I can't help but wonder what the flavour of Neck Snap is.
Now I realize it's not a tribal spell, but as a white spell this punishment must be being enforced by one of the white tribes.
To me none seem like the kind to snap a neck; merfolk would drown, and treefolk would involve squishing I think, kithkin would probably need a stepladder to get that high???
i'm gonna agree with lumber and call giant on this one although it'd be cool to see
Squish :2mana::symg:
Tribal instant- Treefolk
Destroy target creature with cmc 3 or less.
if you control a Treefolk creature, draw a card. No one expects to be stepped on. Especially by a tree...
I really don't like that clash mechanic... Rewarding you for playing big spells, often in aggro decks (see that doublestriker)... It also seems attached to some random cards, where even if you win, it won't be very useful - how often you want to destroy all enchantments your opponent controls??
Yes it's a random mechanic, but it's supposed to be random. But it's the type of randomness where you can tip the odds in your favor by doing several things (like playing with all the scry cards they just printed in FS). Besides which, since 40% of your deck is land, I don't see how you HAVE to run anything other than what you normally run, since a little under half the time you're going to get you or the opponent flipping 0. I wish people would stop complaining about this being a bad mechanic because it "forces" you to run high CMC cards.
And at what point would I ever want my opponent to have any of the permanents he or she brought along with them to the game? I think at just about any time I'd be happy to destroy all of their enchantments whenever I'd destroy one.
I am PUMPED about the 2cc kithkin lord. I honestly feel like that card alone would make the Kithkin race playable, even if it granted no other ability beyond +1/+1.
I've been spending a good bit of time brainstorming and goldfishing a kithkin deck and let me tell you, it looks good. Real good. It could use a little more disruption and some good cards in the 3cc slot, but all in all it is fast as hell.
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"One skilled at battle takes a stand in the ground of no defeat
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
Hmmm...Hostility's ability...I'm thinking something like this:
Whenever a creature an opponent controls would deal damage to you, prevent that damage. Instead, put X 1/1 (something) creature tokens into play where X is equal to the damage prevented this way.
Then it would function as a similar sort of "lockdown" as the No Mercy effect on Dread.
Or..I could picture something like this:
Whenever Hostility would deal combat damage to an opponent, you MAY (god, I'd hope it says MAY) prevent that damage and put X 1/1 (something) tokens into play, where X is equal to the damage prevented in this way.
I certainly hope it's a "self-sufficient" card (as the other Greaters have been) and doesn't rely on your opponent having the choice to prevent the damage, instead leaving that to you (in some way, shape, or form.)
- Hostility is the Hasty red Elemental Incarnation, and has a unique token generating ability, based around... get this: DAMAGE PREVENTION! WHAAAA!
- There's a great common Elf that can re-arrange the top two cards of your library every turn. Great for those Clash battles...
- And finally, there's cheap Elvish removal spell which reads "Destroy Target non-elf Creature". Nice.
I dearly hope some of you will be able to post soon, but for now please Enjoy.
Spring Cleaning - funny name... maybe too funny
neck snap - this is white? The name sounds black/bad...
Kithkin Lord could be good as a WW 2/2 that gievs +1,+1 to your other kithkin... IE, a Lord of Atlantis w/o the landwalk.
Hostility probably gives you 1/1 elementals (or goats?) for each damage prevented... which would be interesting...
The elf seems... narrow. If it's well costed, great. I could use a 2/1 G1 Sensei's Divining Top Elf. If not, yuck...
ANd the elf removal spell likely costs 2B like Kamigawa's version... not exactly new territory...
Clash also seems too random for my liking. I guess it can be fun in limited, but may quickly become boring if you need to "clash" each and every turn.
Yes the clash mechanic is random, but so is the game. Mana screw is random, creature screw is random, control screw is random. Clash is just random in a more defined way. The only way to get around random in this game is to cheat, and that's a very bad idea. At least clash gives you a way of working the odds in your favor (scry cards especially, Sensei's Divining Top in extended with counterbalance likes this this mechanic I bet).
Anyway, I like clash. It's kinda a cross between Magic and Texas Hold'em. Let's see if I win on the river.
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Spring Cleaning? :Rolls eyes: Not a very good name. Glad there's something that controls the Clash mechanic, and not in Blue. The New Mana Drain is alright, but since it costs 4, we'll see if it sees play seriously. It's not that abusive without alot of artifacts or X spells in the format (ala Vintage).
