Cone of MayhemXXR
Sorcery
Do each in a random order. Increase X by 1 after each part:
* This deals X damage to each creature.
* This deals X damage to each opponent and each planeswalker they control.
* Exile the top X cards of your library. You may cast them until the end of your next turn.
Scramble for ActionXXWW
Sorcery
Do each in a random order. Increase X by 1 after each part:
* Distribute X +1/+1 counters among creatures you control.
* Create X 1/1 white Soldier creature tokens with lifelink.
* Scry X and gain X life.
Unexpected GiftsXXBBB
Do each in a random order. Increase X by 1 after each part:
* Each opponent discards X cards at random.
* Each opponent sacrifices X creatures.
* Draw X cards and lose X life.
These will play better if they aren't in a random order. Especially with the red one, not being able to plan how much damage you're going to deal means you will either overspend to wipe your opponent's board or under damage and not deal with the threats you need to. Similarly, with the white one, if the counters happens before the tokens, you're not going to be able to spread them wide (and white should be adding one per creature, not stacking multiple on one).
I like the idea of the three modes and escalating X values, but the order of resolution should be static, with the strongest first.
I don't think the random order is doing this design any favors. The main part of the random is deciding if the effect is X, X+1, or X+2. And honestly, other than fringe situations the difference is negligible. It just means you don't play until X on every mode is what you want and the +1 or +2 is just a bonus. Certainly, the option to gamble is there but it's not a good option when you can usually wait and get a guarantee. However, where the random part really hurts you is exclusively the white one where the effects can work together but don't if you get the wrong order.
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Sorcery
Do each in a random order. Increase X by 1 after each part:
* This deals X damage to each creature.
* This deals X damage to each opponent and each planeswalker they control.
* Exile the top X cards of your library. You may cast them until the end of your next turn.
Scramble for Action XXWW
Sorcery
Do each in a random order. Increase X by 1 after each part:
* Distribute X +1/+1 counters among creatures you control.
* Create X 1/1 white Soldier creature tokens with lifelink.
* Scry X and gain X life.
Unexpected Gifts XXBBB
Do each in a random order. Increase X by 1 after each part:
* Each opponent discards X cards at random.
* Each opponent sacrifices X creatures.
* Draw X cards and lose X life.
I like the idea of the three modes and escalating X values, but the order of resolution should be static, with the strongest first.
It's a little convoluted though—in that it wants to incorporate three abilities.
If it were just two abilities, this would still be great, and would be able to fall under in the range of a more sustainable mana curve.