Showdown 5WUBRG
Instant
Cannot be countered.
Destroy all permanents. Each player puts into play a land token with shroud and "All spells cost 0 to play", discards their hand and searches their library for 5 cards, then removes their library and graveyard from the game. Players cannot draw cards for the rest of the game.
There is nothing but You and I and the knowledge between us.
Do we actually know that?... I haven't read that anywhere.
...people on the speculation forums tend to know a lot of things that never actually happened/end up happening.
It is pretty much "win the game" because any spells you get with it should win you the game on the spot, making the symmetry pointless. It is basically a Conflux with no restrictions that allows you to immediately play your tutored cards, at instant speed, for only 2 more. So no, I don't think it would be.
Sure, stuff like Snapping Drake and Goblin Piker are for limited. But Null isn't even playable against a 5 year old whose hand consists of a 6 of Clubs, Blue-Eyes White Dragon, Chimney Imp, and a very large cumquat.
Not to mention it removes their permanents too, AND it cannot be countered. At no mana cost would this be fair, because once you start increasing the mana cost it would just be infinite mana combo'd or something. circu is correct, it's an uncounterable on the spot win the game card, more or less
Ok, since one one else has mentioned it (:eek:), why don't you just make it say: You win the game. Since all you have to do is pass to your opponents turn and they lose because they can't draw anything. Duh, hello? You have to have a library to not lose.
EDIT: Wow, now I'm perplexed...I didn't read the bit about drawing a card, but you could just target them with a card draw spell and it'd get the same effect. It's a lame card, there's no real point to it. (reading is tech)
I understand where you are going with this, but I think you'd have to decide which aspect is the most important for you. This is effectively a super version of Doomsday, which would be interesting to see come back.
You are trying to come up with a card that basically ends the game right there with a single showdown of the five cards the players grabbed. There are certainly mana costs where this can be played (it is not that different from a card like Banefire that can't be countered, can't be prevented, and can't have its targets changed). I couldn't begin to imagine what the proper mana cost for this would be, but it would be a lot more likely if it had no effect on permanents already in play, that just seems... inelegant I guess.
You are trying to come up with a card that basically ends the game right there with a single showdown of the five cards the players grabbed.
That is essentially what i was going for. It could be more than five cards... i wanted to add a clause about only playing one spell a turn or something like that. Leaving each player with the best five cards in their deck. I know it seems inelegant, but it was the concept i was going for; not this clunky card i wrote.
I would expect Mana Drain to be reprinted as a common in a core set before something like that came out.
Really? Why? This card is fairly symmetrical, although it obviously favours the person who played it, since he knows the five cards he wants to grab (presumably making an unbreakable combo), but he has to worry about the opponent playing disruption and then it becomes a guessing game between the two players.
Overall, this card would lead to some very interesting play experiences, but I can't think of any wording that wouldn't lead it the card looking like something from the earlier days of magic with huge paragraph of rules text.
Attack with Xantid swarm, play Mind's desire/dream halls, play this. Win the game, seems clunky but sure.
In reality I don't see this getting made. You would probably end up grabbing a cunning wish, counterspelllx4 (this does make the flashback cost free, Right?) and go
Cunning Wish > Ancestral Recall > win unless your opponent grabbed 5 coutnerspells and the best they could do would be to draw the game.
Look at me! I can bold words and use CAPSLOCK to emphasize my point! Hopefully I can trick people into ignoring that I completely have no evidence in my post to back up my claims if I make it look fancy enough.
instead of making the land token make spells cost 0, why dont you make it "T: you may play a spell from you hand without paying its mana cost. I believe this would make it so they can only play on spell a turn. you should also have the token indestructible, for mass land destruction with cause a tie most likely, or give someone a very great advanage. also, if players cant draw cards, wouldnt that make targeting you opponent with a draw spell pointless?
This card seems silly and fun. My five cards would be Cruel Ultimatum x2, Progenitus x3.
1. Cruel. Discard 3 of your 5 cards.
You play something.
2. Cruel. Discard the last card and sac a creature if you played one.
3. Progenitus
4. Progenitus
5. Progenitus
instead of making the land token make spells cost 0, why dont you make it "T: you may play a spell from you hand without paying its mana cost. I believe this would make it so they can only play on spell a turn.
If it was like this, I would grab Ajani and win every time lol. First turn Cruel, second turn Ajani is pretty much game.
This card is stupid (And I imagine belongs in the design forums anyway). The wording and the effect is extremely convoluted for something that just means to say "Win the game", and the cost of 5WUBRG for "Win the game" at instant speed is waaaay too low. Winning the game requires 5WWUUBBRRGG, and it requires a permanent to come into play tapped and give your opponent a full turn to try to work around it.
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In effect its the same, due to the fact that you can play the artifact earlier in the game and then play the effect when you hit ten mana. But its ok. The true reason for this question was would there ever be a situation where a card would pit the best of each deck against one another.
And how does that win you the game? Really? I mean you have to stall til you get ten of the right mana and then play it. and you have to make sure you get the right five spells. (and don't forget the clause i added about 1 spell per turn) so if you are getting counterspells i'm not too sure you are doing it right.... and deserve to lose. It removes the idea of getting mana screwed and the randomness of decks and gives you the spells you need to win... Likewise it gives your opponent the same opportunity.