I'm really surprised at these two names; Spring Cleaning and Neck Snap really don't sound like typical Magic names for cards; Spring Cleaning especially has too-modern a feel for the name, though I know WotC sometimes makes card names with puns like Back to Basics and Goatnapper. But yeah, I also have to agree with that poster who wrote that the name Neck Snap sounds like it fits a black card better than a white card. The flavor match isn't all that tight either...sure, an attacker or blocker could trip while running toward combat and break its neck, or get its neck broken by something it's fighting in combat, but if the only thing we knew about the card was its name, we wouldn't guess its ability to be "destroy an attacker or blocker" because that just doesn't intuitively follow flavor-wise from the concept of neck-snapping.
As far as play goes, Neck Snap is definitely a limited card; it's way too expensive for constructed use (Wrath of God costs 4 mana as well; Condemn is far more efficient).
Go, go Sylvan Librarian. Please, let it be a Sylvan Library functional reprint...
There is already a card in Lorwyn called Sylvan Echoes.
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In my opinion wizards have pushed the power curve for targetted removal to the highest it's been since they removed Lightning Bolt and Swords to Plowshares from the core set.
Admittedly the BB instant version would be pushing it, but a 2B or 1BB instant version would see play without doing anything major to the environment.
As for Block, elves is one of the biggest and strongest tribes, not to mention the fact that changelings are common and are also elves as well as the fact that changeling enabling spells are also quite common. So I doubt it would exactly break it apart, in fact i'd be more inclined to sideboard it than risk having 4 dead cards against an elf deck.
I honestly believe that Neck Snap is a giant concept, what with their preference for throwing and breaking things. And with white being one of the giant colours it fits that way as well.
I honestly believe that Neck Snap is a giant concept, what with their preference for throwing and breaking things. And with white being one of the giant colours it fits that way as well.
Spring Cleaning - Okay name, but useless effect. Clash crap.
Neck Snap - Kinda brutal name for white! The effect is useful in limited but unplayable in constructed.
I, personally, think the red elemental will go something like this:
Hostility 3RRR
Creature - Elemental Incarnation
Haste
Whenever a creature you control would deal damage, you may prevent that damage and put a red elemental token into play whose power and toughness are equal the to prevented damage.
6/6
Oh..and Mr. Hydro, sir...if you could...what's the text of that new Mana Drain? Please??!!
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I believe the removal is black, seeing as elves are B/G. Also, thanks for the post help, I was getting confused..
Now for you, as best wording as I can allow without actually seeing the card in front of me.....
*Name is secret* 2UU Instant Counter target spell, *wording gets tricky here* then if that spell is countered, clash with an opponent. If you win, at the beginning of your next precombat main phase, add X colorless mana to your mana pool, where X is the converted mana cost of that spell. Uncommon
But you prolly knew all that already.
I'd say good, but not broken on this. It'll be good to have a mana srain that you don't have to play in the format:cool:, but wouldn't the clash fizzle anyway if you fail to counter the spell?
Anyway, Anti Elf removal is gonna need to be sideboarded often, but if it really is aggressivly costed, It will probably see play in T2 an definitely in Block.
I, personally, think the red elemental will go something like this:
Hostility 3RRR
Creature - Elemental Incarnation
Haste
Whenever a creature you control would deal damage, you may prevent that damage and put a red elemental token into play whose power and toughness are equal the to prevented damage.
6/6
Why would Red prevent its own damage? ... ever?
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I'd say good, but not broken on this. It'll be good to have a mana srain that you don't have to play in the format:cool:, but wouldn't the clash fizzle anyway if you fail to counter the spell?
I think that clause is in there to keep you from trying to drain Obliterate or anything similar. It obviously wouldn't work if the target became invalid.
Neck Snap - a more expensive, green Quiet Purity with a Calming Verse (without the tapped lands clause) Clash effect that doesn't hit your team mates. I like it, it could be useful in 2HG and other multi-player games.
Spring Cleaning - A useful limited card, will definately be played in drafts and sealed.
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i'm gonna agree with lumber and call giant on this one although it'd be cool to see
Squish :2mana::symg:
Tribal instant- Treefolk
Destroy target creature with cmc 3 or less.
if you control a Treefolk creature, draw a card.
No one expects to be stepped on. Especially by a tree...
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Yes it's a random mechanic, but it's supposed to be random. But it's the type of randomness where you can tip the odds in your favor by doing several things (like playing with all the scry cards they just printed in FS). Besides which, since 40% of your deck is land, I don't see how you HAVE to run anything other than what you normally run, since a little under half the time you're going to get you or the opponent flipping 0. I wish people would stop complaining about this being a bad mechanic because it "forces" you to run high CMC cards.
And at what point would I ever want my opponent to have any of the permanents he or she brought along with them to the game? I think at just about any time I'd be happy to destroy all of their enchantments whenever I'd destroy one.
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I've been spending a good bit of time brainstorming and goldfishing a kithkin deck and let me tell you, it looks good. Real good. It could use a little more disruption and some good cards in the 3cc slot, but all in all it is fast as hell.
