Because my custom set isn't just for Johnny and Spike:
Pauper's Purse1
Artifact [COM]
Pauper’s Purse enters the battlefield with three gold counters on it.
:symtap:, Remove a gold counter from Pauper’s Purse: Flip a coin. If you win the flip, you gain 2 life.
Shatranj Table4
Artifact [UNC]
Whenever a creature you control deals combat damage to a player, you may put a gold counter on Shatranj Table.
:symtap:, Remove X gold counters from Shatranj Table: Flip X coins. Target creature gets +2/+2 until end of turn for each flip you win.
Endless Coffers7
Legendary Artifact [MR]
Whenever a player casts a spell or activates a nonmana ability with in its cost, you may put a gold counter on Endless Coffers.
At the beginning of your upkeep, you may remove all gold counters from Endless Coffers and sacrifice it. If you do, flip that many coins. If you win ten or more flips, you win the game.
Gold counters are going to be the entire megablock's noncreature-artifact counter of choice (no charge counters here).
Yes, gold counters exist in Magic, and yes, I am repurposing them.
I'm just afraid of triggering Magic Armageddon if the thing was actually Constructed playable. *shudder*
I mean, when has a preposterous mana cost ever stopped Timmy?
Even then he's got to win the flip 10 times.
I like the cards... they're fun, they make Timmy smile. I'm with the other guys - drop the cost and we'll have some fun. Also, it seems like it's ruling out activated abilities of mana myr and most elves... maybe make it:
"Whenever a player casts a spell or activates a nonland permanent's ability with T in its cost, you may put a gold counter on Endless Coffers."
Pauper's Purse: 2 life is a very unexciting reward for a coin flip - on average you're spending 1 mana to gain 3.5 life. Possibly increase both the mana cost and the amount of lifegain?
Shatranj Table: I would really like this as an attack trigger, though it may be too strong that way. Combat damage makes it so your opponents' actions can "turn off" your fun.
I'm a little iffy on the sacrifice clause on (not-so) Endless Coffers. Cards like Goblin Bomb and Chance Encounter don't penalize you quite so hard for being unnaturally unlucky. The Coffers are ungodly expensive and you'll need to amass at least ten counters to try again after you fail to "go off" the first time, anyway.
Pauper's Purse: 2 life is a very unexciting reward for a coin flip
Would two gold counters and 3 life per flip improve the excitement-level? It doesn't earn you any more life, on average, but maybe it feels better to Timmy?
Combat damage makes it so your opponents' actions can "turn off" your fun.
I could make it an attack trigger and reduce the bonus to +1/+1 per flip won. I don't want to make this hugely expensive. Also, I don't want to bog down combat with endless coin flips, so I guess I'd like fewer, but more effective flips.
I'm a little iffy on the sacrifice clause on (not-so) Endless Coffers.
Original version didn't have one, so you could attempt to "go off" again. The sacrifice is mostly there for the sanity of Timmy's opponents. What's fun here for Timmy might be tolerable once for Timmy's opponents, but I wouldn't want to sit across the table while Timmy flipped twenty coins for the second time in a game.
The consensus here seems to be that I really can lower the cost - I'm just worried that you could build a deck with a lot of activated abilities to really maximize the use out of this, and make it a viable competitive strategy. But, if that's really not a problem, is possible. I won't go lower, though.
Don't drop Coffers to 5! If you must drop it, keep it at 6 so I can fetch it with Treasure Mage. I will absolutely play this card in a deck with Aphetto Alchemist and his ilk.
The others are cute; Purse is close to unplayable in the same way that Golden Urn is, and Table is reasonable in limited, though it takes a while to get running.
Well, I am going to keep the mana cost of Endless Coffers up in the air for the time being, but I think I'm solid on the following revisions of the other two cards:
Pauper's Purse1
Artifact [COM]
Pauper’s Purse enters the battlefield with two gold counters on it.
:symtap:, Remove a gold counter from Pauper’s Purse: Flip a coin. If you win the flip, you gain 3 life.
Shatranj Table4
Artifact [UNC]
Whenever one or more creatures attack, you may put a gold counter on Shatranj Table.
:symtap:, Remove X gold counters from Shatranj Table: Flip X coins. Target creature gets +2/+2 until end of turn for each flip you win.
Hopefully that makes Timmy happy. Also, now Shatranj Table is usable on the same combat that it gets a counter.
I figured there would be an easy two-card combo out there somewhere, which is one reason I wanted the cost to be so high. It's also the reason why I wanted the ability to trigger at upkeep rather than be activated or otherwise usable anytime (so your opponent has a turn to respond, at least).
