Next we'll figure out the Power and Toughness. Also feel free to add in any kind of second ability if you feel it needs one. As always, thumbs up submissions you like!
ATTACHMENTS
YMTC 22 (Ability)
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
0/3. If anything, it seems a "wizardy" type of artifact, and as such I'd like it with defensive stats. A good comparison of another "wizardy" kind of artifact creature would be Spellskite.
* Note this card's ability makes it impossible to use counterspells. From now on everything is pretty much at sorcery speed, and a turn late. Creatures are hardly affected, as they gain haste when they enter from suspense. Blocking is delayed by a turn for new creatures, however. This wants to be in an aggressive deck.
* I think multiples of this would be way too annoying to the game, dragging everything to more than a turn of delay. Let's make it big so it makes sense to cost it relatively high and thus avoid multiples in play by design.
* Something like this might work well on a creature with haste, to make use of the time he is buying. This ability is making what's already on the board matter more than what's in the hand. (Haste also ties in nicely with a time centered flavor this thing might have. Maybe it's a clock golem, or a rift powered mechanical thingamajig? Or maybe it's so fast, everything else is slower in relation?)
:sympu::nod::sym2g::p:symgu:;):symu::cthulhu::symg::cool2::symug::grin3::sym2u::rolleyes::sympg: The Simic: we have glow-in-the-dark milk and self replicating cookies.
* Note this card's ability makes it impossible to use counterspells. From now on everything is pretty much at sorcery speed, and a turn late. Creatures are hardly affected, as they gain haste when they enter from suspense. Blocking is delayed by a turn, however. This wants to be in an aggressive deck.
* I think multiples of this would be way too annoying to the game, dragging everything to a turn of delay. Let's make it big so it makes sense to cost it relatively high and thus avoid multiples in play by design.
* Something like this might work well on a creature with haste, so he can make use of the time he is buying. This ability is making what's already on the board matter more than what's in the hand.
TL;DR - Read the bold text
Haste
5/5
I like the tension on a card that stops counterspells, personally. Does aggro need an effective beater that ALSO hoses counterspells/control?
Flash is a bit awkward on this card since it triggers on casting. I.e. flashing this in in response to something won't do anything, which means this will essentially be flashed in always during your opponent's upkeep, in which case it would make more sense for it to just not have flash.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
* Note this card's ability makes it impossible to use counterspells. From now on everything is pretty much at sorcery speed, and a turn late. Creatures are hardly affected, as they gain haste when they enter from suspense. Blocking is delayed by a turn for new creatures, however. This wants to be in an aggressive deck.
* I think multiples of this would be way too annoying to the game, dragging everything to more than a turn of delay. Let's make it big so it makes sense to cost it relatively high and thus avoid multiples in play by design.
* Something like this might work well on a creature with haste, to make use of the time he is buying. This ability is making what's already on the board matter more than what's in the hand. (Haste also ties in nicely with a time centered flavor this thing might have. Maybe it's a clock golem, or a rift powered mechanical thingamajig? Or maybe it's so fast, everything else is slower in relation?)
TL;DR - Read the bold text
Haste
4/4
I like the tension on a card that stops counterspells, personally. Does aggro need an effective beater that ALSO hoses counterspells/control?
Remember this is going to be at the high end of the aggro curve. Creatures have gotten better, and this needs to make a big impact when it lands, or it just won't matter. Also, this isn't going to be an over-powered hose, because: A) it comes in at the late game only, and B) it can still be killed/countered itself.
:sympu::nod::sym2g::p:symgu:;):symu::cthulhu::symg::cool2::symug::grin3::sym2u::rolleyes::sympg: The Simic: we have glow-in-the-dark milk and self replicating cookies.
Remember this is going to be at the high end of the aggro curve. Creatures have gotten better, and this needs to make a big impact when it lands, or it just won't matter. Also, this isn't going to be an over-powered hose, because: A) it comes in at the late game only, and B) it can still be killed/countered itself.
If it's coming in the late game, then it can't "hose" as well as it could early on. Plus, I like these utility creatures to be smaller, rather than do double duty as beaters. (Just my preference.)
I'd rather it be smaller and annoying (but not threatening). And I'd like to note that while it can be killed, it can be very difficult to do so (since if you aim a kill spell at it, it won't resolve until the NEXT turn, meaning the player can try to find ways around it.)
Also, I think the "remove a time counter by paying 2, any player can do this" clause might make for an interesting gameplay addition. It allows you to actually use instants without making them sorcery speed, but at an increased cost.
People need to understand the effect better. 0/x defender? Really? So if you're the control deck, you want to play this? Your counterspells are screwed. Your big-effect spells are delayed. Their non-haste creatures aren't affected. Their eot burn to the face is pretty much unaffected.
