Split Cards for Guild Wars (the second set of my two-set custom Ravnica block featuring Azorius, Rakdos, Selesnya, Golgari, and Izzet.
Live (Common) W
Instant
Prevent all damage a source of your choice would deal this turn.
/// Learn (Common) U
Instant
Scry 3.
Judge (Uncommon) 4WW
Sorcery
Put target permanent on the top or bottom of its owner’s library.
/// Jury (Uncommon) 4UU
Sorcery
Create three 2/2 blue Advisor creature tokens.
Cease (Rare) 3WW
Instant
Destroy all creatures that dealt damage to you this turn.
/// Desist (Rare) 3UU
Instant
Put target spell on the top or bottom of its owner’s library.
Pins (Common) B
Sorcery
Each opponent loses 1 life and you gain that much life.
/// Needles (Common) R
Sorcery
Needles deals 1 damage to each creature.
Cruel (Uncommon) 1BB
Sorcery
All creatures get -2/-2 until end of turn.
/// Unusual (Uncommon) 1RR
Sorcery
Each enchantment deals 2 damage to its controller.
Nuts (Rare) 4BB
Instant
As an additional cost to cast Nuts, pay X life.
Target creature gets +X/+0 until end of turn.
/// Bolts (Rare) 4RR
Instant
Create three 3/1 red Elemental creature tokens with haste.
Nature (Common) G
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
/// Nuture (Common) W
Sorcery
You gain 5 life.
Tried (Uncommon) 1GG
Instant
Prevent all combat damage that would be dealt this turn by creatures with no +1/+1 counters on them.
/// True (Uncommon) 1WW
Instant
Creature tokens you control gain indestructible until end of turn.
Form (Rare) GG
Instant
Target creature you control becomes a copy of another target creature you control until end of turn.
/// Function (Rare) WW
Instant
You gain life equal to the number of counters on permanents you control.
Lost (Common) B
Sorcery
Target player discards a card.
/// Found (Common) G
Sorcery
Put target card from your graveyard on top of your library.
Live Long (Uncommon) 3BB
Sorcery
Return target creature card from your graveyard to the battlefield.
/// Prosper (Uncommon) 3GG
Sorcery
Search your library for up to two land cards and put them onto the battlefield tapped. Then shuffle your library.
Finders (Rare) 2BB
Sorcery
You may cast target sorcery card from a graveyard without paying its mana cost. Exile Finders
/// Keepers (Rare) 2GG
Sorcery
Return up to two target permanent cards from your graveyard to your hand.
Truth (Common) U
Sorcery
Look at the top three cards of each player’s library. You may have those players shuffle their libraries.
/// Dare (Common) R
Sorcery
Target creature gains haste and attacks next combat if able.
Copy (Uncommon) 1UU
Instant
Create a token that’s a copy of target creature except it has no abilities.
/// Paste (Uncommon) 1RR
Instant
Attach target Aura to target permanent or player it could enchant.
Fame (Rare) 3UU
Sorcery
All nonland permanents become legendary until end of turn.
/// Fortune (Rare) 3RR
Sorcery
Each player discards his or her hand, then draws seven cards.
I haven't seen much of the rest of your set, but just judging these cards in a vacuum:
A lot of these cards are really cool. Nature/Nurture is a really nice card that can help in a lot of bad situations. Truth/Dare and Finders/Keepers are really interesting.
A couple of these are really OP:
-Live Long/Prosper is insane. Zombify and Explosive Vegetation are fine cards on their own, and Prosper just searches for any land card, so you can get 2 cloudposts, or wolf run/inkmoth or something.
-Copy/Paste - I think even if Copy was a card without the other side, it would probably be banned in a lot of standard formats. Gearhulks, Sundering Titan, Reveillark etc. really break it.
-Fame/Fortune - this might be OK, but since you will only ever use Fame as a hard removal card and otherwise you still have Fortune which is actually pretty disruptive and can easily help with graveyard synergies, one or both sides are undercosted. One on it's own is totally fine, but that's mainly because Fame is too niche to play without another option. I think Fortune is likely enough to be good in the right deck that the opportunism of just hosing a duplicate permanent is insane (esp. in a color that normally can't do that) will be really strong when it comes up.
