Temporal Flummoxer
Artifact - 0 mana
Flash
At the beginning of your draw step, sacrifice Temporal Flummoxer. If you do, draw a card. Then, if this was your first turn of the game, take another turn after this one.
Because going first is too much advantage you made a card that makes it so much more an advantage you can end the game on that very first turn?
Because I don't think you realized it works that way you can go first play 4 of them in your upkeep and take 4 extra turns before your opponent ever gets a turn. This in no way helps the player that goes second over the player that goes first. -Edit: forgot skipped phases are actually skipped not just ignored.
Regardless of all if that, the card is broken as hell. With a floor of a 0 mana slow cantrip and a high of taking 4 extra turns for free it starts good and hits broken with the very next step and takes three steps after that.
Because I don't think you realized it works that way you can go first play 4 of them in your upkeep and take 4 extra turns before your opponent ever gets a turn. This in no way helps the player that goes second over the player that goes first.
The player going first skips their draw step in 1v1 formats, so what you suggest doesn't work.
Because I don't think you realized it works that way you can go first play 4 of them in your upkeep and take 4 extra turns before your opponent ever gets a turn. This in no way helps the player that goes second over the player that goes first.
The player going first skips their draw step in 1v1 formats, so what you suggest doesn't work.
Card is still broken though.
You're right. I forgot that because it is skipped you don't get a chance to take action during that step.
There are three reasons to consider that this card is fair or even underpowered:
First, consider the odds of drawing this card in your opening hand with the presumption that you have 4 copies of Temporal Flummoxer in a 60 card deck:
0.399499626 chance to draw at least 1 copy in 7 cards
0.063219416 chance to draw at least 2 copies in 7 cards
0.00387585 chance to draw at least 3 copies in 7 cards
0.000071775 chance to draw at least 4 copies in 7 cards
Second, consider that because the extra turn occurs very early in the game, the consequence of this extra turn doesn't have as much impact as a turn taken later in the game. In effect, if you are lucky enough to get this on turn 1, this card will usually function similarly to Explore or Growth Spiral.
Third, this card is lousy unless you know your opponent is playing first. Thus, it mandates sideboard space.
So in retrospect, perhaps this card isn't strong enough. This is despite the gut instinct that ANY card that grants an extra turn is overpowered.
There are three reasons to consider that this card is fair or even underpowered:
First, consider the odds of drawing this card in your opening hand with the presumption that you have 4 copies of Temporal Flummoxer in a 60 card deck:
0.399499626 chance to draw at least 1 copy in 7 cards
0.063219416 chance to draw at least 2 copies in 7 cards
0.00387585 chance to draw at least 3 copies in 7 cards
0.000071775 chance to draw at least 4 copies in 7 cards
None of this is relevant. If we can agree that even one copy in your opener when you go second is broken then you don't care about the odds of that happening you care about the difference between that happening and it not happening. The difference is an arguably better/worse depending on factors Mishra's Bauble and a 0Draw two cards you play an additional land this turn.(This effect is broken)
Second, consider that because the extra turn occurs very early in the game, the consequence of this extra turn doesn't have as much impact as a turn taken later in the game. In effect, if you are lucky enough to get this on turn 1, this card will usually function similarly to Explore or Growth Spiral.
First, a 0 mana explore would be considered broken by a large number of people. Second, this is far better than that because it ALSO draws you a card.
Third, this card is lousy unless you know your opponent is playing first. Thus, it mandates sideboard space.
So in retrospect, perhaps this card isn't strong enough. This is despite the gut instinct that ANY card that grants an extra turn is overpowered.
This card is not lousy unless the opponent is playing first. This card is Mishra's Bauble except when its a far stronger free explore. Mishra's Bauble is a decent card, adding on the extra text and I can't imagine any deck not fitting 4 copies in.
What about a mechanic that works depending on what turn you started?
So something like:
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
So second player is reduces the cost by 1. Third player is reduces the cost by 2, etc.
A mini cycle.
3R
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
~ Deals 4 damage divided as you choose between any amount of targets.
First Player - Arc lightning but one mana more for one more damage
Second Player - Better Arc Lighting
Third Player - Amazing Card
Fourth Player - Broken
3U
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
Scry 2, then Draw 2 cards.
3W
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
Put three 1/1 white bird tokens with flying into play.
3B
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
Target player discards a card and then reveals their hand, choose a card, that player discards that card.
3G
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
Return target card from your graveyard to your hand, then return target cards from your graveyard to the top of your library.
What about a mechanic that works depending on what turn you started?
Even by the standard of other mechanics that directly reward players for going on the draw, this has serious memory issues. Now, remembering that you were on the draw is no big deal, though it is one more thing to note on top of everything else that happens in the game. The real problem comes in the form of how you adapted this cycle to suit formats with more than two players. Now you have to remember who went first and how many players took their turn before you started, which isn't trivial at all. If you walked up to me four or five turns into a 4-player EDH game and asked me who went first, I would have some trouble answering, and I consider myself above average at tracking complicated boards. If you came back several turns later after one of two players have been eliminated, I would definitely draw a blank unless I wrote the first player down beforehand. EDH game states are complex enough without being asked to remember turn 1, and having the cycle be difficult to use without notetaking is a huge design flaw.
