The effect of this card to me is to chenge the main phases with combat phases,it is not about creatures with vigilance. A lot of creatures have abilities that trigger when they deal combat damage or when they attack,and also there are a lot of effects and spells that untap creatures, some of them are colorless.
The effect of adding another combat phase is red but one could always play this once the correct creture is on the table.
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Sig by Heroes of the Plane Studios (Nakamura , DarkNightCavalier, XenoNinja)
This is the ultimate combo to win the game on turn 3
If you really needed it to untap creatures, it could be worded like World at War:
After the first postcombat main phase each turn, ...
But that would have to cost more and it would be better for your opponents since they probably haven't built their decks to accommodate multiple attacks without untapping. Without an untap built in, it is a deck building challenge to incorporate either a lot of untap and vigilance.
And if this were printed, I think there might be some red callbacks to Eternal Warrior in the same set to combo with it. Others have posted cards with these abilities that combined together seem perfectly fitting in red:
4R
Creature -- Minotaur Warrior
Vigilance
CARDNAME attacks and blocks each turn if able.
3/5
No, you do have to consider Spike with every card because Spike cares about the format.
It's an interesting question if Timmy or Johnny are able to be upset in the same way. If there is a card that overcentralizes, or marginalizes skill just by being in the format, Spike is unhappy. Spike can ignore bad cards but he is forced to recognize good cards. If those cards don't test skill, he's unhappy with the format as a competitive game. He has to run the card himself, or stop playing because he knows it's correct to run the card if he plays. But a competition only attracts competitors who (A) want the prizes or (B) actually feel like they're proving something worthwhile, which has to do with the game's rules themselves.
A Johnny could only theoretically be bothered by a card if its existence somehow makes it drastically more difficult, or impossible, for Johnny to express himself in a game. I find this a difficult concept, because there's always Casual and kitchen-table banned lists. Also, because, by definition, Johnny is a more solitaire player than the other two profiles. At least for my part, I would say "you can do whatever you want; if I'm Johnny, I'm here to react to that in my own way." So, as I said, I find it a difficult concept.
The most I've been bothered by a card as a Johnny is one that looks like it will create a unique experience but actually doesn't; when it's just complexity or difficulty with no end. That is unappealing in a sense explained under the broader knowledge, though, of "unfun stuff is unfun." It involves me playing the card and then being let down.
While Johnnys like to use bad cards, or break combos, I think Johnnys, too, want a card to "be what it advertises."
Similarly, Timmy is made unhappy by the existence of a card if it reduces fun by its existence. This is more conceivable, even with kitchen table banned lists, because of the trouble of subjective tastes. You could say that permission, land destruction, and discard (all of which could be called 'permission' really) see reduction in volume in any format (now) in order not to auto-alienate Timmy or anyone coming from a Timmy standpoint.
At the least, it's a side-benefit for Timmy no matter what the causal reason for that really was.
Any sort of spell which hands a griefer player a tool, and is REALLY GOOD at griefing, will likely be bad for Timmy and so Timmy should be considered. (Note, I am aware that cards are designed for griefers. This does not mean those cards have to be good; they themselves are designed for a Timmy: the Timmy who is a griefer. It is a feeling, not a result.)
I think you have overspecified these categories beyond reasonableness
Im sorry but this is beyond broken in the right deck. Turn 1 goblin guide, 2 damage, turn 2 double goblin guide, 8 total damage, turn 3 uber enchantment 20 total damage, extend hand GG sir.
EDIT!!!
Reading is key, no untap FTL not broken. But I digress...
I don't like it because it skips the precombat main phase, essentially nullifying haste, and making spells like Overrun and Overwhelming Stampede useless. It really needs to untap creatures that attacked as well.
As is it really only benefits boros colored decks, which can pack vigilant creatures that are still good to go during the second attack phase.
you guys keep saying this but remember your opponent also has to deal with not having a precombat main phase. .... crap, this shuts down planechase and archenemy, doesn't it.
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"May your Shadow bring death to all who stand before you." - Doug Beyer
This card is not even remotely close to being broken. Considering how all other +1 combat phase cards have "untap all creatures you control" and this one doesn't. The only creatures that can utilize effect are the ones with vigilance. I would say this actually pretty balance since it lacks the extra untap effect.
Multiple copies would trigger this effect if its after the first combat phase.
Idk. first time i'm seeing this effect and not being satisfied with it.
Only one type of deck can/would run this.
i think thats my problem wit it.
Insane drawback, making it extremely balanced for such a cheap,splashable card boasting a traditionally red effect.
that said, only vigilance.dec can make the most of it, sun titan obviously being it's poster child. shenanigans.dec is possible with blue though.
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~Intelligence is Bliss; Ignorance is Denial.
Skill is an ability that relates more so to the type of deck that's built and how said player pilots it. It also relates to the ability to assess the board and use the cards available to you in the most optimal way relative to each situation.
When a deck is filled with above par cards and every play is solid, there comes a diminishing need to "think" for the lack of wanting to use a better word.
Mana cost is too much, I would never run it in except for maybe edh red based aggro decks. 1R or RR would make the card better and not broken. I feel like making fake cards shouldn't be able how real they would be but how good can we get a card to make it good enough to be played is what I think of if I were to create a card. The wording of the text is WAYYYYYYY too worded and just plain the wrong way to say it.
Like I don't understand why the card was made with one mainphase in between attacks. I think it should have just been after the first attack phase of each turn there is an additional attack phase followed by an additional mainphase etc. then just stack the effect.