-I'm not a huge fan of Cruel/Unusual because I think Infest is good enough on it's own. You made the red side of it really narrow (and usually bad) to compensate, which I don't think is good practice.
-Copy/Paste - I think even if Copy was a card without the other side, it would probably be banned in a lot of standard formats. Gearhulks, Sundering Titan, Reveillark etc. really break it.
Thank you!
Copy - Any ideas for a single U common named Copy?
Prosper - My thinking is it's G more mana intensive than Explosive Vegetation and 1 less than Hour of Promise, putting it somewhere in the middle of them in both power potential and rarity (but leaning towards uncommon). Am I wrong?
Fame - Blue's answer to the set's go-wide token archetypes.
Unusual - Probably the most "prototype" card of the cycle. I'm open to suggestions.
Most of your cards are under-costed. Because they are fairly costed for nonsplit cards. Especially Live Long//Prosper, each side is under-costed by 1.
Pins//Needles, why do both modes damage players? Its really weird.
Cruel//Unusual, the red effect is really narrow. I would like to suggest that you change Cruel(maybe sacrifice?) to something else and make Unusual +2/-2, a heavy bend for red but should be acceptable.
Finders//Keepers, I don''t believe black does this type of effect, and it feels weird that only one side exiles itself.
Copy//Paste, copying a haste creature or just anything to block is way too strong. This isn't really something red does, its debatable whether it should do it, but with how narrow it is it might not be worth using here.
Truth//Dare, for the rest of the game effects are hard to keep track of, it might be fine but its troublesome. Extra turns should never appear anywhere but rare and higher.
Fame//Fortune, I'm not sure this effect is really worth 3 mana, it is interesting though. Also, really? A card banned in Legacy you're just going to slap on a split card? There is currently debate over whether or not red should get Wheel effects, but to get them at the original cost is insane.
Cruel - That may happen. I think it's okay for now. Will depend on other uncommon black instants/sorceries.
Unusual - Actually +3/-3 was my first iteration. I think this one will "reveal" itself as the rest of the uncommon slots are filled.
Finders - You're right. It probably shouldn't really have been able to target anything. Changed to be more in line with existingprecedents.
Keepers - Altered to retrieve only permanents so it no longer exiles self. (Ironically, now Finders exiles itself.)
Copy - I'm open to ideas for a single U common instant/sorcery named Copy.
Paste - It's niche, but (presumably) relevant in my set. And not a draft blank if the blue side has broader applications. I at least want to playtest it.
Truth - It's far from my favorite, but I think it's passable. I'm open to ideas. Have any?
Fame - This definitely the weaker side of the pair, especially since the cost has been increased (see Fortune below). Honestly, any cost between 1U and 4UU would work. It wraths token swarms though (there's two very different go-wide-with-tokens archetypes in the set). And it's in blue's repertoire.
Fortune - Increased cost in accordance with the most recent precedence.
Cease - Increased cost by 1 and changed from a Nevermore instant variant to a Retaliate "variant". I have a much better idea for a Nevermore variant anyways. I'm not satisfied with this card. Open to ideas.
A really simple fix for Copy would be to limit it to <=2 CMC creatures.
Truth I think is fine. People aren't going to forget because when you play it they are going to put their hand on the table and then they won't pick it up.
Truth - It's far from my favorite, but I think it's passable. I'm open to ideas. Have any?
The word Truth in magic is always tied to drawing cards, it might be crazy but how about draw a card for every other spell that has been cast this turn? Shouldn't be crazy in noneternal formats.
Major props on the card names to effects. A full set of vertical and horizontal cycles of split cards must be a pain. Did you have the vounterpart in Lords of Ravnica as well? I don't recall for certain, but I seem to recall one. These work out really well for the guilds.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Major props on the card names to effects. A full set of vertical and horizontal cycles of split cards must be a pain. Did you have the vounterpart in Lords of Ravnica as well? I don't recall for certain, but I seem to recall one. These work out really well for the guilds.
