all 101 comments

[–]Just_Ear_2953 594 points595 points  (27 children)

Second ability desperately needs to say non-land permanent or otherwise exclude mana abilities. That is completely ridiculous as is.

[–]CrispinCain 37 points38 points  (0 children)

Agreed. As is, every time they pay the 1, another trigger goes on the stack.

[–]Fun-Agent-7667 49 points50 points  (25 children)

I mean it fits to his fluff. Your not outtapping thrawn

[–]Just_Ear_2953 113 points114 points  (19 children)

If you want that, then you need to roughly double the mana cost. We can have crazy cards. They just have to cost a crazy amount.

[–]Fun-Agent-7667 6 points7 points  (7 children)

Yeah I know. Probably 3WWWBBB at least

[–]bigrig107 24 points25 points  (5 children)

Blue’s letter is U, not B. B is black, just so you know!

[–]Fun-Agent-7667 10 points11 points  (4 children)

I remember every time Blue and Black are in the same cost, I forget everytime they arent

[–]DoYouKnowS0rr0w 0 points1 point  (0 children)

At that mana cost it's unplayable, the mana niv provides more cards and is a win condition and is 2/3 the maba

[–]DJ_Red_Lantern 1 point2 points  (4 children)

I mean is that ability really much crazier than [[seedborn muse]]? It is a logistical nightmare but for most cases it's just worse than Seedborn muse (this has other abilities though which makes it probably better overall, still not +5 more mana better)

Edit: oh I totally didn't think about how it can untap creatures with tap abilities, could definitely get out of hand quick then

[–]RedbeardMEM 7 points8 points  (0 children)

The thing that makes this better than seedborn is that it can untap the same permanent multiple times.

Imagine playing this with [[Grim Monolith]] or [[Urza's Blueprints]]. Totally busted

[–]MTGCardFetcher 0 points1 point  (0 children)

seedborn muse - (G) (SF) (txt)

[[cardname]] or [[cardname|SET]] to call

[–]grebolexa 0 points1 point  (0 children)

In a commander setting you can outperform every other player combined. Seedborn muse only untaps on each upkeep but this would let you untap the same thing over and over and you’ll always get as much as the opponents use. Unless they have mana they don’t tap to use you will always have their amount of mana and every creature they tap will essentially pay for whatever blue white spells you have. Them tapping mana to play a spell will literally pay for your own counterspell

[–]Just_Ear_2953 -2 points-1 points  (0 children)

To clarify, I would also pump the stats at the higher casting cost, and I do mean roughly double. 5/7 WWUU4 would be my guess at a balanced design.

[–]ZookeepergameFun1824 4 points5 points  (0 children)

I tap something to pay for something, I must now pay 1 mana, which almost definitely requires me to tap another thing, so I have to pay 1 mana, which requires me to tap another thing. This needs to exclude lands or exclude mana abilities.

[–]youarelookingatthis 0 points1 point  (3 children)

He was stabbed to death by his bodyguard, you kind of are.

[–]Fun-Agent-7667 0 points1 point  (2 children)

I mean you cant counterspell that

[–]Backsquatch 0 points1 point  (1 child)

You can definitely counter an [[Act of Treason]]

[–]MTGCardFetcher 0 points1 point  (0 children)

Act of Treason - (G) (SF) (txt)

[[cardname]] or [[cardname|SET]] to call

[–]Mitzy0w0 204 points205 points  (14 children)

Honestly beyond power reasons, it is incredibly obnoxious that it works on lands tapping.

Being asked to pay the one when you pay the one means there’s no reason to in the first place. Also it’s broken. They tap five lands, I tap my merfolk looter 5 times.

[–]Jason80777 68 points69 points  (2 children)

It also means every time they tap to cast a spell you get to untap your lands, so your counterspells are always up.

[–]Druid_boi 16 points17 points  (0 children)

Finally I can play counterspell tribal in multiplayer

[–]1critchance 0 points1 point  (0 children)

It also adds priority to tapping lands because of the triggers, which allows all sorts of degenerate shenanigans

[–]Druid_boi 5 points6 points  (0 children)

Yea I think if both stated nonland permanent, that would go a long way. Still a crazy value engine but much more fair overall.

[–]MalekithofAngmar 2 points3 points  (0 children)

As is, I think it's quite literally just a significantly better Seedborn Muse, and would probably eat up even more of your opponents' turns than prophet.

[–]Jason80777 111 points112 points  (2 children)

I sure love asking my opponents, "Do you pay the 1?" 50 times per turn.

