Daylit wrote: ↑3 years ago
Doubloon Hydra 2GG
Creature - Hydra
(U)
Trample
Whenever this creature enters the battlefield, flip three coins.
Whenever a player flips a coin, if the result is heads, put a +1/+1 counter on this creature.
2/2
I like this card a lot. The name and creature type seem to work well together for me, and the effect appears quite balanced in terms of what you get for four mana, worst case scenario a wimpy 2/2 with trample, best case scenario a great 5/5 with trample. Originally I was going to criticise the symmetrical static, but after thinking about it,
Managorger Hydra exists, so I think it's fine.
Therefore, my only concern with this card is the disappointment someone might feel after getting a 2/2 for four mana, but that's kinda just how coin flip cards work. Maybe making the creature slightly bigger and then reducing the coins flipped could negate some of potential feelsbad from this, but again, the static means it starting as a 2/2 or a 3/3 might be a good thing since it grows.
Overall, excellent job, appeals to timmy and depending on how many good coin flip cards were in standard, possibly spike as well.
MonoRedMage wrote: ↑3 years ago
Reserve of Luck R
Enchantment {U}
1R: Flip a coin. If you win the flip, put a chance counter on Reserve of Luck. Activate this ability only any time you could cast a sorcery.
Remove a chance counter from Reserve of Luck: The next time you flip a coin this turn, you win that coin flip.
This card is tough for me to evaluate. It seems somewhat balanced, but the real power and fun of this card hinges on other cards. The name works well, and the flavor is pretty good to me. My biggest criticism with this enchantment is similar to OneandOnly's in terms of its inability to function without coin flip cards, and its potential to supercharge those same coin flip cards and cause them to be far more powerful than they were intended to be.
As for who it appeals to, I would lean towards Johnny/Jenny, but maybe spike likes this as well? The strongest part about this card to me is the fun idea and sense of "I make my own luck" that feels exciting. This card feels to me like it could be a rare, as it is complex, and bumping its rarity could allow you to give it an effect that lets it function on it's own such as "Whenever you win a flip, exile the top card of your library, until end of turn you may play that card."
Of course that would require the cost and flavor to change, but I think something like that might be a cool way to make the card more exciting by itself.
Overall, for me, this card is a unique premise, but I'm not sure if it ends up fulfilling it.
kwanyeegor-ii wrote: ↑3 years ago
Merchant of Brains
BB
Creature--Human Warlock (Rare)
T, Discard a card and pay 1 life: Flip a coin. If you win the flip, draw two cards
T, Sacrifice another creature and pay 2 life: Flip a coin. If you win the flip, create a 4/4 black Zombie Horror creature token with lifelink and menace
1/1
Rarity seems on point, costing feels good to me, name is good. Flavor is pretty solid too, even without text I can see what your going for. What I don't like about this card might be something of a weird thing to say about it. I think it's too balanced. The cost of paying 1 life, discarding a card, and tapping one of your creatures is quite significant. So to me, while coin flip cards are high in variance, this one's worst case scenario is tough.
The second effect seems fairly ok to me because the resulting creature is worth the fifty-fifty chance most of the time, but I still think it might result in some unfun moments for players.
For this reason, I would prefer if the card was worded in such a way that at least one of the costs came after success. i.e: "
, Pay 1 life, then flip a coin. If you win the flip, draw two cards, then discard a card. I think spikes would be drawn to this card the most, but Johnny/Jenny might like the intricacies as well.
Overall, good flavor and balance, but a possible feeling of unfun gameplay hurts the card for me.
netn10 wrote: ↑3 years ago
All In 2R
Sorcery (Rare)
Each player may discard their hand. Each player that does flips two coins. each player that won at least one flip draws seven cards.
OK, we have a card after my own heart here. Short and sweet effect, flavorful as heck, and showing some subtle tricks to balance the effect. I like the uniqueness of the card, the may is not only flavorful, but fun and exciting as well, as it gives the player choice to you know what. Rarity is appropriate, mana cost seems good. The idea of increasing the odds of a successful draw seven by having player's flip two coins instead of one goes a long way to improving this card in my opinion, as it makes it more balanced and more tempting.
The downsides to this card lie in how players love to break things. As a wheel effect, it might have to be put into a non premier set, due to high power, but that's not a big issue to me. However, OneandOnly was correct in mentioning just how much variance this card has. Sometimes you draw it with no cards in your hand and it's a slam dunk, other times you have a full grip and it's gonna be several turns before you'd want to hazard casting it.