On this I disagree with most of you maybe. I think or a card to be rare it has to have a rare feeling and have a rare ability *meaning good* I feel it is hard to make this card uncommon but definately should have been an uncommon, like it really only effects the game in ways that Paradox Haze does, like c'mon obviously if you build a deck around blue braids and paradox haze dropping eldrazi the card is nuts. But my major problem with magic is opening cards that aren't even good for limited at rare status. I just go "wow, good game bro" and roll my eyes cause I understand there is different powers of cards but seriously cards that don't feel rare or don't feel mythic shouldn't be.
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Standard: Esper Spirits-WUB
Modern: Bant Geist-WUG
Legacy: Reanimator-UB-WRG
EDH:
Ramirez DePietro: Pirate Themed-UB
Riku of Two Reflections: "Oops I Win"-URG
Mana cost is too much, I would never run it in except for maybe edh red based aggro decks. 1R or RR would make the card better and not broken.
I personally think there's enough mana acceleration in the format that reducing the mana cost on this wouldn't change ANYTHING. it's already easily turn-2able with a card like llanowar elves or pyretic ritual.
The wording of the text is WAYYYYYYY too worded and just plain the wrong way to say it.
Like I don't understand why the card was made with one mainphase in between attacks. I think it should have just been after the first attack phase of each turn there is an additional attack phase followed by an additional mainphase etc. then just stack the effect.
No? The only word you could actually remove from this without either making a major grammatical or completely changing how the card functions is "Postcombat," which I feel adds a huge amount of clarity to how the card functions for players with a less substantial grasp on the rules. How would you write it differently?
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"May your Shadow bring death to all who stand before you." - Doug Beyer
My favorite part is how it deals with larger creatures attacking. It really helps red get through walls because a 4/2 could deal 4 damage to the wall and in the next combat phase 4 more damage would end up most likely being lethal to any creature. It makes the second combat phase much trickier causing more planning in the first one. Good overall, and rare is needed here. It does something complex and completely changes the turn layout, nothing but rare or mythic gets to do that.
Edit: Dang I completely forgot that there is no untap attacking creatures clause. That makes it a lot less awesome and makes it a card that only goes in vigilance.deck which isnt nearly as cool.
The effect of adding another combat phase is red but one could always play this once the correct creture is on the table.
Sig by Heroes of the Plane Studios (Nakamura , DarkNightCavalier, XenoNinja)
This is the ultimate combo to win the game on turn 3
Turn 2.-vault of whispers,cephalid broker
Turn 3.-swamp,plagiarize
After the first postcombat main phase each turn, ...
But that would have to cost more and it would be better for your opponents since they probably haven't built their decks to accommodate multiple attacks without untapping. Without an untap built in, it is a deck building challenge to incorporate either a lot of untap and vigilance.
And if this were printed, I think there might be some red callbacks to Eternal Warrior in the same set to combo with it. Others have posted cards with these abilities that combined together seem perfectly fitting in red:
4R
Creature -- Minotaur Warrior
Vigilance
CARDNAME attacks and blocks each turn if able.
3/5
I think you have overspecified these categories beyond reasonableness
EDIT!!!
Reading is key, no untap FTL not broken. But I digress...
Top 16 Starcity Games 5k Seattle 2010
As is it really only benefits boros colored decks, which can pack vigilant creatures that are still good to go during the second attack phase.
Multiple copies would trigger this effect if its after the first combat phase.
Only one type of deck can/would run this.
i think thats my problem wit it.
Insane drawback, making it extremely balanced for such a cheap,splashable card boasting a traditionally red effect.
that said, only vigilance.dec can make the most of it, sun titan obviously being it's poster child. shenanigans.dec is possible with blue though.
Skill is an ability that relates more so to the type of deck that's built and how said player pilots it. It also relates to the ability to assess the board and use the cards available to you in the most optimal way relative to each situation.
When a deck is filled with above par cards and every play is solid, there comes a diminishing need to "think" for the lack of wanting to use a better word.
Mana cost is too much, I would never run it in except for maybe edh red based aggro decks. 1R or RR would make the card better and not broken. I feel like making fake cards shouldn't be able how real they would be but how good can we get a card to make it good enough to be played is what I think of if I were to create a card. The wording of the text is WAYYYYYYY too worded and just plain the wrong way to say it.
Like I don't understand why the card was made with one mainphase in between attacks. I think it should have just been after the first attack phase of each turn there is an additional attack phase followed by an additional mainphase etc. then just stack the effect.
On this I disagree with most of you maybe. I think or a card to be rare it has to have a rare feeling and have a rare ability *meaning good* I feel it is hard to make this card uncommon but definately should have been an uncommon, like it really only effects the game in ways that Paradox Haze does, like c'mon obviously if you build a deck around blue braids and paradox haze dropping eldrazi the card is nuts. But my major problem with magic is opening cards that aren't even good for limited at rare status. I just go "wow, good game bro" and roll my eyes cause I understand there is different powers of cards but seriously cards that don't feel rare or don't feel mythic shouldn't be.
Modern: Bant Geist-WUG
Legacy: Reanimator-UB-WRG
EDH:
Ramirez DePietro: Pirate Themed-UB
Riku of Two Reflections: "Oops I Win"-URG
I personally think there's enough mana acceleration in the format that reducing the mana cost on this wouldn't change ANYTHING. it's already easily turn-2able with a card like llanowar elves or pyretic ritual.
No? The only word you could actually remove from this without either making a major grammatical or completely changing how the card functions is "Postcombat," which I feel adds a huge amount of clarity to how the card functions for players with a less substantial grasp on the rules. How would you write it differently?
Edit: Dang I completely forgot that there is no untap attacking creatures clause. That makes it a lot less awesome and makes it a card that only goes in vigilance.deck which isnt nearly as cool.