Create a card. The next time warp effect card.

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Archived from groups: rec.games.trading-cards.magic.misc (More info?)

Here's a couple I was working on.

________ 1UU
Sorcery

Remove your hand from the game: Take an extra turn after this one.


________ 2BB
Sorcery

Pay half your life rounded up: Take an extra turn after this one.


________ 5UU
Sorcery

Choose one: Take an extra turn after this one; Gain control of target
permanent an opponent controls; or draw five cards and then discard four
cards from your hand.

or one that gives your opponent one.

________ U
Instant

Counter target spell. Skip your next turn.
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

In news:5642-421641D5-342@storefull-3236.bay.webtv.net,
Tommy Luke <KazuyaZero@webtv.net> rambled:
> Here's a couple I was working on.
>
> ________ 1UU
> Sorcery
>
> Remove your hand from the game: Take an extra turn after this one.

The first one is utterly broken, and would warrant restriction in any and
all formats if it were ever printed. In Type 1, where this would be an extra
Time Walk, removing your hand from the game could potentially be of zero
detriment. Between Cunning and Burning Wish, you could easily recoup any
lost cards. Also, topdecking this midgame would be like topdecking Time
Walk. Its synergy with Yawgmoth's Will is undeniable as well. A more
appropriate cost would be 1UUU. UUU is considerably harder to acheive than
UU, and would belong in a (basically) mono-blue deck, which does not really
like to have an empty hand, and wouldn't be too willing to dump its hand to
Walk.

In Type 2, this wouldn't be as abusable (just like every card), but would
still be extremely powerful due to the current aggro nature of Type 2. The
aggressive decks (*cough*affinity*cough*) dump their hand fairly quickly
anyway, so dumping their hand wouldn't be so bad.

> ________ 2BB
> Sorcery
>
> Pay half your life rounded up: Take an extra turn after this one.

Traditionally, the "pay half your life" cards cost BBB, which is convenient
because of Dark Ritual. However, I feel this card is strictly inferior to
Infernal Contract, Doomsday, and to a lesser extent, Death Wish. In my
experience, taking an extra turn has two main benefits: 1) untapping and 2)
drawing a card. There has been no precedent of a black card awarding an
extra turn - it's a blue thing, which red can sometimes accomplish. I think
that, using Infernal Contract and Time Warp (perhaps its closest
"neighbors") as a basis, this would be a more well-rounded card:

SuicideTimeWalk 1UB
Sorcery
As an additional cost to play SuicideTimeWalk, pay half your life, rounded
up.
Take an extra turn after this one.

IMO, this is still pretty damn good, and would probably see restriction
right away as well, but I'm not too good at card design. I know a broken
card when I play with one, but not when I design one...

> ________ 5UU
> Sorcery
>
> Choose one: Take an extra turn after this one; Gain control of target
> permanent an opponent controls; or draw five cards and then discard
> four cards from your hand.

I see nothing wrong with this. Seven mana is expensive, and this would
probably see limited play. But it looks extremely balanced. You may even be
able to increase the last ability to "or draw five cards then discard three
cards from your hand." This results in seeing 5 cards of your library, but
only +1 Card Advantage. (-1 for casting it, +5 for drawing, -3 for
discarding).

> ________ U
> Instant
>
> Counter target spell. Skip your next turn.

This seems like the type of junk that WotC would print. If you're playing
Stasis, this is a natural fit. If not, you consider it an inferior Force
Spike.

How about something like:

Counterspell, Redux
U
Instant
Target opponent may take an extra turn after this one. If that player does,
counter a spell controlled by that player. If that player does not, empty
that player's mana pool and counter all other spells played for the
remainder of the turn.

This would be geared towards shutting down combo decks. It presents them
with a choice, basically: respond to this spell by comboing me out, or try
to combo out again next turn. Note that this spell does *not* target a
spell. It targets a player. So, if a player has two spells on the stack, you
can respond with this, targetting them. They have to make the decision
before you decide which spell to counter. Also, if they decide to "mana
short" themselves, it does not counter spells on the stack - only other
spells *played* this turn. Since the spells on the stack are already played
(just not resolved), they won't be coutnered.

What a weird card. I really cant' tell if it's absurdly good or absurdly
bad. Give your opponent a Time Walk, or Mana Short/Chalice them? Strange
indeed.