Overall, I can't help but like this card for its resonance and simplicity, even if it has some balance/variance issues.
slimytrout wrote: ↑3 years ago
Ral Zarek, Risk-Taker 2UR
Legendary Planeswalker - Ral (M)
0: Flip a coin until you lose a flip. Put X loyalty counters on Ral Zarek, Risk-Taker and scry X, where X is the number of flips.
-3: Reveal the top card of your library and put it into your hand. Ral Zarek, Risk-Taker deals damage to any target equal to that card's converted mana cost.
-7: You get an emblem with "Instant and sorcery spells you control have: 'Draw a card'"
4
Mana cost seems fine, flavor works really well, name is good, rarity checks out. Onto the loyalty abilities. The 0 is fun, and I like the fact that you came up with a fun way of adding loyalty that's different from the usual +1 or +2. Biggest problem I see is the corner cases of having a twelve loyalty walker that forces you to scry 12, which would not be fun for you or your opponent.
Of course, that's highly unlikely, but I always like to talk about the furthest extreme of a card.
Maybe it could be worded as, "Flip a coin until you lose a flip or have flipped six coins", just to be on the safe side? I know that's taking some of the fun and excitement away, but it's the Azorius in me I guess.
I have pretty much no issues with the -3, it's a little swingy, but not a big deal, and it could go to a -2 if it's too weak.
The ultimate feels good to me, I like the straightforward nature of it as a counterbalance to the high variance of the rest of the card.
Starting loyalty feels good as well.
Overall, great card, solid design, appeals to timmy/tammy.
frogchild wrote: ↑3 years ago
Gambling Goblin
Creature - Goblin
When Gambling Goblin enters the battlefield, flip X coins. Add
for each flip you won.
: Until end of turn, if you would flip a coin, flip two coins instead
He always goes all in
1/2
This guy has a lot going on. He's got X in his cost, he flips a whole lot of coins, and he can be activated to flip even more coins, and when he does flip coins, he makes a whole ton of mana. I like the name and flavor, and I think this guy could be fun for timmy/tammy in some ways. However, there are some big issues with this card for me. Paying mana into the X, and not being able to at least break even every time without activating the doubling effect seems rough.
In my head, I'm comparing this guy to cards like
Gadwick, the Wizened and
Hydroid Krasis. Which are of course blue and blue green. But they are both creatures with X in their cost, and they always give you a net positive for the mana you put into them. I understand that this is "Gambling Goblin" so you want a lot of risk. I just think that risk is definitely not worth the reward without the activated ability being used.
When you do use the activated ability, I think this card feels much better, but the fact that the ability is almost mandatory to make this guy worth it effectively makes him cost
. Even after using the effect, you still could come up with less mana than you paid, making me doubt the fun of playing this card. Perhaps making the effect, add
for each coin flip you won could make the goblin more exciting and powerful.
Overall, the concept has merit, and effect is unique, but to me, the low power level and high variance hamper the fun and usefulness of the card.
OneAndOnly wrote: ↑3 years ago
Acrobatic Tumble --
UR
Instant {C}
Choose a creature and flip a coin. On heads, untap that creature and it gains flying until end of turn. On tails, tap that creature and it gains hexproof until end of turn.
Draw a card.
The name is certainly evocative, and it describes what the card does quite well. I do have a couple issues with the mechanics and possible play pattern of the card. As a blue red card, I would have liked to see one of the effects granted feel more red, such as giving a creature haste, in order to justify why it's a red card. I suspect the red part of the card was meant to be the coin flipping, but I think that coin flipping alone doesn't make the card feel red, as all colors have access to coin flipping, and the flying and hexproof could probably only come from blue.
The other aspect of this card that doesn't sit well with me is the unknown nature of what effect your creature receives.
The flavor is great, and I understand the card has to have a good chunk of variance because its a coin flip card. However, I think players will find themselves not wanting to play this card because they don't like the idea of holding this up to protect their creature, only to have the creature gain flying, or vice versa, using it to push through the last bit of damage only to give their creature hexproof instead of evasion.
Maybe making one or both effects guaranteed, and bumping the rarity up could allow the card to be a little more reliable while still having some chance. Such as: "Target creature you control gets your choice of hexproof or haste until end of turn. Then flip a coin. If you win the flip, untap that creature." or "that creature gets +2/+0 until end of turn." Of course these versions fall into one of the things I just criticised, by skewing the card more towards blue or red, but I think that a change like that could make the card more tempting to play for a player.
Overall, a cool idea that fits well with coin flipping, but has some potential problems that make me leery about player's reactions. I'm also unsure of what type of player would be interested in this card, as it doesn't fit into most conventional boxes to me.