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Author Topic: Wizard Guide  (Read 1595 times)
parallax
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« on: March 17, 2007, 12:38:09 pm »

Wizard Guide
{2} {U}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+1 and has "{U} {U}, Sacrifice this creature: Counter target spell."
When enchanted creature is put into a graveyard, put a 1/1 blue Wizard creature token with "{U} {U}, Sacrifice this creature: Counter target spell." into play.

Drakeling Guide
{2} {U}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying and "Sacrifice this creature: Counter target spell unless its controller pays {1}."
When enchanted creature is put into a graveyard, put a 1/1 blue Drake creature token with flying and "Sacrifice this creature: Counter target spell unless its controller pays {1}." into play.
« Last Edit: March 19, 2007, 01:51:02 pm by parallax » Logged

How about choosing a non-legend creature? Otherwise he is a UG instant Wrath of Frog.
jro
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« Reply #1 on: March 17, 2007, 01:55:27 pm »

I think this card is great mechanically speaking, but I'm not sure that it works flavor wise.  Elephant Guide and Griffin Guide stem from the idea of a person harnessing natural, animalistic powers.  Like the idea of "totem animals" in Native American inspired New Age spiritualism.  I don't really see Wizards as being part of that.  Also, I think Magic has a fairly well established pattern of 3/3 Elephants and 2/2 flying Griffins.  While many Wizards are 1/1, I don't think they are 1/1 in the way that Elephants are 3/3 or Griffins 2/2.  Also, while the "sac to counter a spell ability" is definitely associated with Wizards, I don't think Wizards are necessarily associated with the ability.
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The M.E.T.H.O.D
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« Reply #2 on: March 17, 2007, 08:38:37 pm »

if you made it unblockable it would be better flavor wise...unsure power level wise.
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Darkenslight
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« Reply #3 on: March 18, 2007, 06:58:52 am »

Make it Drake Guide, and add the 'Sac: tax a spell' ability on the creature and token, and you've got a deal.
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zimagic
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« Reply #4 on: March 19, 2007, 09:46:49 am »

Make it Drake Guide, and add the 'Sac: tax a spell' ability on the creature and token, and you've got a deal.

If you made the token a smaller dude but with a bigger tax (or a rune snag style tax for each guide in the 'yard) that would be pretty cool. You'd also get to stack the taxes as the opponents spell would still be on the stack when you sac the token in response to it's creation.
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Harlequin
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« Reply #5 on: March 19, 2007, 10:49:57 am »

Interesting about the Tax idea, is that you could "double tax" the same spell... you could even wait to see if they opt to pay the first cost, before you choose to double tax.

However: Flying, +1/+1, -and- Sac: spell tax ... with the guide ability is probably worth more than {2} {U}
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Norm4eva
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« Reply #6 on: March 19, 2007, 01:52:24 pm »

The majority of the abilities are very blue but is the "Guide ability" something Blue gets?  The flavor of Elephant/Griffin Guide is that of a 'power animal' aiding the warriors in combat; Green's connection to nature and the forest, and White's to order and religion give them that flavor.  Does Blue earn that flavor, in its meticulous scientific deconstruction of the world around it?  Does Blue check for faith-based effects?  I ran a search for Blue cards that even mention 'token' and most of them involve transforming creatures from one thing into another; rarely does Blue put an independent token into play that sticks to the board longer than a turn.
You could pull a Pongify and turn this into a spell which reads "destroy target creature u control, can't be regen'd.  Put a 2/2 Drake with flying into play that has 'sac me: mana leak something'", and it would jive with Blue's penchant for mutation.  I don't think a direct port of the Animal Guide ability is appropriate though.
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Matt
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« Reply #7 on: March 24, 2007, 08:55:47 pm »

Come to think of it, red could use a guide. I tried to make Dragon Guide but the result ended up being far too similar to Shivan Embrace.
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