--

KB

Briscobar AT gmail DOT com
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

"Tommy Luke" <KazuyaZero@webtv.net> wrote in message
news:5642-421641D5-342@storefull-3236.bay.webtv.net...
> Here's a couple I was working on.
>
> ________ 1UU
> Sorcery
>
> Remove your hand from the game: Take an extra turn after this one.

This strikes me as being too good. Fast decks won't have a hand to
remove, and thus no drawback and other decks can use Wishes
to get the removed cards back. Maybe if you set a number of cards
that have to be removed for a free turn, then it might be a bit more balanced
since you would HAVE to have those cards to remove.

How about a revised version like

Time Stroll
1UU
Sorcery
As an additional cost to play ~, remove 3 cards in your hand from the
game.
Take an extra turn after this one.

Probably still overpowered due to the presence of the wishes, but you would
have to have the cards to remove.

> ________ 2BB
> Sorcery
>
> Pay half your life rounded up: Take an extra turn after this one.

I like it, though I think it should be part blue. Messing with time is in
blue's
domain. Bargaining your life away is black's.

>
> ________ 5UU
> Sorcery
>
> Choose one: Take an extra turn after this one; Gain control of target
> permanent an opponent controls; or draw five cards and then discard four
> cards from your hand.

I like ... Time Warp is 3UU, Confiscate is 4UU, but that last option doesn't
look
so good. How about discarding 2 or 3 cards instead of 4, or just "Draw 3 (or 4)
cards for the last mode)

I had something different in mind, more a screwing with time over straight free
turns

Temporal Flux
2UU
Sorcery
Take an extra turn after this one. At the end of that turn, skip your next
turn.

Good for combo decks and decks that only need 1 more turn to do their thing.
May need a wording change.

And for those that like a little bit of randomness

Chaos Time
2UR
Sorcery
Flip a coin. If you win the flip, take an extra turn after this one. If you
lose the flip,
skip your next turn

And one more for the simple.

Temporal Trap
3UU
Sorcery
Target player skips their next turn
"And they said you couldn't kill time!"

-------
Clayton

Random Tagline:
If Murphy's Law can go wrong, it will.
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

I had a thought...

Temporal Acceleration 1UU
Sorcery
Return all permanents you control to their owners' hands. You take an
extra turn after this one.

Yeah, there are easy ways around it (float all your mana to play stuff
before your next turn), but you'll only have one land maximum to play
with in that next turn under normal circumstances...
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

____________ 3UU
Creature- Elemental

Flying

If _________ would be put into a graveyard from play, instead remove
________ from the game, and then take an extra turn after this one.

2/4
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

Tommy Luke wrote:

> ____________ 3UU
> Creature- Elemental
>
> Flying
>
> If _________ would be put into a graveyard from play, instead remove
> ________ from the game, and then take an extra turn after this one.
>
> 2/4
Too good. Compare Aven Fisher, which is a 2/2, only gets a card,
not a whole turn, and is still 3U, and is a decent card in
draft.
--
Christopher Mattern

"Which one you figure tracked us?"
"The ugly one, sir."
"...Could you be more specific?"
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

Chris Mattern wrote:

> Tommy Luke wrote:
>
>> ____________ 3UU
>> Creature- Elemental
>>
>> Flying
>>
>> If _________ would be put into a graveyard from play, instead remove
>> ________ from the game, and then take an extra turn after this one.
>>
>> 2/4
> Too good. Compare Aven Fisher, which is a 2/2, only gets a card,
> not a whole turn, and is still 3U, and is a decent card in
> draft.

Oh, you do remove it from the game. That helps. Not enough, but
at least it's not insanely abusable in constructed in addition to
being very undercosted in limited.
--
Christopher Mattern

"Which one you figure tracked us?"
"The ugly one, sir."
"...Could you be more specific?"
 
Archived from groups: rec.games.trading-cards.magic.misc (More info?)

_____________ 6UU
Sorcery

Take an extra turn after this one. If you have 5 or less life take two
additional turns instead.





_____________ 3UU
Sorcery

Take an extra turn after this one. Your opponents may draw a card.


_____________ 4GG
Sorcery

If you control no creatures, take an additional turn after this one.


_____________ 5WW
Sorcery

Take an extra turn after this one. You gain 5 life.