There's a new-and-improved suite of split cards for LoR (to be posted soon), which is precicely why this was so difficult. That and the WUBRG order formatting - which made it particularly challenging to match colors:effects. In other words, Turn // Burn not Fire // Ice.
Live (Common)
W
Instant
Prevent all damage a source of your choice would deal this turn.
///
Learn (Common)
U
Instant
Scry 3.
Judge (Uncommon)
4WW
Sorcery
Put target permanent on the top or bottom of its owner’s library.
///
Jury (Uncommon)
4UU
Sorcery
Create three 2/2 blue Advisor creature tokens.
Cease (Rare)
3WW
Instant
Destroy all creatures that dealt damage to you this turn.
///
Desist (Rare)
3UU
Instant
Put target spell on the top or bottom of its owner’s library.
Pins (Common)
B
Sorcery
Each opponent loses 1 life and you gain that much life.
///
Needles (Common)
R
Sorcery
Needles deals 1 damage to each creature.
Cruel (Uncommon)
1BB
Sorcery
All creatures get -2/-2 until end of turn.
///
Unusual (Uncommon)
1RR
Sorcery
Each enchantment deals 2 damage to its controller.
Nuts (Rare)
4BB
Instant
As an additional cost to cast Nuts, pay X life.
Target creature gets +X/+0 until end of turn.
///
Bolts (Rare)
4RR
Instant
Create three 3/1 red Elemental creature tokens with haste.
Nature (Common)
G
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
///
Nuture (Common)
W
Sorcery
You gain 5 life.
Tried (Uncommon)
1GG
Instant
Prevent all combat damage that would be dealt this turn by creatures with no +1/+1 counters on them.
///
True (Uncommon)
1WW
Instant
Creature tokens you control gain indestructible until end of turn.
Form (Rare)
GG
Instant
Target creature you control becomes a copy of another target creature you control until end of turn.
///
Function (Rare)
WW
Instant
You gain life equal to the number of counters on permanents you control.
Lost (Common)
B
Sorcery
Target player discards a card.
///
Found (Common)
G
Sorcery
Put target card from your graveyard on top of your library.
Live Long (Uncommon)
3BB
Sorcery
Return target creature card from your graveyard to the battlefield.
///
Prosper (Uncommon)
3GG
Sorcery
Search your library for up to two land cards and put them onto the battlefield tapped. Then shuffle your library.
Finders (Rare)
2BB
Sorcery
You may cast target sorcery card from a graveyard without paying its mana cost. Exile Finders
///
Keepers (Rare)
2GG
Sorcery
Return up to two target permanent cards from your graveyard to your hand.
Truth (Common)
U
Sorcery
Look at the top three cards of each player’s library. You may have those players shuffle their libraries.
///
Dare (Common)
R
Sorcery
Target creature gains haste and attacks next combat if able.
Copy (Uncommon)
1UU
Instant
Create a token that’s a copy of target creature except it has no abilities.
///
Paste (Uncommon)
1RR
Instant
Attach target Aura to target permanent or player it could enchant.
Fame (Rare)
3UU
Sorcery
All nonland permanents become legendary until end of turn.
///
Fortune (Rare)
3RR
Sorcery
Each player discards his or her hand, then draws seven cards.
A lot of these cards are really cool. Nature/Nurture is a really nice card that can help in a lot of bad situations. Truth/Dare and Finders/Keepers are really interesting.
A couple of these are really OP:
-Live Long/Prosper is insane. Zombify and Explosive Vegetation are fine cards on their own, and Prosper just searches for any land card, so you can get 2 cloudposts, or wolf run/inkmoth or something.
-Copy/Paste - I think even if Copy was a card without the other side, it would probably be banned in a lot of standard formats. Gearhulks, Sundering Titan, Reveillark etc. really break it.
