Reach Through Grandeur2CC Enchantment
Destiny Bond (As you cast this spell or when it leaves the stack, any player may shuffle his or her hand into his or her library and draw four cards.)
At any time you could cast an instant, you may exile a card from your hand that shares a name with a permanent you control. If you do, you may activate or trigger an ability of that permanent without paying its costs. "You're too young now; too naive; the frailty of mortality. It is what makes or breaks us all. You can run from the light—but if you try to hide from it—you will surely die in time. And O' what little time you have left to learn this."
Okay, so your ability is very weird and kinda makes sense when read, but doesn't actually function in game rules. If you like it the way it is, you've made a silver bordered card and you can stop reading. If you want to actually make it playable, read on.
As usual your destiny bond ability always triggers twice. Even though you want it to be a choice, that's not how the word "or" intriggeredabilitieswork.
Your actual ability should be written as an activated ability, not whatever your "At any time text" is.
"Exile a card from your hand that shares a name with a permanent you control: Do blah blah blah"
Its less wordy and doesn't create weird issues.
The actual ability itself jumps through too many hoops to not be broken, when the activation cost (if restricted to non-land permanent cards) is plenty restrictive already. Additionally, the game doesn't recognize specific text on cards other than defined Keywords because text is variable enough that checking it cannot be specific enough even in English, let alone other languages. For instance, it prevents abilities that say "Take an additional turn." which means an activated ability that says "Take two additional turns" would be unaffected. That's not the understood spirit of your card, but that's how it would interact with the rules (hence why its silver-bordered as written).
Its also debatable if an effect can just say "trigger a triggered ability" but I'll table that one.
Lastly, you've put way too much text on the card. Even removing flavor text and reminder text (which you can't do because you seem to have a dozen different versions of almost but not quite the same keyword) its still pushing the text size of the card unless you want to go Greater Morphling on the text box.
Rules fixed version
Reach Through Grandeur 2CC
Enchantment
Destiny Bond (As you cast this spell, each player may their hand into their library and draw four cards.)
Exile a card from your hand that shares a name with a permanent you control: Until the end of turn, you cannot win the game, your opponents cannot lose the game. If you would begin an extra turn after this turn, skip that turn instead. Choose one -
• Copy target triggered ability.
• Activate an activated ability of a permanent you control without paying its activation cost.
It doesn't solve the text size problem, but it at least function within the game.
At any time you could cast an instant, you may exile a card from your hand that shares a name with a creature you control. If you do, you may activate or trigger an ability of that creature without paying its costs.
I think it can be cleared up by granting text to your permanent.
Permanents you control have "You may discard a card with the same name as this card instead of paying the mana cost when activating an ability of this permanent."
Permanents you control gain "Discard a card with the same name as this permanent.: Trigger a triggered ability of this permanent.
I may be wrong but I don't think the win/lose or extra turn part is nessecary. Looking through the relevant cards I couldn't find a significant problem.
I think it can be cleared up by granting text to your permanent.
Permanents you control have "You may discard a card with the same name as this card instead of paying the mana cost when activating an ability of this permanent."
Permanents you control gain "Discard a card with the same name as this permanent.: Trigger a triggered ability of this permanent.
I may be wrong but I don't think the win/lose or extra turn part is nessecary. Looking through the relevant cards I couldn't find a significant problem.
If you do it for all permanents, then you will need to include that limiter effect clause.
You could easily do another one for Artifacts and Enchantments alone that only does triggered abilities, to prevent Door to Nothingness, Time Vault.
Not that there aren't worse, two card combos. Just trying to be responsible.
Maybe it would only need "win or lose the game" limiter.
I think it can be cleared up by granting text to your permanent.
Permanents you control have "You may discard a card with the same name as this card instead of paying the mana cost when activating an ability of this permanent."
Permanents you control gain "Discard a card with the same name as this permanent.: Trigger a triggered ability of this permanent.
I may be wrong but I don't think the win/lose or extra turn part is nessecary. Looking through the relevant cards I couldn't find a significant problem.
If you do it for all permanents, then you will need to include that limiter effect clause.
You could easily do another one for Artifacts and Enchantments alone that only does triggered abilities, to prevent Door to Nothingness, Time Vault.
Not that there aren't worse, two card combos. Just trying to be responsible.
Maybe it would only need "win or lose the game" limiter.
Because mine cut off the "activation cost" in favor of "mana cost" neither of those are that significant. Though I feel even if it went with activation cost neither of those feel too strong with this card. There are much easier ways to abuse time vault and though it does make the best door combo its still a three card combo costing 9 mana. There needs to be more viable things to do with the enchantment for it to matter otherwise its a three card combo in which each individual card doesn't do anything.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Enchantment
Destiny Bond (As you cast this spell or when it leaves the stack, any player may shuffle his or her hand into his or her library and draw four cards.)
At any time you could cast an instant, you may exile a card from your hand that shares a name with a permanent you control. If you do, you may activate or trigger an ability of that permanent without paying its costs.
"You're too young now; too naive; the frailty of mortality. It is what makes or breaks us all. You can run from the light—but if you try to hide from it—you will surely die in time. And O' what little time you have left to learn this."
As usual your destiny bond ability always triggers twice. Even though you want it to be a choice, that's not how the word "or" in triggered abilities work.
Your actual ability should be written as an activated ability, not whatever your "At any time text" is.
"Exile a card from your hand that shares a name with a permanent you control: Do blah blah blah"
Its less wordy and doesn't create weird issues.
The actual ability itself jumps through too many hoops to not be broken, when the activation cost (if restricted to non-land permanent cards) is plenty restrictive already. Additionally, the game doesn't recognize specific text on cards other than defined Keywords because text is variable enough that checking it cannot be specific enough even in English, let alone other languages. For instance, it prevents abilities that say "Take an additional turn." which means an activated ability that says "Take two additional turns" would be unaffected. That's not the understood spirit of your card, but that's how it would interact with the rules (hence why its silver-bordered as written).
Its also debatable if an effect can just say "trigger a triggered ability" but I'll table that one.
Lastly, you've put way too much text on the card. Even removing flavor text and reminder text (which you can't do because you seem to have a dozen different versions of almost but not quite the same keyword) its still pushing the text size of the card unless you want to go Greater Morphling on the text box.
Rules fixed version
Reach Through Grandeur 2CC
Enchantment
Destiny Bond (As you cast this spell, each player may their hand into their library and draw four cards.)
Exile a card from your hand that shares a name with a permanent you control: Until the end of turn, you cannot win the game, your opponents cannot lose the game. If you would begin an extra turn after this turn, skip that turn instead. Choose one -
• Copy target triggered ability.
• Activate an activated ability of a permanent you control without paying its activation cost.
It doesn't solve the text size problem, but it at least function within the game.
feelsbadman
Let's just enjoy the text version then for what it is.
At any time you could cast an instant, you may exile a card from your hand that shares a name with a creature you control. If you do, you may activate or trigger an ability of that creature without paying its costs.
Permanents you control have "You may discard a card with the same name as this card instead of paying the mana cost when activating an ability of this permanent."
Permanents you control gain "Discard a card with the same name as this permanent.: Trigger a triggered ability of this permanent.
I may be wrong but I don't think the win/lose or extra turn part is nessecary. Looking through the relevant cards I couldn't find a significant problem.
If you do it for all permanents, then you will need to include that limiter effect clause.
You could easily do another one for Artifacts and Enchantments alone that only does triggered abilities, to prevent Door to Nothingness, Time Vault.
Not that there aren't worse, two card combos. Just trying to be responsible.
Maybe it would only need "win or lose the game" limiter.