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mynameiscloud
10-07-2007, 08:40 PM
Just bored. Names for the first cycle aren't finalized. Then again, none of them are.

CARDNAME = this card's name (in case of changing card names)
TYPE = this card's type (undecided, perhaps)

New Savannah Lions [W]
Creature - Type [Rare]
Aggression (This creature can't block.)
Clamp (This creature's power and toughness are equal to its printed values and cannot be changed.)
3/1

Blue Cheapo [U]
Creature - Type [Rare]
Flash
CARDNAME comes into play, counter target spell. If you do, pay X life and put the top X cards of your library into your graveyard, where X is that spell's converted mana cost.
1/1

Black Crazy Guy [B]
Creature - Type [Rare]
At the beginning of your upkeep, reveal the top card of your library and discard X cards where X is that card's converted mana cost, then put it into your hand.
1/1

Red Powerhouse [R]
Creature - Type [Rare]
Sacrifice CARDNAME: CARDNAME deals 1 damage to target creature or player.
When CARDNAME is put into a graveyard from play, clash with an opponent. If you win, CARDNAME deals 2 damage to target creature or player.
2/1

Green Stompy [G]
Creature - Type [Rare]
Aggression (This creature can't block.), Trample
When CARDNAME is put into a graveyard from play, target opponent puts a 3/3 Green CREATURE creature token into play.
3/3


Spark of Nobility 1WW
Instant [Rare]
Creatures you control get +2/+2 and gain vigilance until end of turn. You may tap a white creature you control. If you do, creatures you control gain protection from all colors until end of turn.

Spark of Inspiration 1UU
Instant [Rare]
Draw three cards, then discard two cards unless you discard a card with converted mana cost 3. If you do, draw a card.

Spark of Profanity 1BB
Sorcery [Rare]
Creatures you don't control get -3/-3 until end of turn. You may discard your hand. If you do, target opponent loses 3 life and you gain 3 life.

Spark of Ignition 1RR
Sorcery [Rare]
CARDNAME deals 3 damage to target player and 2 damage to you. You may sacrifice three mountains. If you do, CARDNAME deals 4 damage to target player.

Spark of Ferocity 1GG
Instant [Rare]
Put three 3/3 green Beast creature tokens into play with haste and "at end of turn, sacrifice this creature." You may have creatures you control deal no combat damage this turn. If you do, put three 3/3 green Beast creature tokens into play with trample.


Messenger of Diplomacy 1W
Creature - Type [Unommon]
T: Tap target attacking creature and remove it from combat. It deals no combat damage this turn.
Sacrifice CARDNAME: Destroy target attacking creature.
1/1

Messenger of Deception UU
Creature - Type [Uncommon]
T: Counter target activated or triggered ability.
Sacrifice CARDNAME: Counter target spell.
1/1

Messenger of Annihilation 1B
Creature - Type [Uncommon]
T, sacrifice CARDNAME: CARDNAME deals X damage to target creature, where X is that creature's converted mana cost. You lose X life.
1/1

Messenger of War 1R
Creature - Type [Uncommon]
T: Put a 2/1 red CREATURE creature token into play with Haste and "at end of turn, sacrifice this creature.".
1/1

Messenger of Nature 1G
Creature - Type [Uncommon]
Sacrifice CARDNAME: Target attacking creature gets +4/+4 until end of turn.
1/1

marhawkman
10-08-2007, 02:16 AM
1w: decent
1u: Hmm.... the "psychic feedback" ability is kinda cool. But reword it to lose life, paying life as a card effect doesn't make sense.
1b: nifty, this thing'll clear out your hand almost as fast as "one with nothing" If you get the wrong card that is. Only uber when used with Draw control.
1r: Okay this is over the top. There is no downside at all. It needs one.
1g: at first I thought OMG Br0k3n! then I noticed that your opponent gets a copy of it when it dies. I think that's adequate for balancing.

2w: Erm... the secondary ability is really easy and basically says "swarm=instakill"
2u: The secondary ability is the only thing that'd make this broken, lose that and it's perfectly fine.
2b: I'd swap the first and second abilities. the first is UBER, and the second is completely underwhelming for the cost. BUT If you swap them the costs would balance out I think.
2r: is that 4 MORE damage? 7damage is a lot even if it'd require you to sacrifice 3 lands.
2g: 3 for 3 3/3? um... the first ability is a bit much, the second is way out there.

3w: very strong... but having both options seems like a bit much.
3u: ditto^
3b: well balanced
3r: It's a free token generator, not only that it generates tokens with haste. Very powerful indeed, too powerful? If it cost mana to make the tokens then the answer would be no, as is, I'll say yes.
3g: Looks fine to me.

BW what do you think of this idea?:http://www.pojo.biz/board/showthread.php?t=458389

hachihyaku
10-08-2007, 08:52 AM
Most of this stuff is fine in limited. Unfortunately (or fortunately), there's also constructed to worry about, so making things rare doesn't mean they can be broken.

"Aggression" is a red (and, to a lesser extent, black) ability. Having it on your W and G 1-drops is breaking the pie.

The new Lions is OK, but it should be red or black. "Cannot clock" is almost pointless; why would anyone block with it? Its second ability is what's broken about it; it makes it immune to Last Gasp, Sudden Death, etc,. and much more powerful than a 1-drop should be. Suggested fix:

New Lions (B)
~this~ cannot block.
~this~ cannot be the target of spells or abilities you control.
3/1

This is still near-broken in constructed.

The U spell should be reworded to:
Counter target spell. You lose X life and put the top X cards of your library into your graveyard, where X is that spell's converted mana cost.

It is still undercosted, by a LOT. Nobody in the world cares about cards being milled. It's basically "Counter target spell and get a 1/1" for U. That's busted.

The green one demands a drawback of some kind; compare to Rogue Elephant. See Jackal Pup for an example of what the red one should be like.



Spark of Nobility is pretty much strictly better than Overrun, and costs 2 less. Broken.

Spark of Inspiration: "If you do, draw a card" is broken. Otherwise fine.

Spark of Profanity: Undercosted by about 4. Nobody will ever play the second ability. Completely broken.

Spark of Ignition: Obviously broken.

Spark of Ferocity: Completely and utterly broken. "Turn 2, Eot, Spark of Ferocity, I'll have my creatures deal no combat damage this turn and get six 3/3 tramplers. My turn, swing for 18. If you live, swing for 9 next turn." (There is a difference between AT end of turn and UNTIL end of turn. To work how you want, you need Substance.)

The rest are broken even in Limited, enough so that it's like you've never played Limited before. (Diplomacy basically says "win target game.")

bankai tensa zangets
11-22-2007, 10:19 PM
i really like that clamp ability