-Fame/Fortune - this might be OK, but since you will only ever use Fame as a hard removal card and otherwise you still have Fortune which is actually pretty disruptive and can easily help with graveyard synergies, one or both sides are undercosted. One on it's own is totally fine, but that's mainly because Fame is too niche to play without another option. I think Fortune is likely enough to be good in the right deck that the opportunism of just hosing a duplicate permanent is insane (esp. in a color that normally can't do that) will be really strong when it comes up.
-I'm not a huge fan of Cruel/Unusual because I think Infest is good enough on it's own. You made the red side of it really narrow (and usually bad) to compensate, which I don't think is good practice.
Thank you!
Copy - Any ideas for a single U common named Copy?
Prosper - My thinking is it's G more mana intensive than Explosive Vegetation and 1 less than Hour of Promise, putting it somewhere in the middle of them in both power potential and rarity (but leaning towards uncommon). Am I wrong?
Fame - Blue's answer to the set's go-wide token archetypes.
Unusual - Probably the most "prototype" card of the cycle. I'm open to suggestions.
Pins//Needles, why do both modes damage players? Its really weird.
Cruel//Unusual, the red effect is really narrow. I would like to suggest that you change Cruel(maybe sacrifice?) to something else and make Unusual +2/-2, a heavy bend for red but should be acceptable.
Finders//Keepers, I don''t believe black does this type of effect, and it feels weird that only one side exiles itself.
Copy//Paste, copying a haste creature or just anything to block is way too strong. This isn't really something red does, its debatable whether it should do it, but with how narrow it is it might not be worth using here.
Truth//Dare, for the rest of the game effects are hard to keep track of, it might be fine but its troublesome. Extra turns should never appear anywhere but rare and higher.
Fame//Fortune, I'm not sure this effect is really worth 3 mana, it is interesting though. Also, really? A card banned in Legacy you're just going to slap on a split card? There is currently debate over whether or not red should get Wheel effects, but to get them at the original cost is insane.
Thank you!
Live Long - Cost increased by 1.
Prosper - Cost increased by 1.
Needles - Just damages creatures now.
Cruel - That may happen. I think it's okay for now. Will depend on other uncommon black instants/sorceries.
Unusual - Actually +3/-3 was my first iteration. I think this one will "reveal" itself as the rest of the uncommon slots are filled.
Finders - You're right. It probably shouldn't really have been able to target anything. Changed to be more in line with existing precedents.
Keepers - Altered to retrieve only permanents so it no longer exiles self. (Ironically, now Finders exiles itself.)
Copy - I'm open to ideas for a single U common instant/sorcery named Copy.
Paste - It's niche, but (presumably) relevant in my set. And not a draft blank if the blue side has broader applications. I at least want to playtest it.
Truth - It's far from my favorite, but I think it's passable. I'm open to ideas. Have any?
Dare - Final Fortune, Last Chance, Warrior's Oath are no longer rare material. Glorious End is the new standard.
Fame - This definitely the weaker side of the pair, especially since the cost has been increased (see Fortune below). Honestly, any cost between 1U and 4UU would work. It wraths token swarms though (there's two very different go-wide-with-tokens archetypes in the set). And it's in blue's repertoire.
Fortune - Increased cost in accordance with the most recent precedence.
Cease - Increased cost by 1 and changed from a Nevermore instant variant to a Retaliate "variant". I have a much better idea for a Nevermore variant anyways. I'm not satisfied with this card. Open to ideas.
Thanks again!
Truth I think is fine. People aren't going to forget because when you play it they are going to put their hand on the table and then they won't pick it up.
Try RattingRots idea, limit the CMC of the target.
The word Truth in magic is always tied to drawing cards, it might be crazy but how about draw a card for every other spell that has been cast this turn? Shouldn't be crazy in noneternal formats.
Copy/Paste - Changed and is now the uncommon.
These cards aren't the best, but I think they're suitable enough for now.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
There's a new-and-improved suite of split cards for LoR (to be posted soon), which is precicely why this was so difficult. That and the WUBRG order formatting - which made it particularly challenging to match colors:effects. In other words, Turn // Burn not Fire // Ice.