Slot Machine2R
Sorcery
Reveal the top three cards of your library.
If they all share a color, shuffle your library and draw three cards.
If they all share a card type, shuffle your library and draw five cards.
If they all share a mana cost, shuffle your library and draw seven cards. (Mana cost includes color.)
Otherwise, shuffle your library.
Blackjack2U
Sorcery
Each player reveals two cards from his or her hand. If each player does, any player whose cards have a combined converted mana cost closest to 7 without going over draws three cards. If two or more players are tied for closest, those players each draw three cards.
Poker3U
Sorcery
Each player may reveal up to five cards from their hand and/or the top of their library. The player who reveals the most cards that share a color shuffles his or her library and draws five cards. If two or more players are tied, each of those players shuffles their library and draws five cards.
RouletteR
Sorcery
Each player chooses a number greater than 0. Reveal cards from the top of your library until you reveal a card with converted mana cost equal to a chosen number. Each player who chose the number draws three cards.
Templating and balance could use some work. I'm thinking of perhaps some having damage as a prize as opposed to cards.
Also, what happens if he reveals, say, 3 lands (same cost, same type)? Draw 12 cards?
Roulette might as well read "each player draws 3 cards", in which case it is broken at 1cc. Remember that the active player always makes decision first (in this case, casting cost). The caster will choose a number that is likely a winning one (via maniuplation like sensei's divining top), while the opponent will always choose a winning number also (in this case, whatever number the caster said). Since both players will choose the same number, this is a 1cc draw 3 cards sorcery spell, an incredible boon for combo because the opponent might never be able to use the cards he drew anyway.
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"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Slot Machine is my favorite and also the most powerful. Right now it is broken because of the 43-land decks in legacy. In that deck, the card translates into "draw 12 cards 50% of the time", which is pretty ridiculous considering the loam engine available to those players. Fix it by changing the text to:
"If they all share a mana cost greater than zero, shuffle your library and draw seven cards"
I dislike Poker because it basically reads "Is your deck mono? No?? I draw 5". That's not very exciting to me.
Roulette is cool, although it's a little cheap considering players can just Sensei's Divining Top to turn the card into Ancestral Recall.
Really cool design idea! I plan to make similar cards and post them to this thread.
A player wouldn't be able to draw 12 off of 3 lands because lands don't have a mana cost (as opposed to a converted mana cost, in which case, they would be 0). Admittedly, they are still powerful so I'm open to suggestions. Just wanted to point that out.
Edit: Perhaps Poker could check for 'share a converted mana cost' instead? Or maybe they have to make a 'straight' of mana costs?
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Sorcery
Reveal the top three cards of your library.
If they all share a color, shuffle your library and draw three cards.
If they all share a card type, shuffle your library and draw five cards.
If they all share a mana cost, shuffle your library and draw seven cards. (Mana cost includes color.)
Otherwise, shuffle your library.
Blackjack 2U
Sorcery
Each player reveals two cards from his or her hand. If each player does, any player whose cards have a combined converted mana cost closest to 7 without going over draws three cards. If two or more players are tied for closest, those players each draw three cards.
Poker 3U
Sorcery
Each player may reveal up to five cards from their hand and/or the top of their library. The player who reveals the most cards that share a color shuffles his or her library and draws five cards. If two or more players are tied, each of those players shuffles their library and draws five cards.
Roulette R
Sorcery
Each player chooses a number greater than 0. Reveal cards from the top of your library until you reveal a card with converted mana cost equal to a chosen number. Each player who chose the number draws three cards.
Templating and balance could use some work. I'm thinking of perhaps some having damage as a prize as opposed to cards.
Also, what happens if he reveals, say, 3 lands (same cost, same type)? Draw 12 cards?
Roulette might as well read "each player draws 3 cards", in which case it is broken at 1cc. Remember that the active player always makes decision first (in this case, casting cost). The caster will choose a number that is likely a winning one (via maniuplation like sensei's divining top), while the opponent will always choose a winning number also (in this case, whatever number the caster said). Since both players will choose the same number, this is a 1cc draw 3 cards sorcery spell, an incredible boon for combo because the opponent might never be able to use the cards he drew anyway.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
"If they all share a mana cost greater than zero, shuffle your library and draw seven cards"
I dislike Poker because it basically reads "Is your deck mono? No?? I draw 5". That's not very exciting to me.
Roulette is cool, although it's a little cheap considering players can just Sensei's Divining Top to turn the card into Ancestral Recall.
Really cool design idea! I plan to make similar cards and post them to this thread.
Edit: Perhaps Poker could check for 'share a converted mana cost' instead? Or maybe they have to make a 'straight' of mana costs?