For the record, there are approximately ten bazillion two-card combos in the game, so my main concern is mostly to keep them out of the Block Constructed environment. I can't be held accountable for every card ever printed. There would be more efficient and reliable combos, anyway.
I don't think WotC would print Seeker of Skybreak or any other card that can go arbitrarily-large all by itself. I know I wouldn't!
Pauper's Purse 1
Artifact [COM]
Pauper’s Purse enters the battlefield with three gold counters on it.
:symtap:, Remove a gold counter from Pauper’s Purse: Flip a coin. If you win the flip, you gain 2 life.
Shatranj Table4
Artifact [UNC]
Whenever a creature you control deals combat damage to a player, you may put a gold counter on Shatranj Table.
:symtap:, Remove X gold counters from Shatranj Table: Flip X coins. Target creature gets +2/+2 until end of turn for each flip you win.
Legendary Artifact [MR]
Whenever a player casts a spell or activates a nonmana ability with in its cost, you may put a gold counter on Endless Coffers.
At the beginning of your upkeep, you may remove all gold counters from Endless Coffers and sacrifice it. If you do, flip that many coins. If you win ten or more flips, you win the game.
Yes, gold counters exist in Magic, and yes, I am repurposing them.
Is Timmy happy?
[EDIT]: See revisions, below.
Sorry, I ninja edited you there.
It now reads "nonmana"... which is what I meant for it to read.
Also, "all" instead of "any number".
I hear ya, I hear ya...
I'm just afraid of triggering Magic Armageddon if the thing was actually Constructed playable. *shudder*
I mean, when has a preposterous mana cost ever stopped Timmy?
Even then he's got to win the flip 10 times.
I like the cards... they're fun, they make Timmy smile. I'm with the other guys - drop the cost and we'll have some fun. Also, it seems like it's ruling out activated abilities of mana myr and most elves... maybe make it:
"Whenever a player casts a spell or activates a nonland permanent's ability with T in its cost, you may put a gold counter on Endless Coffers."
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Shatranj Table: I would really like this as an attack trigger, though it may be too strong that way. Combat damage makes it so your opponents' actions can "turn off" your fun.
I'm a little iffy on the sacrifice clause on (not-so) Endless Coffers. Cards like Goblin Bomb and Chance Encounter don't penalize you quite so hard for being unnaturally unlucky. The Coffers are ungodly expensive and you'll need to amass at least ten counters to try again after you fail to "go off" the first time, anyway.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Would two gold counters and 3 life per flip improve the excitement-level? It doesn't earn you any more life, on average, but maybe it feels better to Timmy?
I could make it an attack trigger and reduce the bonus to +1/+1 per flip won. I don't want to make this hugely expensive. Also, I don't want to bog down combat with endless coin flips, so I guess I'd like fewer, but more effective flips.
Original version didn't have one, so you could attempt to "go off" again. The sacrifice is mostly there for the sanity of Timmy's opponents. What's fun here for Timmy might be tolerable once for Timmy's opponents, but I wouldn't want to sit across the table while Timmy flipped twenty coins for the second time in a game.
The consensus here seems to be that I really can lower the cost - I'm just worried that you could build a deck with a lot of activated abilities to really maximize the use out of this, and make it a viable competitive strategy. But, if that's really not a problem, is possible. I won't go lower, though.
The others are cute; Purse is close to unplayable in the same way that Golden Urn is, and Table is reasonable in limited, though it takes a while to get running.
Artifact [COM]
Pauper’s Purse enters the battlefield with two gold counters on it.
:symtap:, Remove a gold counter from Pauper’s Purse: Flip a coin. If you win the flip, you gain 3 life.
Artifact [UNC]
Whenever one or more creatures attack, you may put a gold counter on Shatranj Table.
:symtap:, Remove X gold counters from Shatranj Table: Flip X coins. Target creature gets +2/+2 until end of turn for each flip you win.
I like the other two.
I figured there would be an easy two-card combo out there somewhere, which is one reason I wanted the cost to be so high. It's also the reason why I wanted the ability to trigger at upkeep rather than be activated or otherwise usable anytime (so your opponent has a turn to respond, at least).
For the record, there are approximately ten bazillion two-card combos in the game, so my main concern is mostly to keep them out of the Block Constructed environment. I can't be held accountable for every card ever printed. There would be more efficient and reliable combos, anyway.
I don't think WotC would print Seeker of Skybreak or any other card that can go arbitrarily-large all by itself. I know I wouldn't!
Glad you like Pauper's Purse and Shatranj Table!