Post by Daij_Djan on Oct 11, 2022 21:08:27 GMT
Challenge said:
Imagine a 8 mana sorcery. And its copy except the mana value is 9 and is a free spell.Opinions will be divided over which one is better.
Then look at them what I told on.
You can untap your lands if you have indestructible lands though it is indeed doubtful the bonus is worth for 1 mana.
Somehow, it's not a strictly worse card.
Post cards with very niche advantage like this.
Note that this is a contest of how elegant you add a nitpicky bonus to your card.
Banal merit like 1/1 vanilla dragon is not welcome.
Please remember: You're not allowed to vote for yourselves. For further information please look at the CotW Rules.
{ZephyrPhantom}
{Explanation}I thought about a variety of overcomplicated ways to go about this and rejected them all because I was trying too hard to make designs that were blatantly better in some way.
Instead, I'd like to present you with what looks like a sidegrade to Solve the Equation, trading putting the card into your hand at sorcery speed for putting the card on top on your library at instant speed. Sounds pretty average unless you can think of a series of instants and sorceries that WANT to be on top of your library...
Instead, I'd like to present you with what looks like a sidegrade to Solve the Equation, trading putting the card into your hand at sorcery speed for putting the card on top on your library at instant speed. Sounds pretty average unless you can think of a series of instants and sorceries that WANT to be on top of your library...
{BinaryBolas}
{Explanation}An obvious parody to Goblin Guide.
Cons: a) Relatively forboding mana cost (for RDWs, especially in eternal formats). b) Draws triggers off nonland reveals instead of lands (which can be beneficial). c) It's a card draw game action for your opponent, which, again, can be mitigated if you are playing UR tempo/blitz type deck (namely Hull Breacher and such). d) "EACH?"
Pros: a) Still acceptable as a RDW card, though will not be massively played relatively. b) Beside RDW, it can be played in Owling Mine Style decks, which can be considered a niche case.
Cons: a) Relatively forboding mana cost (for RDWs, especially in eternal formats). b) Draws triggers off nonland reveals instead of lands (which can be beneficial). c) It's a card draw game action for your opponent, which, again, can be mitigated if you are playing UR tempo/blitz type deck (namely Hull Breacher and such). d) "EACH?"
Pros: a) Still acceptable as a RDW card, though will not be massively played relatively. b) Beside RDW, it can be played in Owling Mine Style decks, which can be considered a niche case.
{Idea}
{melono}
{Explanation}A modal Slaughterhorn. An alternative, where it allows for storm and instant triggers instead of discard triggers when using the pump.
{pacifistwestwoman}
{Explanation}I liked the idea of WAR Sorin giving planeswalkers lifelink and figured I'd extend that to artifacts/enchantments/lands.
{Fermat}
{Explanation}For when you want to give your opponent that juicy Leveler or Eater of Days in your graveyard.
{Daij_Djan}
{Explanation}Twist on Tempting Witch. Trading 1 point of power for "Protection from bees" (basically) - so basically trading the ability to disencourage 1/1's or 2/1's from attacking against some corner case defensive buff and flavor
Please message me immediately if you notice a discrepancy in your entry or another's entry.