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N.J's Random ideas #2: Improving Spellcraft
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Author:  NJJackson [ Mon Oct 28, 2013 1:21 am ]
Post subject:  N.J's Random ideas #2: Improving Spellcraft

Improving Spellcraft
Instant
A deck may have any number of cards named Improving Spellcraft.
Draw a card for each card named Improving Spellcraft in your graveyard

Too cheap? Impossible? Or (gasp) balanced?

Author:  Tequilasaurus [ Mon Oct 28, 2013 1:56 am ]
Post subject:  Re: N.J's Random ideas #2: Improving Spellcraft

Accumulated Knowledge was playable. This is probably way too strong.

Author:  miss_bun [ Mon Oct 28, 2013 3:35 am ]
Post subject:  Re: N.J's Random ideas #2: Improving Spellcraft

Honestly, the fact that you have to play a card with no draw is a pretty good drawback. Interesting. But allowing any number in your deck is way broken at that cost. I'd say it would need to cost at least three if you keep that part in.

Author:  TPmanW [ Tue Oct 29, 2013 3:11 pm ]
Post subject:  Re: N.J's Random ideas #2: Improving Spellcraft

Niv-Mizzet, the Firemind approves. Otherwise I agree with Miss_Bun.

Author:  NJJackson [ Wed Oct 30, 2013 12:02 am ]
Post subject:  Re: N.J's Random ideas #2: Improving Spellcraft

Thank you.

Author:  LilyStorm [ Wed Oct 30, 2013 12:18 am ]
Post subject:  Re: N.J's Random ideas #2: Improving Spellcraft

Yah but think of crazy combo decks. Specially with stuff lime reckless whatever. Discard some of these then play another for stupid draw power.

Author:  dtolle [ Wed Oct 30, 2013 12:41 pm ]
Post subject:  Re: N.J's Random ideas #2: Improving Spellcraft

Run 4 Laboratory Maniac and 20 of these, some control, and islands.

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