This needs to be in an aggro deck. Higher or lower end, its power needs to be at least equal to the toughness.
As a comparison then to Aggro creatures that hose control decks, lets look at Thalia. 1w casting cost, and she makes non creature spells cost 1 more, which is somewhat of a turn delay. She's 2/1 with first strike and legendary. Assuming this wont be legendary, that means that it should be costed at 3 CMC at the least, likely 4. In the same way that you can build around Thalia, you can build around this card. (And the haste portion of suspend might come in handy playing creatures that don't have an immediate impact).
The question that seems to me, what deck would play this card? Not a weenie rush strategy, as at 3 CMC you likely want another beater. Maybe it could be the top end as a four drop to save you a turn from a wrath.
To me, it seems as if the only deck it could fit in would be a midrangey Naya deck as a failsafe/draw out a counter. It could be a huge beater in a control deck mirror, but Shinyman pointed out why that probably isn't useful.
Given all that, what about a 4 CMC, 2/2 cost, or a 5 CMC 3/3?
I agree with Bazzal in that this would be really annoying if too cheap. However haste just doesn't make sense on this card. Instead I would propose similar stats to what already seems to be the general consensus, 3/6 for 6.
I was thinking that if you cost it low and add a way to add / remove time counters, it is very playable in control.
If you can remove time counters, you can still instantly counter spells.
You could even, given enough mana, keep a counterspell in suspend until you need it because targets are chosen once the suspend stops.
Next we'll figure out the Power and Toughness. Also feel free to add in any kind of second ability if you feel it needs one. As always, thumbs up submissions you like!
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
2/4 Because there are 24 hours in a day.
Defender
0/3
~ Power and toughness equal to the total number of all suspended spells.
*+1 / *+1
~ gets +2/+2 for each card exiled with it.
So, a 1/6 for the 1st spell, 3/8 for the second.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
0/2
Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
Club Flamingo Wins: 1!
* I think multiples of this would be way too annoying to the game, dragging everything to more than a turn of delay. Let's make it big so it makes sense to cost it relatively high and thus avoid multiples in play by design.
* Something like this might work well on a creature with haste, to make use of the time he is buying. This ability is making what's already on the board matter more than what's in the hand. (Haste also ties in nicely with a time centered flavor this thing might have. Maybe it's a clock golem, or a rift powered mechanical thingamajig? Or maybe it's so fast, everything else is slower in relation?)
TL;DR - Read the bold text
Haste
4/4
The Simic: we have glow-in-the-dark milk and self replicating cookies.
I like the tension on a card that stops counterspells, personally. Does aggro need an effective beater that ALSO hoses counterspells/control?
Club Flamingo Wins: 1!
0/3
Flash is a bit awkward on this card since it triggers on casting. I.e. flashing this in in response to something won't do anything, which means this will essentially be flashed in always during your opponent's upkeep, in which case it would make more sense for it to just not have flash.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Remember this is going to be at the high end of the aggro curve. Creatures have gotten better, and this needs to make a big impact when it lands, or it just won't matter. Also, this isn't going to be an over-powered hose, because: A) it comes in at the late game only, and B) it can still be killed/countered itself.
The Simic: we have glow-in-the-dark milk and self replicating cookies.
If it's coming in the late game, then it can't "hose" as well as it could early on. Plus, I like these utility creatures to be smaller, rather than do double duty as beaters. (Just my preference.)
I'd rather it be smaller and annoying (but not threatening). And I'd like to note that while it can be killed, it can be very difficult to do so (since if you aim a kill spell at it, it won't resolve until the NEXT turn, meaning the player can try to find ways around it.)
Also, I think the "remove a time counter by paying 2, any player can do this" clause might make for an interesting gameplay addition. It allows you to actually use instants without making them sorcery speed, but at an increased cost.
Club Flamingo Wins: 1!
[Clan Flamingo]
make it beefy.
0/2
I like it as a fragile wizardy bauble of a creature.
This needs to be in an aggro deck. Higher or lower end, its power needs to be at least equal to the toughness.
The question that seems to me, what deck would play this card? Not a weenie rush strategy, as at 3 CMC you likely want another beater. Maybe it could be the top end as a four drop to save you a turn from a wrath.
To me, it seems as if the only deck it could fit in would be a midrangey Naya deck as a failsafe/draw out a counter. It could be a huge beater in a control deck mirror, but Shinyman pointed out why that probably isn't useful.
Given all that, what about a 4 CMC, 2/2 cost, or a 5 CMC 3/3?
Club Flamingo Wins: 1!
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.
If you can remove time counters, you can still instantly counter spells.
You could even, given enough mana, keep a counterspell in suspend until you need it because targets are chosen once the suspend stops.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.