RaikouRider wrote: ↑3 years ago
Stop 1W
Instant {U}
Tap up to two target creatures. Prevent all damage those creatures would deal this turn.
//
Go 1W
Instant {U}
Creatures you control get +1/+0 and gain first strike until end of turn.
Fuse
(You may cast one or both halves of this card from your hand.)
This strikes me as a card I wouldn't like to play against, especially if fused. Also, the damage prevention looks a little redundant to me, you're already tapping the creatures, how do they deal damage (except corner cases of course)? The name is good and fits the card well, which is not a given in this round, and I feel like that's the best thing about this card. Minor note: fuse should be written in both halves, like Gatherer does.
netn10 wrote: ↑3 years ago
Rule 2W
Sorcery (Rare)
Your opponents can't cast spells, attack and block this turn.
/// Duality
(Then mark this side and exile this card. During your opponents' turns, they may cast the other side of this card and they may spend any color of mana.) ///
Out 2W
Sorcery (Rare)
Exile each creature until a player cast a spell named Rule.
I wanted to quote your post and I accidentally hit the thank button instead. Oh, well, I guess you can use an extra thank you! About the actual card, I'm not a fan of it. The name doesn't respect the "and" convention, and duality sounds to me as it has complicated logistics (how do you mark the card without altering it?), and then as I read it I expected a "you may cast" and I went "they?!?" There is also a missing "s": "until a player casts a spell named Rule." I like the idea of linking the two halves together, but I think fuse does a much better job at that than duality.
slimytrout wrote: ↑3 years ago
True 3U
Sorcery (U)
Look at the top three cards of your library. Put two of them into your hand and the rest on the bottom of your library.
////
Form 3U
Sorcery (U)
Aftermath
(Cast this spell only from your graveyard. Then exile it.)
Create an X/X blue Elemental creature token, where X is the number of cards in your hand.
The name is good and respects the "to" convention for aftermath. The synergy is clearly there. Maybe I would have liked this more if True cost one less mana but only got you one card. That way, you could go turn three True and turn four Form.
Daylit wrote: ↑3 years ago
Break 1G
Instant(R)
Each opponent sacrifices a noncreature artifact or a noncreature enchantment
//
Escape 3GG
Instant (R)
Create a 3/3 green Ape creature token for each noncreature permanent put into a graveyard from the battlefield this turn.
Fuse (
You may cast one or both halves of this card from your hand.)
Is "break and escape" a real English saying? It makes sense, but I've never heard it. The abilities are good, they fit the names, and have synergy. Minor notes: fuse should be written in both halves, like Gatherer does. A period is missing at the end of Break's rules text.
void_nothing wrote: ↑3 years ago
Appear 3U
Instant
(R)
Create a 3/3 blue Weird creature token with defender and flying. Scry equal to the number of creatures you control. Exile the token at the beginning of the next end step.
///
Depart 2U
Instant
(R)
Each player returns a creature, a land, and a noncreature, nonland permanent they control to their owners' hands.
Like the previous card, "appear and depart" makes sense but I don't think it's a real English saying. You can't say "scry equal to...", it should be "scry X, where X is equal to..." Scry being tied to the number of creatures you control feels more green than blue to me, but blue can still certainly do it. The same goes for creating a temporary token, that feels more red to me than blue, but again, blue can do it. It's ironic that I just said that I could see Appear as red-green, the enemies of blue. As for Depart, it's the kind of card that I personally would hate played against me: I took multiple turns to develop my board and now most of it is suddenly gone. I can rebuild it, but it will take me more turns that I could and should have used to attack you. Nothing wrong with the card, it's just not my personal preference.
MonoRedMage wrote: ↑3 years ago
Spur R
Instant {R}
Untap target creature. That creature attacks or blocks this turn if able.
//
Action 3RR
Instant {R}
Aftermath
Action deals X damage to target creature and that creature's controller, where X is the number of attacking and blocking creatures.
What a surprise, the mono red mage making a mono red card!
Don't worry, that's coming from a fellow red mage. I like playing mono red too. Not only it, but it's one of my favorite weapons in my arsenal. The name makes sense with the "to" convention for aftermath. Problem: untapping creatures is not mono red, and red doesn't get the "I untap and block" option, that's more green or white. "I untap and attack" looks useful only if there is an activated ability with tap in the cost, I tap to use the ability, then untap and attack. Otherwise, your creature will just untap regularly in the untap step and be ready to attack anyway, without you needing Spur. But wait, you can play Spur on your opponent's creature. In duel, I don't see the upside of Spurring your opponent's creature and have it attack you. In multiplayer, now we're talking. You can Spur an opponent's creature and hoping it attacks another opponent. Action is good and I have no problems with it.
Henlock wrote: ↑3 years ago
Austerity 1ww
Instant (r)
Exile target permanent with converted mana cost 4 or greater.
//
Posterity 1ww
Instant (r)
Return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.
The name is good with the "and", but because the two names are opposite of each other, not because it's an English saying, or at least not that I know it. I really like the simplicity and the effectiveness of Austerity, and also the mirror between the two halves.