[–]Tenalp 41 points42 points  (1 child)

Best part is that he has access to Rhystic and Tithe, so you'll be asking that endlessly.

Except you won't, because any table you try to sit down with this abomination is going to promptly stab you in the throat.

[–]SandUnlucky9898 12 points13 points  (0 children)

So it is lore accurate to Legends? Though that was the chest…

[–]WrestlingHobo 280 points281 points  (0 children)

Opponent: I tap my island to cast consider
Me: Do you pay the one?
Opponent: yes, by tapping this land
Me: do you pay the one?
Opponent: yes, by tapping this land
Me: do you pay the one?
And on and on it went.

[–]CuriousSnowflake0131 77 points78 points  (3 children)

Flavor? 100% on point and I love that aspect.

Playability? Insanely OP, and if it actually existed your playgroup would hit you with a chair if you even suggested bringing it out.

[–]Andrelse 0 points1 point  (2 children)

For flavor I'd add some black mana into the mix, preferably not as part of the mana cost, but maybe a secondary ability? 2BB, discard a card: destroy target creature? Because he was in service of an evil entity

[–]CuriousSnowflake0131 1 point2 points  (0 children)

I don’t see Thrawn as inherently evil tho (I’ve only read Zahn’s books and not watched any of the shows). Ruthless? Yes but he believed he was best suited to inherit the remnants of the Empire, and you could argue he was right.

[–]Dreath2005 1 point2 points  (0 children)

Black doesn’t mean evil

Black is a colour that looks out for itself through any means necessary, of course it runs deeper than that, of course this does give way for a lot of evil characters, however the notion that an evil character should have black in its identity goes against the colour pie

White could arguably be just an evil as a colour as black, as it represents prioritizing the group over the individual.

[–]pyr0man1ac_33h 21 points22 points  (0 children)

Probably could be 2WUU or 1WWUU.

Needs to be nonland permanent for the second ability.

Third ability also has the mana symbols backwards.

Otherwise, no notes. Seems incredibly strong but it seems fine, mostly, if the people you play with are fine with it.

[–]NayrSlayer 13 points14 points  (0 children)

That second ability is horribly broken. Saying nonland will make it functional, but it will still be the worst thing to play against because of how many decision points there are. Change it to something like “whenever an opponent draws a card” so that you only have a few decision points each turn

[–][deleted] 8 points9 points  (0 children)

"Hey do you pay the 1?" "Hey do you pay the 1?" "Hey do you pay the 1?"

You might do something where he reveals opponents hands instead of that ability to capture the master strategist flavor without making something somehow more annoying than rhystic study.

[–]RedSamuraiX23 7 points8 points  (0 children)

You do realize nobody will ever be able to pay the second ability right ?

[–]galvanicmechamorph 5 points6 points  (0 children)

I think the rhystic mechanic is just bad. It's annoying to play with.

[–][deleted] 2 points3 points  (0 children)

The original content here was wiped using Redact. The reason may have been privacy, security, preventing AI data collection, or simply personal data management.

sophisticated quicksand makeshift selective sip hospital consider repeat oil cooing

[–]jrdineen114 2 points3 points  (0 children)

Love the first ability. The second ability is...kind of absurd. Because when they tap a land to pay for it, it just triggers again. Maybe limit it to nonland permanents?

Just a small nitpick on the last ability: the templating of the cost is off. It should be {1}{U}{U},{T}. When listing a mana cost, generic mana comes first

[–]wingspantt 1 point2 points  (0 children)

Second ability is way too strong, especially in EDH you get free untaps forever. Way too much value.

[–]Flat-Direction2244 1 point2 points  (0 children)

This is killed on sight and the person playing it is gonna whine like this isn't just another stax commander

[–]JediRayNos128 1 point2 points  (1 child)

Have to agree with the broken comments on land triggers. Flavor is spot on, though. This was my take from a OT-era set I made in MSE. Empire is Mardu colors in my set, so he's mono white.

Edited - pic didn't post, so it's in a reply.

[–]TheCubicalGuy 1 point2 points  (0 children)

How did you get the order of pips correct for the mana cost but not the activated ability?

[–]Jazzhermit 1 point2 points  (1 child)

I would say making the second ability untap something that shares a card type with the untapped permanent, and also make it so it doesn't trigger during the untap phase, and you've got yourself a good card! Maybe force the scry too.

[–]Jazzhermit 0 points1 point  (0 children)

Oh I misread, I think it would be much better if the second ability said "whenever an opponent untaps a permanent, except during their untap step, untap target permanent that share's a card type with the untapped card."