What about a mechanic that works depending on what turn you started?
Even by the standard of other mechanics that directly reward players for going on the draw, this has serious memory issues. Now, remembering that you were on the draw is no big deal, though it is one more thing to note on top of everything else that happens in the game. The real problem comes in the form of how you adapted this cycle to suit formats with more than two players. Now you have to remember who went first and how many players took their turn before you started, which isn't trivial at all. If you walked up to me four or five turns into a 4-player EDH game and asked me who went first, I would have some trouble answering, and I consider myself above average at tracking complicated boards. If you came back several turns later after one of two players have been eliminated, I would definitely draw a blank unless I wrote the first player down beforehand. EDH game states are complex enough without being asked to remember turn 1, and having the cycle be difficult to use without notetaking is a huge design flaw.
You have better short term memory than I do. I've been in matches where we forgot who was supposed to go first 45 seconds after we roll the dice. This is one of the reasons I started using rock, paper, scissors to track who goes first.
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Artifact - 0 mana
Flash
At the beginning of your draw step, sacrifice Temporal Flummoxer. If you do, draw a card. Then, if this was your first turn of the game, take another turn after this one.
Because going first is too much advantage you made a card that makes it so much more an advantage you can end the game on that very first turn?
-Edit: forgot skipped phases are actually skipped not just ignored.Because I don't think you realized it works that way you can go first play 4 of them in your upkeep and take 4 extra turns before your opponent ever gets a turn. This in no way helps the player that goes second over the player that goes first.
Regardless of all if that, the card is broken as hell. With a floor of a 0 mana slow cantrip and a high of taking 4 extra turns for free it starts good and hits broken with the very next step and takes three steps after that.
The player going first skips their draw step in 1v1 formats, so what you suggest doesn't work.
Card is still broken though.
Card is still broken.
First, consider the odds of drawing this card in your opening hand with the presumption that you have 4 copies of Temporal Flummoxer in a 60 card deck:
0.399499626 chance to draw at least 1 copy in 7 cards
0.063219416 chance to draw at least 2 copies in 7 cards
0.00387585 chance to draw at least 3 copies in 7 cards
0.000071775 chance to draw at least 4 copies in 7 cards
Second, consider that because the extra turn occurs very early in the game, the consequence of this extra turn doesn't have as much impact as a turn taken later in the game. In effect, if you are lucky enough to get this on turn 1, this card will usually function similarly to Explore or Growth Spiral.
Third, this card is lousy unless you know your opponent is playing first. Thus, it mandates sideboard space.
So in retrospect, perhaps this card isn't strong enough. This is despite the gut instinct that ANY card that grants an extra turn is overpowered.
First, a 0 mana explore would be considered broken by a large number of people. Second, this is far better than that because it ALSO draws you a card.
This card is not lousy unless the opponent is playing first. This card is Mishra's Bauble except when its a far stronger free explore. Mishra's Bauble is a decent card, adding on the extra text and I can't imagine any deck not fitting 4 copies in.
So something like:
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
So second player is reduces the cost by 1. Third player is reduces the cost by 2, etc.
A mini cycle.
3R
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
~ Deals 4 damage divided as you choose between any amount of targets.
First Player - Arc lightning but one mana more for one more damage
Second Player - Better Arc Lighting
Third Player - Amazing Card
Fourth Player - Broken
3U
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
Scry 2, then Draw 2 cards.
3W
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
Put three 1/1 white bird tokens with flying into play.
3B
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
Target player discards a card and then reveals their hand, choose a card, that player discards that card.
3G
Sorcery
Temporal (This spell costs 1 less for the amount of turns that occurred in the game prior to your first turn).
Return target card from your graveyard to your hand, then return target cards from your graveyard to the top of your library.
Even by the standard of other mechanics that directly reward players for going on the draw, this has serious memory issues. Now, remembering that you were on the draw is no big deal, though it is one more thing to note on top of everything else that happens in the game. The real problem comes in the form of how you adapted this cycle to suit formats with more than two players. Now you have to remember who went first and how many players took their turn before you started, which isn't trivial at all. If you walked up to me four or five turns into a 4-player EDH game and asked me who went first, I would have some trouble answering, and I consider myself above average at tracking complicated boards. If you came back several turns later after one of two players have been eliminated, I would definitely draw a blank unless I wrote the first player down beforehand. EDH game states are complex enough without being asked to remember turn 1, and having the cycle be difficult to use without notetaking is a huge design flaw.
You have better short term memory than I do. I've been in matches where we forgot who was supposed to go first 45 seconds after we roll the dice. This is one of the reasons I started using rock, paper, scissors to track who goes first.