And so does not lose the enemy's defeat.
Therefore, the victorious military is first victorious and after that does battle.
The defeated military first does battle and after that seeks victory."
Whenever a creature an opponent controls would deal damage to you, prevent that damage. Instead, put X 1/1 (something) creature tokens into play where X is equal to the damage prevented this way.
Then it would function as a similar sort of "lockdown" as the No Mercy effect on Dread.
Or..I could picture something like this:
Whenever Hostility would deal combat damage to an opponent, you MAY (god, I'd hope it says MAY) prevent that damage and put X 1/1 (something) tokens into play, where X is equal to the damage prevented in this way.
I certainly hope it's a "self-sufficient" card (as the other Greaters have been) and doesn't rely on your opponent having the choice to prevent the damage, instead leaving that to you (in some way, shape, or form.)
Cheers,
Austin
Yeah, no idea how I managed to misread it as just W. Wishful thinking perhaps.:rolleyes:
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Spring Cleaning - funny name... maybe too funny
neck snap - this is white? The name sounds black/bad...
Kithkin Lord could be good as a WW 2/2 that gievs +1,+1 to your other kithkin... IE, a Lord of Atlantis w/o the landwalk.
Hostility probably gives you 1/1 elementals (or goats?) for each damage prevented... which would be interesting...
The elf seems... narrow. If it's well costed, great. I could use a 2/1 G1 Sensei's Divining Top Elf. If not, yuck...
ANd the elf removal spell likely costs 2B like Kamigawa's version... not exactly new territory...
Yes the clash mechanic is random, but so is the game. Mana screw is random, creature screw is random, control screw is random. Clash is just random in a more defined way. The only way to get around random in this game is to cheat, and that's a very bad idea. At least clash gives you a way of working the odds in your favor (scry cards especially, Sensei's Divining Top in extended with counterbalance likes this this mechanic I bet).
Anyway, I like clash. It's kinda a cross between Magic and Texas Hold'em. Let's see if I win on the river.
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As far as play goes, Neck Snap is definitely a limited card; it's way too expensive for constructed use (Wrath of God costs 4 mana as well; Condemn is far more efficient).
There is already a card in Lorwyn called Sylvan Echoes.
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That's just my guess, after all look how much stronger targetted removal has become since the printing of Rend Flesh.
Terror is back in the core set and in an environment where artifact creatures aren't predominant(Raffinity standard anyone?). Putrefy, Mortify, Slaughter Pact, Last Gasp, Sudden Death. Condemn, Sunlance. Lightning Helix, Char, Rift Bolt, Skred. Psionic Blast's return after a being a vintage/legacy exclusive for longer than most people have played magic. The return of Incinerate to the core set after a long absense from both standard and extended.
In my opinion wizards have pushed the power curve for targetted removal to the highest it's been since they removed Lightning Bolt and Swords to Plowshares from the core set.
Admittedly the BB instant version would be pushing it, but a 2B or 1BB instant version would see play without doing anything major to the environment.
As for Block, elves is one of the biggest and strongest tribes, not to mention the fact that changelings are common and are also elves as well as the fact that changeling enabling spells are also quite common. So I doubt it would exactly break it apart, in fact i'd be more inclined to sideboard it than risk having 4 dead cards against an elf deck.
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Then it should be Tribal - Giant....
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Spring Cleaning - Okay name, but useless effect. Clash crap.
Neck Snap - Kinda brutal name for white! The effect is useful in limited but unplayable in constructed.
.
I agree, but still we saw lots of card in Rav that were loosely associated with their guild but associated all the same.
Hostility 3RRR
Creature - Elemental Incarnation
Haste
Whenever a creature you control would deal damage, you may prevent that damage and put a red elemental token into play whose power and toughness are equal the to prevented damage.
6/6
Green will never get direct destroy effects for creature but elves might.
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I believe the removal is black, seeing as elves are B/G. Also, thanks for the post help, I was getting confused..
I'd say good, but not broken on this. It'll be good to have a mana srain that you don't have to play in the format:cool:, but wouldn't the clash fizzle anyway if you fail to counter the spell?
Anyway, Anti Elf removal is gonna need to be sideboarded often, but if it really is aggressivly costed, It will probably see play in T2 an definitely in Block.
Also, it would help if you would comment on this: [HTML]http://forums.mtgsalvation.com/showthread.php?t=89645[/HTML]
Thanks Hydro:)
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Why would Red prevent its own damage? ... ever?
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That does not strike me as particularly hostile.
I think that clause is in there to keep you from trying to drain Obliterate or anything similar. It obviously wouldn't work if the target became invalid.
Spring Cleaning - A useful limited card, will definately be played in drafts and sealed.
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