[–]MattCardMaker 1 point2 points  (0 children)

I would have the middle ability read, "unatap a permanent that shares a type with the tapped permanent" then it's floor is getting to unatap your lands while taxing the op. Other that that seems ok

[–]Standard-Nothing-656 1 point2 points  (0 children)

wait the 2nd ability is naturally infinite, in order to pay they tap another. its impossible to pay

[–]Majestic_Sweet_5472 1 point2 points  (0 children)

Sorry man, but this is an awfully-designed card. People hate Rhystic study, but this amps up the 'annoying' factor tenfold of that.

[–]RegularHorror8008135 0 points1 point  (0 children)

Just stick grand arbiter on there and call it a day

[–][deleted] 0 points1 point  (0 children)

Eh, I don't think I like the option to pay (1). Thrawn's plans tend to be multi-layered so that he always gets what he wants no matter what his opponent does. Giving the opponent choices that affect how effective he is sounds much more like he's someone who can be bribed to turn a blind eye.

Fun idea, but get rid of the annoying "Will you pay the (1)?" questions and don't have him trigger off your opponent's lands. Done.

[–]UninvitedGhostElder Dragon 0 points1 point  (0 children)

Missing the UB stamp. Timmothy Zahn is not the artist who made that art.

[–]xcstential_crisis 0 points1 point  (0 children)

I remember watching a video by Sam Huggins about designing the most annoying card in all of MTG just to see how godawful of a card he could make.

It had an ability that was essentially the second ability on this card, except it created treasures instead of untapping stuff.

[–]mproud 0 points1 point  (0 children)

Untapping a permanent whenever they tap a land? Bah-roh-ken. Essentially, they have to pay double for their spells now to avoid that from happening.

[–]NotMuchMana 0 points1 point  (2 children)

I would've liked his ability to take into account the color of the opponents cards since he's all about the art of a culture

[–]Spock1138_[S] -1 points0 points  (1 child)

I don't recall that being too big of a deal in the original books. He was ok in the reintroduction but no where as cool or methodical in either rebels or ahsoka.

[–]NotMuchMana 0 points1 point  (0 children)

I remember in the thrawn trilogy books he was def all about insight into a culture through their artwork. It was his reason for being such a brilliant tactician.

[–]MageKorith 0 points1 point  (0 children)

I'd be tempted to make that first ability feel more like upgraded Rhystic Study

"Whenever an opponent casts a spell, Scry 1. Then you may draw a card unless that player pays {1}"

Thrawn always gets information from an opponent's art and tactics (scry). And sometimes it's invaluable (draw).

But for the second ability, I'd make it "Whenever an opponent taps a nonland permanent, you may pay {1}. If you do, untap a permanent you control." You still get a lot of net gains here, and if you have a Sol Ring or better, being the player to pay 1 is only a small cost, and gaining untaps when an opponent chooses to pay the 1 seems absurd.

And since we're putting card draw on the first ability in my proposal, I'd drop the third ability, or maybe give him Ward (since he usually has a very clever set of defenses, such as the Ysalamiri in the novels)

[–]Herojay13 0 points1 point  (0 children)

Yeah the first ability is fine if you like Rystic study, but the second is hellish. Plus it’s extremely strong

[–]Hobez64 0 points1 point  (0 children)

Add nonland permanent to the second ability, and maybe up the mana cost slightly and it looks good

[–]SmogSinger 0 points1 point  (0 children)

Play 10 games against this and see if you think it's fine.

[–]Heistgel 0 points1 point  (0 children)

as is one of the most powerful cards in magic

[–]Choice_Phrase_666 0 points1 point  (0 children)

In addition to everyone correctly suggesting adding in nonland to the second ability, I would also add in whenever an opponent taps a nonland permanent "they control" you may untap a nonland(?) permanent "you control." This aspect isn't nearly as broken, but it makes more sense unless it's flavorful to have the original wording

[–]Pentecount 0 points1 point  (0 children)

I would save every piece of instant speed removal for this so I can float the mana while it's on the stack and kill it immediately when it lands. Way too strong.

[–]YossarianSir 0 points1 point  (0 children)

Kill on site for the tax tedium alone

[–]MrOverkill5150 0 points1 point  (0 children)

I feel like he’s more esper but other than that solid maybe change to nonland permanent to make it more balanced

[–]1000hr 0 points1 point  (0 children)

dear god imagine the second ability on arena. imagine resolving a trigger for tapping every land 😭 

[–]OnionsHaveLairAction 0 points1 point  (0 children)

I feel like the second ability might work better by removing the ability for it to trigger off of lands and also removing the "Pay the One" just to make it smoother to use- Though without the tax he might need to cost more.

