My only suggestion would be to let the ultimate ability be -7 instead of -6 in order to prevent someone going ultimate the turn he comes in with Contagion Engine on the board.
I like the 0 ability, would be awesome rebounding Lightning Bolts
Personally, I feel the card would validate a CMC of 4 if the ultimate read "non-instant spells" instead of any spell. Suspending a counter spell pretty much ruins the card in general. Would wreck control decks, since there's no way to get rid of emblems.
Hmm.....Okay, i got the app, but the exports are really low quality. Anyone knows how to export it hi-res? Even after the "Export as hi-res" option is checked the filesize is only 500+ KB for the bitmap...nowhere near what I'm looking for...
I'm usually a lurker, but I had to comment on this. The wording is all wrong.
It should be this:
0: The next instant or sorcery spell you cast this turn has rebound.
-6: You get an emblem with "Whenever an opponent casts a spell from his or her hand, exile it with three time counters on it. If it doesn't have suspend, it gains suspend."
I'm a huge stickler for wording, it's one of my biggest pet peeves.
Way way way to powerful. Nice attempt though guys. Cool name. Finals that say I win are kinda lame. You don't need to have Jace power finisher. Look more at Ajani or old jace for the real power finisher in the future.
To people saying Vetavus turned out too powerful - can you back it up by comparing it to some other 'walkers? Not saying it isn't too powerful, just saying a more concrete argument rather than a substanceless statement would be nice.
To people saying Vetavus turned out too powerful - can you back it up by comparing it to some other 'walkers? Not saying it isn't too powerful, just saying a more concrete argument rather than a substanceless statement would be nice.
It's definitely not broken. Two turns to go ultimate is pretty standard for cards that can't protect themselves (Chandra Ablaze, Koth, Lilliana, Sarkhan Vol). While the ultimate doesn't "win the game" it's a lot like Jace's in that as soon as it happens, your opponent probably scoops so making it complicated with six year old keywords just isn't necessary because most games aren't going to continue after it resolves. If this saw print, it would be around Koth in terms of playability in the current standard. It'd find its way into a couple decks but it wouldn't create its own dominate archetype like Jace or Tezz.
this card would fit perfectly in my grixis underworld dream deck. I wouldn't even bother with the ultimate. Just rebound Wheel and deal, wheel of fortune, and winds of change, and use his first ability all day long.
this guy looks pretty fair but the emblem disabling your opponents spells for 3 turns seems too strong, but still viable, I would suggest considering reducing the suspending down to 1 suspend counter each, that would seem more fair. non the less thought I like it as a lock out kill in its concept.
its last ability resembles teferi somewhat.
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In case someone hasn't offered any perspective on this guy's in-game play and you are interested read on:
The fact is even suspending one spell your opponent plays for one turn on each turn for the rest of the game is way too strong and would win you the game.
I know this because I have played a planeswalker (i made him) whose ultimate did just that and it took him until turn 9 to pull that one off. The problem is even if they have board position you can alter when and how they react to everything you do and you are turning their cheap reaction cards into inevitably useless dead cards.
Examples of really annoying cards to lose: Counterspells cannot be played. Instants that would help a player survive another turn cannot be played. (there are tons of these including counterspells but can you imagine having to wait 3 turns to play fog?) [Edit: = more examples!] Examples of cards that would be totally worthless after being postponed by a walker's ultimate : Disenchant, Divine offering, brave the elements, other planeswalkers, bone saw, ornithopter, sylvan ranger, pre-ordain... EVERYTHING!
Sure, at turn 9 they could be playing a titan or a huge angel and that coming 3 turns later would still be a problem, but as soon as you achieve this guy's ultimate your opponent has lost because if they were winning, you probably wouldn't have your walker anyway.
Conclusion: With a single in-game test of this guy's ultimate, the creator of this card would have realized how stupidly broken it was. Better than mindsculptor? JTMS is simply amazing at making your other cards more effective. He doesn't win you games (alone). He allows you to not lose a game you should have even though you could still lose. Of course mindsculptor has a great ultimate, but if you start out playing to jace's ultimate then you don't know what you are doing. This guy on the other hand (almost) timetwisters for his +1 and then says, "Hey you know how you had this plan on how you were going to get to play magic the gathering against me, right? ..." (You can maybe fill in the rest with something negative.)
I have seen plenty of fan-created card contests and have proxied many winners to actually see how they would play... Usually, they are ten times worse than this. Example: giving a land exalted. This card is actually playable, but it would not be fun to play against. [at all]
His -6 is kinda unprintable... "Your opponent plays 3 turns behind you in all instances of spells." I mean, cmon, you really think that's realistic? Comparable final -s take a while longer, honestly. I also think the +1 is just a little too powerful. Just a little, though. One problem I have with the +1 is that as far as the flavor of magic goes, shuffling ones hand into ones library is more an act of mental control than one of temporal manipulation. The library is the planeswalker's mind, their potential, their spells, their memories. I understand that the original would be time twister, but I'm more speaking of more recent developments by Wizards to connect different mechanical aspects of the game like damage to flying creatures to the "flavorful" occurences in the game like wind storms. Just putting my 2 cents in on that part, as I could see it going either way with Wiz. Your +0 is the ability I like best, as it synergises well with the + and has lots of potential power, something that's good for a +0. I'd say as far as flavor goes I love him, but he's a bit op for me to see being in the next set, if you know what I mean. Appreciate the effort. Cool idea
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Ultimate is ridiculous. Having done some serious time with a casual Jhoira deck, I know how difficult it can be to play when winning depends on time counters coming off suspended cards. In this case, survival depends on it! Unless the opponent has solid control of the board everything having Suspend 3 pretty much can't be recovered from. I'd make it Suspend 2 and cost 1 more loyalty.