In effect its the same, due to the fact that you can play the artifact earlier in the game and then play the effect when you hit ten mana. But its ok. The true reason for this question was would there ever be a situation where a card would pit the best of each deck against one another.
And how does that win you the game? Really? I mean you have to stall til you get ten of the right mana and then play it. and you have to make sure you get the right five spells. (and don't forget the clause i added about 1 spell per turn) so if you are getting counterspells i'm not too sure you are doing it right.... and deserve to lose. It removes the idea of getting mana screwed and the randomness of decks and gives you the spells you need to win... Likewise it gives your opponent the same opportunity.
If you made it so it's only 1 spell per turn then it's even less likely to see print. Why? Because if you go get 5 counterspells, you force a draw. There are already decks out there that plan to win each match 1-0 my stalling out (Formerly did this using Shahrazard), so all you have to do is win game 1 then have a transformational sideboard that does nothing but try to cast this spell and you can keep forcing draws.
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Well the first idea i had was to make it an artifact. That had "pay 5-8 (or any number whatever) life;remove artifact from the game, return all removed cards Blah blah blah" Any player may play this ability. So it wouldn't force a draw but just make the game a little harder.
Really? Why? This card is fairly symmetrical, although it obviously favours the person who played it, since he knows the five cards he wants to grab (presumably making an unbreakable combo), but he has to worry about the opponent playing disruption and then it becomes a guessing game between the two players.
It isn't symettrical, your opponent can't play sorceries, but you can. Your deck will be made for this card, opponent's is not likely to. It's basicly an I win button.
Short answer: No.
Long answer: Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
Serious answer: I'd like seeing one of my signature cards back in the game. But this is too much. Free spells? Really, get something uncounterable to swing and it's over. Of course, you could build a deck around it but heck, it's not real so forget about it.
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Instant
Cannot be countered.
Destroy all permanents. Each player puts into play a land token with shroud and "All spells cost 0 to play", discards their hand and searches their library for 5 cards, then removes their library and graveyard from the game. Players cannot draw cards for the rest of the game.
There is nothing but You and I and the knowledge between us.
Sig by XenoNinja of Heroes of the Plane Studios
EDIT: Wow, now I'm perplexed...I didn't read the bit about drawing a card, but you could just target them with a card draw spell and it'd get the same effect. It's a lame card, there's no real point to it. (reading is tech)
You are trying to come up with a card that basically ends the game right there with a single showdown of the five cards the players grabbed. There are certainly mana costs where this can be played (it is not that different from a card like Banefire that can't be countered, can't be prevented, and can't have its targets changed). I couldn't begin to imagine what the proper mana cost for this would be, but it would be a lot more likely if it had no effect on permanents already in play, that just seems... inelegant I guess.
That being said, I would expect Mana Drain to be reprinted as a common in a core set before something like that came out.
That is essentially what i was going for. It could be more than five cards... i wanted to add a clause about only playing one spell a turn or something like that. Leaving each player with the best five cards in their deck. I know it seems inelegant, but it was the concept i was going for; not this clunky card i wrote.
Really? Why? This card is fairly symmetrical, although it obviously favours the person who played it, since he knows the five cards he wants to grab (presumably making an unbreakable combo), but he has to worry about the opponent playing disruption and then it becomes a guessing game between the two players.
Overall, this card would lead to some very interesting play experiences, but I can't think of any wording that wouldn't lead it the card looking like something from the earlier days of magic with huge paragraph of rules text.
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You can play the spells for free anyway, so this is kinda pointless
In reality I don't see this getting made. You would probably end up grabbing a cunning wish, counterspelllx4 (this does make the flashback cost free, Right?) and go
Cunning Wish > Ancestral Recall > win unless your opponent grabbed 5 coutnerspells and the best they could do would be to draw the game.
Calvin and Hobbes
Cube Tutor
I have a feeling though at least one of those card each person nabs is going to be a Time Stop.
Or mutavault or mishras workshop or... time stop works
1. Cruel. Discard 3 of your 5 cards.
You play something.
2. Cruel. Discard the last card and sac a creature if you played one.
3. Progenitus
4. Progenitus
5. Progenitus
If it was like this, I would grab Ajani and win every time lol. First turn Cruel, second turn Ajani is pretty much game.
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And how does that win you the game? Really? I mean you have to stall til you get ten of the right mana and then play it. and you have to make sure you get the right five spells. (and don't forget the clause i added about 1 spell per turn) so if you are getting counterspells i'm not too sure you are doing it right.... and deserve to lose. It removes the idea of getting mana screwed and the randomness of decks and gives you the spells you need to win... Likewise it gives your opponent the same opportunity.
If you made it so it's only 1 spell per turn then it's even less likely to see print. Why? Because if you go get 5 counterspells, you force a draw. There are already decks out there that plan to win each match 1-0 my stalling out (Formerly did this using Shahrazard), so all you have to do is win game 1 then have a transformational sideboard that does nothing but try to cast this spell and you can keep forcing draws.
Wizards could put $100 bills in packs and people would complain about how they were folded.
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It isn't symettrical, your opponent can't play sorceries, but you can. Your deck will be made for this card, opponent's is not likely to. It's basicly an I win button.
Long answer: Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
Serious answer: I'd like seeing one of my signature cards back in the game. But this is too much. Free spells? Really, get something uncounterable to swing and it's over. Of course, you could build a deck around it but heck, it's not real so forget about it.