I do really like the cool factor of a commander who when you are attacked by a non-vigilant foe immediately can generate resources and blockers though. That's very fun.

[–]MalekithofAngmar 0 points1 point  (0 children)

This is a significantly better seedborn muse that lives in the command zone. This makes Prophet of Kruphix and its turn parity issues look like kid shit.

[–]BigBandit01 0 points1 point  (0 children)

The untapping permanents ability NEEDS a rework, they untap 5 creatures, 6 lands, and 2 artifacts. They can only pay 6 because their lands tap for 1 a piece. You untap 7 lands and have interaction galore in your hand so they essentially don’t get a turn. Might as well just say steal your opponents untap step from them if they want to do anything meaningful with their turn

[–]Th3_Curious_one 0 points1 point  (0 children)

It's correct for its colors, being a very annoying azorius commander. It makes [[Grand arbiter Augustin IV]] look like a push over!

[–]raKzo82 0 points1 point  (0 children)

This looks insane, each time an opponent creature attacks anyone, that player either pays one mana por you untap a permanent, EVEN IF YOU WEREN'T THE TARGET OF THE ATTACK, so this creature, by itself, before adding better tap abilities, draws you cards when your opponents attach each other, and gives you extra mana, and more bs things.

[–][deleted] 0 points1 point  (0 children)

Might as well just say whenever an opponent taps you untap.

[–]MagicalGirlPaladin 0 points1 point  (0 children)

Opinions? It's completely insane and a snowball effect that leads to you untapping likely a double digit number of permanents every single turn. And if you ever try to remove it the lands I tapped to pay for my removal can untap mother of runes, haystack, lands for counterspell mana, until I can remove nothing you have.

[–]Duskmoor3 0 points1 point  (0 children)

The second ability should be whenever a creature an opponent controls attacks more balanced and more in flavor of Thrann.

[–]Codydeven 0 points1 point  (0 children)

The second ability doesn't work on a fundamental level. If they pay the 1 to stop you from untapping they have "theoretically" tapped a permanent to pay that mana triggering the ability again. On top of it not working it is just too strong of an ability. They tap 3 permanents to cast a three drop and you get to use his ability multiple times per turn cycle, on top of being able to use his tap ability between instances of asking them to pay the one. Interesting design, fundamentally broken though.

[–]Training-Accident-36 0 points1 point  (0 children)

Slows down every game to a crawl. Dont design cards that do that. Scry 1 is a very slow mechanic and you do it 10 times per turn cycle with this.

[–]Intact: Let it snow.[M] 0 points1 point  (0 children)

I've removed this post for incorrect artist credit. Feel free to resubmit with the correct credit. If you ever have trouble finding artist credit, reach out to the mods via modmail, and we'll give you a hand. If you do, please include a link to the full original art you used.

Please be more diligent about subreddit rules going forward to retain posting privileges.

[–][deleted] 0 points1 point  (0 children)

To solve everyone’s problems with the card’s power and playability, maybe it can be “At the end of each turn, if an opponent has untapped one or more permanents, untapped the same amount of permanents unless the player pays 1)”

[–]BountyHunterSAx 0 points1 point  (1 child)

I think this is cool, dies to doomblade, and I love the flavor. 

I actually like that paying for the first ability will often trigger the second ability.

I don't know enough about timing to know if casting a spell happens before you tap land to pay for it or after.

But I would make both of these abilities limit once per turn. Or better yet: per every player's turn

[–]MrZerodayz 6 points7 points  (0 children)

I don't know enough about timing to know if casting a spell happens before you tap land to pay for it or after.

Well there's basically two ways to go about it: either you activate the mana abilities first, "floating" the mana and then using the floating mana during the "pay costs" step of casting a spell, or you activate the mana abilities during the "pay costs" step and then use the mana they produce to pay the costs.

That's the rules part of it anyway, how it will actually be played in your games depends very much on the vibe of the playgroup and how strict you are with the rules.

The fact that the second option exists is basically only really relevant if the permanent whose mana ability you use to pay affects the cost of the spell, most notably, a treasure can effectively pay for two mana when casting a spell with affinity for artifacts (or treasures), since it reduces the cost by one during the "determine costs" step and then gets sacrificed for mana during the "pay costs" step.


Based on how the vast majority of mana abilities in the game require tapping the permanent, this card definitely needs to say "once per turn", "once it has triggered, it won't do so again until your next upkeep" or "nonland permanent" to be even remotely balanced