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Seton, Krosan ProtectorG
Intet, The Dreamer (Hive Mind + Scrambleverse anyone?) URG
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[Clan Flamingo] Tier Archivist
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Personally, I feel the card would validate a CMC of 4 if the ultimate read "non-instant spells" instead of any spell. Suspending a counter spell pretty much ruins the card in general. Would wreck control decks, since there's no way to get rid of emblems.
The +1 is ok, definitely a combo ability.
Iwamori says "Just Bring It!"
Edric's Spiesssssssss (Snake Tribal) GU
Sliver Overlord (Slivers Galore!!) WUBRG
Ruhan of the Fomori RWU
Seton, Krosan ProtectorG
Intet, The Dreamer (Hive Mind + Scrambleverse anyone?) URG
Karona, False God the Goddess of Tribal - Samurai, P3K Horsemen, 5c MyrsWUBRG
Garza's Family UBR
Sygg, River Guide and his merry merrowmen UB
Sharuum, the Hedgemon Sphinx Tribal
It should be this:
0: The next instant or sorcery spell you cast this turn has rebound.
-6: You get an emblem with "Whenever an opponent casts a spell from his or her hand, exile it with three time counters on it. If it doesn't have suspend, it gains suspend."
I'm a huge stickler for wording, it's one of my biggest pet peeves.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
It's definitely not broken. Two turns to go ultimate is pretty standard for cards that can't protect themselves (Chandra Ablaze, Koth, Lilliana, Sarkhan Vol). While the ultimate doesn't "win the game" it's a lot like Jace's in that as soon as it happens, your opponent probably scoops so making it complicated with six year old keywords just isn't necessary because most games aren't going to continue after it resolves. If this saw print, it would be around Koth in terms of playability in the current standard. It'd find its way into a couple decks but it wouldn't create its own dominate archetype like Jace or Tezz.
"X life."
"Naya Charm for the win?"
*shuffles up for next game*
Wonderful design!
Probably the best attempt at a Planeswalker I've ever seen. Bravo!
its last ability resembles teferi somewhat.
Twitter- RogueSource.
Decks: "Name one! I probably got it built In one of these boxes."
---------------------------------------------------
Vintage will rise again! Buy a Mox today!
---------------------------------------------------
[I]Some call it dig through time, when really your digging through CRAP!
Merfolk! showing magic players what a shower is since Lorwyn!
The fact is even suspending one spell your opponent plays for one turn on each turn for the rest of the game is way too strong and would win you the game.
I know this because I have played a planeswalker (i made him) whose ultimate did just that and it took him until turn 9 to pull that one off. The problem is even if they have board position you can alter when and how they react to everything you do and you are turning their cheap reaction cards into inevitably useless dead cards.
Examples of really annoying cards to lose: Counterspells cannot be played. Instants that would help a player survive another turn cannot be played. (there are tons of these including counterspells but can you imagine having to wait 3 turns to play fog?) [Edit: = more examples!] Examples of cards that would be totally worthless after being postponed by a walker's ultimate : Disenchant, Divine offering, brave the elements, other planeswalkers, bone saw, ornithopter, sylvan ranger, pre-ordain... EVERYTHING!
Sure, at turn 9 they could be playing a titan or a huge angel and that coming 3 turns later would still be a problem, but as soon as you achieve this guy's ultimate your opponent has lost because if they were winning, you probably wouldn't have your walker anyway.
Conclusion: With a single in-game test of this guy's ultimate, the creator of this card would have realized how stupidly broken it was. Better than mindsculptor? JTMS is simply amazing at making your other cards more effective. He doesn't win you games (alone). He allows you to not lose a game you should have even though you could still lose. Of course mindsculptor has a great ultimate, but if you start out playing to jace's ultimate then you don't know what you are doing. This guy on the other hand (almost) timetwisters for his +1 and then says, "Hey you know how you had this plan on how you were going to get to play magic the gathering against me, right? ..." (You can maybe fill in the rest with something negative.)
I have seen plenty of fan-created card contests and have proxied many winners to actually see how they would play... Usually, they are ten times worse than this. Example: giving a land exalted. This card is actually playable, but it would not be fun to play against. [at all]
Venser's Legion
Click it and like it.
Aggressive and out of control, the Wolf King and his soldiers
Winter's Wolves
Everyone loves them, its the Pandas!
Alpha Panda King
I play UW control
Standard - Venser competitive
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
"Glok loved storms! He'd sit an' watch an' laugh through the whole thing. I miss him."
-Squee, goblin cabin hand
It should cost 3UR instead of 3(U/R)(U/R)
Ultimate is ridiculous. Having done some serious time with a casual Jhoira deck, I know how difficult it can be to play when winning depends on time counters coming off suspended cards. In this case, survival depends on it! Unless the opponent has solid control of the board everything having Suspend 3 pretty much can't be recovered from. I'd make it Suspend 2 and cost 1 more loyalty.