.
Creatures you control get +1/+0 and gain haste and trample.

GREEN
{3} {G} {G}
Creature - Elemental
If you control a plains and no forests, you may pay {W} {W} {W} to play GREEN.  If you do, this creature gains "As long as your life total is greater than or equal to each of your opponent's life totals, GREEN has defender".
Nonbasic Landwalk
4/4

WHITE
{3} {W} {W}
Enchantment - Aura
If you control an island and no plains, you may pay {U} {U} {U} and exchange control of target permanent you control of your opponent's choice with target opponent to play WHITE.
Enchant Permanent
{1}:  Tap enchanted permanent.
{2}:  Gain control of enchanted permanent until end of turn.
« Last Edit: June 08, 2006, 11:27:03 am by GerryMander » Logged

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« Reply #1 on: June 08, 2006, 07:33:42 am »

BLUE - Overpowered much?  Instant speed card advantage, but wait, it tutors too!  Yeah, this card is nuts.
WHITE - Donate 5-8 for Trix.
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Harlequin
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« Reply #2 on: June 08, 2006, 07:51:34 am »

The white one is WAY too overpowered. Limitless Untap for {1} ??  Thats infinite mana with so many cards.... cards that you don't even have to control! And all you have to do is play Blue but not white in order to run this card. 

I'm not sure why these cards aren't listed in the other order.  I think the actual casting cost is basically the "alternate" casting cost. 
For Example:

WHITE {U} {U} {U}
You cannot play this spell if you control a plains.
Gain infinite mana.

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« Reply #3 on: June 08, 2006, 08:11:28 am »

I got the idea from my other thread:  http://www.themanadrain.com/index.php?topic=28592.0


BLUE
{3} {U} {U}
Instant
If you control a swamp and no islands, you may pay {B} {B} {B} and discard two cards from your hand to play BLUE.
Seach your library for three cards that share the same converted mana cost and reveal them to your opponent.  He or she choses one of those cards.  Shuffle that card back into your library and put the other two cards revealed in this way into your hand.

Come on, do you really need to give mono-black a double tutor for BBB? At instant speed?

Quote
BLACK
{3} {B} {B}
Sorcery
If you control a mountain and no swamps, you may pay {R} {R} {R} and sacrifice a red creature you control to play BLACK.
BLACK deals 2 damage to each creature.  Target opponent loses life equal to the number of creatures dealt damage in this way.

I sorta like this, but I don't at the same time. This gives red a very good finisher, in fact, better than landslide or fireblast in Goblins, along with a reset button all at once. It seems really, really good. I'm not sure if it's too good, or just really good. Probably side with really good, but I'd definitely like to play with this card.
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GerryMander
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« Reply #4 on: June 08, 2006, 11:21:46 am »

ok, I suppose the preliminaries were a little bit on the good side.  I made changes to fix them.


Now BLUE doesn't tutor so good.

Now BLACK isn't as good a win condition.  I think that it didn't need much of a change though, because its alt casting cost was 1 more than Pyroclasm and cost you a red creature.  If you are playing red guys, you shouldn't be playing the Clasm anyways...

I changed WHITE's alt casting cost so it isn't as good as donate.  Also, I downgraded the abilities some.
« Last Edit: June 08, 2006, 11:29:57 am by GerryMander » Logged

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« Reply #5 on: June 08, 2006, 11:49:00 am »

You probably want to reword white to be: "Target Opponent chooses a Permenant you control, and you choose a permenant that player controls; exchange control of those permenants."

Also I think you need to reword the ACC in general to:

If you control no [land type], you may play ~ without paying its casting cost, if you do Pay OOO and [insert drawback].

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chrissss
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« Reply #6 on: June 08, 2006, 02:25:13 pm »

I love donate, I mean white Smile


the RED is a bit useless in my opinion.

mana +1/+0 and trample haste isnt that good. there are better cards. plus if you pay 5, you not going to cast heavy creatures that can use haste.
paying GGG is not that much better, because grean has better spels in this matter. overun or example.
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GerryMander
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« Reply #7 on: June 08, 2006, 06:52:13 pm »

ok, so maybe RED is weak, but the way I was trying to go with it is Orcish Oriflamme plus Fervor, plus trample.  What about +2/+0?
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« Reply #8 on: June 14, 2006, 09:27:33 am »

I am afraid that I really don't like these, Gerrymander.  I think that Utter Carnage may have been one-of-a-kind.  At the very least, I think that making a cycle of these is unwise.  I think that the mechanic works best with huge, splashy effects and you can't limit yourself to a standardized cost structure (3CC / DDD).  I think that it would be best to branch out from the idea behind Utter Carnage -- a big effect that overlaps the two colours represented in the spell with two very different ways of creating the effect.  With these, you've taken a good idea and corrupted it.  In the case of Utter Carnage, the "red mode" didn't feel so much like a drawback as it really felt like the way that red would cause utter carnage.
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GerryMander
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« Reply #9 on: June 14, 2006, 09:46:19 pm »

meh, I suppose your right.

I really like the Green/White one though.  What about just hanging on to that one and tweaking it?
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TheWellknownBrownie
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« Reply #10 on: June 15, 2006, 10:14:15 am »

What's the point behind the clause requiring you not to have an Island to cast Blue with Black mana, etc.?


For that matter, actual names on the cards might help. Your current wording on the White one is also extremely vague and confusing in what it does. The drawback on Red is overly severe- I'd make the elementals 2/2s. White's drawback is also too great. I wouldn't be so afraid of extra Donates that I'd gimp a card to this level.
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« Reply #11 on: June 15, 2006, 11:28:50 am »

Have I ever mentioned just how much I dislike triple mana costs? They're really ugly and it makes a card SO hard to use.
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GerryMander
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« Reply #12 on: June 16, 2006, 12:57:05 am »

eh, screw it.  Someone close this thing.
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« Reply #13 on: June 16, 2006, 07:44:44 am »

eh, screw it.  Someone close this thing.
As you wish.  Locked.
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