Mergatroid_Jones wrote: ↑1 year ago
I was trying to represent Emmy being stuck in the moon unkicked, and then breaking out if you kick it. But an Ornithopter may not have been the best way to represent that.
Magister of Hours 2UUU
Creature- Human Wizard (R)
Ward-- Skip your next draw step.
After your first upkeep step during your turn, you get two additional upkeep steps.
It's gonna be a long day.
1/5
IIW: Weird power/toughness combinations
Super
Paradox Haze Man. Think it needs to be worded as a trigger. I do like the blue version of "Ward - Discard a card".
Sporegorger_Dragon wrote: ↑1 year ago
Stop Time
1{U}{U}
Instant - (R)
Split second
Skip your next turn.
End the turn.
The warrior blinked, and suddenly the dragon was a crumbling skeleton, the human rogue was now an elf, the cleric was nowhere to be seen and the wizard had a beard five times longer than he was tall.
Alternate flavor text:
"Galoomp the lion, and let it drink of palm sap!" -Teferi, ancient Zhalfirin phrase too profane for us to translate
IIW: Unconventional oozes
This sort of feels like a really bad
Dissipate. You can stop one or more of their spells, and you can mess up plans they had for their turn, but for the most part they'll still be able to do those plans on their next turn, plus you're giving them a card and all their mana back (you also can't really cast this card on your own turn without probably losing). This could probably cost
1U - maybe
U - and be fair.
Megiddo wrote: ↑1 year ago
Timie {=1} 1UUU
Sorcery {R}
Take an extra turn after this one. You can't attack during that turn.
"With this we can shorten any amount of time down to just one second."
IIW: a plane experiencing alien invasion
AI see what you've done. I think recurring time walks makes for pretty poor gameplay experiences, so I always scrutinize any cheap (6 mana or less) walk that can be abused that doesn't remove itself, and the combat step is usually not what people are abusing with those loops (especially since not attacking on the extra turn means you have blockers for when you pass the turn back). I like
Savor the Moment; this feels like
Time Warp at one less mana.
Juancu wrote: ↑1 year ago
Stop, Hammer Time! 1RR
Instant (R)
Split Second
Choose any number:
* Attach target equipment to target creature.
* Destroy target artifact.
* Up to three target creatures can't block this turn.
Part of the same Universes Beyond --
You Can't Touch This UW
Instant (R)
Target permanent you control gains hexproof until end of turn. It can't be blocked this turn. You may have it phase out.
IIW: finally complete
All these effects feels appropriately hammery, but I feel like it's tough to have a situation where you can comfortably include this in your deck. If your opponent doesn't have any artifacts,
1RR to equip something and get in unblocked is super mediocre. Its like a sideboard card for equipment decks when they play against other equipment decks/decks with artifacts they want to blow up. It's cute but not very functional in the way most people play magic. Can't Touch This is neat, though it could probably be an uncommon.
chetoos wrote: ↑1 year ago
Endless Night
3GG
Enchantment
When Endless Night enters the battlefield, it becomes night.
It can't become day.
Wolves and Werewolves you control get +2/+0 and have trample.
Whenever a player casts their second spell each turn, put a +1/+1 counter on each wolf or werewolf you control.
Without the power of the Celestus, the morning never came, and the howlpacks spread across Innistrad.
IIW: The wolves are at the door
Pretty straightforward support for werewolves. It's probably doing too much - having both its tribal abilities pumping your wolves in two different ways feels like overkill - but this is functional and likely fairly costed. I prefer cards that have some amount of tension or require some thought towards what sort of deck I want to include them in.
Cythare wrote: ↑1 year ago
Desperate Plea 2WWU
Sorcery (M)
Kicker—Skip your next turn.
This spell can't be countered.
Destroy all creatures. If Desperate Plea was kicked, destroy all nonland permanents instead.
IIW: Suspend
I really can't ever imagine kicking this; if I want this effect I'd just pay 1 more mana for
Farewell or
Planar Cleansing. Yes it's uncounterable and it's an extra option, but it's not an option I'll ever take when it means I'm giving my opponent a card, all their mana to rebuild their board, and an extra combat step. To me and a lot of players, it's 5 mana
Supreme Verdict.
Flatline wrote: ↑1 year ago
Frozen in Time 2uu
Enchantment (R)
When Frozen in Time enters the battlefield, tap all creatures. Those creatures don't untap during their controllers' untap step for as long as you control Frozen in Time.
1u, Sacrifice Frozen in Time: Untap target creature. Activate only as a sorcery.
IIW:
Band names as black-bordered card names.
(No local bands. Your band should at least have a Wikipedia page.)
This is an interesting blue board wipe. It's definitely undercosted - blue shouldn't get wrath effects at the same cost as white and black - but I really like the idea here. At 5 or 6 I think this is printable. The untap effect on the sac is cute too.
Ulka wrote: ↑1 year ago
Inxs, Rhox Time Mage 4UG
Legendary Creature - Rhino Wizard (M)
Flash, Trample
When Inxs, Rhox Time Mage enters the battlefield, if it was cast from hand, end the turn.
2UG,
: End the Turn. Activate this ability on your turn.
4/4
IIW: Conspiracies
Time Stop on a 4/4 body is kind of busted, and it even has some extra utility as an extra counterspell on your turn as well.
Crystal Shard makes this yucky. Feels like you need a few more hoops to jump through to get a super
Mystic Snake.
Mergatroid_Jones wrote: ↑1 year ago
Fellian's Restaurant at the End of Time
Legendary Land (R)
Fellian's enters the battlefield tapped unless an opponent has taken an extra turn this game.
4UUUU,
T: Take an extra turn after this one. Activate this ability only once per game, and only if you haven't taken any extra turns this game. This ability costs
1U less to activate if an opponent has taken an extra turn this game.
T: Add
U.
IIW: Create a token that has never been created.
This is probably fair, but it's so expensive it's unlikely to see any play outside of exactly EDH. It doesn't really need the extra fluff about opponents taking extra turns either - even at 6 mana plus a tap, this is generally going to eat up all your mana for the turn, so it's 7-9 mana to draw a card and get an extra combat step plus a mana refund, which is good, but is going to come up maybe once in every 50 non-EDH games.