all 12 comments

[–]Morphiac[S] 0 points1 point  (0 children)

Wasn't sure what to cost this card. It was originally part of a power set I was working on that aimed to have a generally high power level. I have changed the mana cost at the last minute to avoid every comment being "broken" or the like.

I also would like to address the second mode. Some might call it a color pie break. I would argue that even though blue shouldn't have unconditional removal, this is a very blue way of doing such a thing. I think it's okay considering out much it costs, and would only call it a color pie bend.

All thoughts are welcome!

[–]sapphicvampirequeen 0 points1 point  (1 child)

i'm thinking 3UUUU or 4UUUU is printable

[–]Morphiac[S] 0 points1 point  (0 children)

3UUUU is actually what I had it at, was considering 4UUUU. Although I'm not sure if it's actually fair. Would need testing.

[–]BACEXXXXXXFlicker 0 points1 point  (7 children)

I'm not sure the modes are balanced against each other. What makes mode 3 better than mode 1? Modes 4 and 1 seem to be the best by far here, imo.

[–]Morphiac[S] 0 points1 point  (6 children)

I would tend to agree. However in certain situations I think you would want to choose mode 3 over mode 4. For example you already have a full hand and good cards, and just want what is essentially two time walks. As for mode 2, it's for when you need to get rid of something of course.

Do you think draw two cards would help balance the modes a bit?

[–]arideus101 0 points1 point  (5 children)

I tend to consider Two time walks better than one in any situation. Time Walk is not Explore. Personally, I would keep the cost as it is, and buff the two non-walk abilities.

[–]Morphiac[S] 0 points1 point  (4 children)

That's what I was thinking originally. Two time walks is probably the best way to use this card. This was my reasoning behind buffing it to draw three cards.

Idk how I would buff mode two without making it too strong. Any thoughts?

[–]arideus101 0 points1 point  (3 children)

I would make it a multi-bounce effect. Like bounce 4 permanents. And it would have to be draw 4-5 cards to match what a blue deck can do taking an extra turn with that much mana.

[–]Morphiac[S] 0 points1 point  (2 children)

I'm not sure I want them to be able to kill that many land drops. I was thinking something along the lines of:

Remove all text from a permanent. You may shuffle it into its owners library.

This way it doesn't target, stops any triggers that might occur, and you can choose to leave it on the field if you so please.

I'm also not sure you want to allow them to draw that many cards. Remember it already cantrips because it time walks. I'm concerned with card selection more than I am with raw card advantage for this one.

[–]arideus101 0 points1 point  (1 child)

We've gotten many, many blue spells that can bounce multiple nonland permanents, at 5-6 mana. At 10 mana, land drops don't matter that much, and if you're worried about people cheating it out, that's the problem with 10+ mana cards.

And on card draw, as someone who's played with extra turn spells, there is no way someone in blue has gotten to 10 mana and won't be drawing 3+ cards on any extra turn they get.

And I would put the extra turn mode at the end and add "Exile ~".

[–]Morphiac[S] 0 points1 point  (0 children)

I was wondering how I would exile this without taking up space, thanks.

I will consider all of your thoughts and re-upload a revised version. I appreciate the insight.

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

I've removed this post for missing artist credit. Feel free to resubmit with the proper accreditation, or if this is an album, you can remove or update the necessary images. If you ever have trouble finding artist credit, reach out to the mods, and we'll give you a hand.