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 Post subject: Re: Red
PostPosted: Sun Jun 08, 2014 9:28 pm 
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Reprint Madcap Skills.


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 Post subject: Re: Red
PostPosted: Sun Jun 08, 2014 11:12 pm 
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TPzombieW wrote:
I think this criterion is what Mark Rosewater once said was the single hardest category of cards to design, because Red has the smallest piece of the color wheel. Let's expand that piece, shall we?

Basilisk Breath
Instant (C)
Target creature becomes an artifact until end of turn. (It loses its other card types.)
The basilisk lurks under the sand, waiting for unsuspecting passerby to breathe its poison and turn to stone. They become its eternal captives, miles below the surface of the sand.

This seems more like something blue would do.

I would actually put it into White if I weren't actively trying to bend the color pie a little. It's basically target creature can't attack or block this turn.

I forget that a transformed card doesn't keep it's original types unless stated. It gets me every single time.

...
Viashino Surprise Attack :2::r:
Sorcery
Put three 1/1 red viashino scout creature tokens onto the battlefield.
Until end of turn, creatures you control have haste.
Travelers in the desert fear the viashino most of all. The sandscouts can appear at any time, with no warning.

The instant/Sorcery limited deck would benefit from some dragon fodder-style cards.

This seems too good at 2R. It's essentially a 3/3 with haste that gives all your other guys haste for a turn. Red has trouble even mustering square stats that match a card's cmc.

Shazzeh wrote:
Song of Blood
Sorcery (C)
Put the top four cards of your library into your graveyard.
Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way.

Pumps your creatures more the more creatures you're running, and dumping extra creatures into your graveyard works really well with the intimidate viashino in black. graveyard creatures should totally be an archetype. Works well with oblation, too.

Also would fit into a WR aggro build.

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 Post subject: Re: Red
PostPosted: Sun Jun 08, 2014 11:26 pm 
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My comparison points were Thatcher Revolt and dragon fodder. Both have all kinds of tribal interactions, and are fine. I'm assuming no more than one viashino lord, so tribal interaction should be minor. I have an "instant/sorcery matters" theme in my cube and Dragon Fodder is a high pick for that strategy, so I think we need something for that spot. Granting haste to other creatures rarely matters, but can create awesome moments.

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 Post subject: Re: Red
PostPosted: Sun Jun 08, 2014 11:50 pm 
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I think the main difference is that the tokens are permanent here. It's less like Thatcher Revolt than it is like Captain's Call with haste for one less. Four mana is probably fair, though, since soldiers also have tribal interactions, and that card isn't super stellar anyway.


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 Post subject: Re: Red
PostPosted: Mon Jun 09, 2014 11:31 am 
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Moving to 4 mana.

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 Post subject: Re: Red
PostPosted: Wed Jun 11, 2014 4:11 pm 
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Make a common noncreature, non-burn spell.

Let's start the voting!

Basilisk Breath
Instant (C)
Target creature becomes an artifact until end of turn. (It loses its other card types.)
The basilisk lurks under the sand, waiting for unsuspecting passerby to breathe its poison and turn to stone. They become its eternal captives, miles below the surface of the sand.

Fakeartist wrote:
[Cardname] :3::r:
Instant
Destroy Target Artifact
Target creature gets +2/+0 and first strike until the end of turn.

altimis wrote:
Functional reprint...

Burning Blades --
Instant (C)

Attacking creatures get +2/+0 until end of turn.

Many commanders have their soldiers spend hours in Illpyre before battle. It helps them feel cooler elsewhere, but more importantly adds a searing heat to their blades.

Cato wrote:
Well, we probably want at least one common artifact hate card in the set.

Melt for Scrap :2::r:
Instant
Destroy target artifact. Add to your mana pool an amount of :r: equal to that artifact's converted mana cost.

Confused wrote:
Shatter Shot -
Sorcery
Destroy target artifact. If an opponent controls an artifact creature, you may cast ~ as though it has flash.

Mown wrote:
Eject
Instant
Destroy target artifact. Put a Relic artifact token onto the battlefield. (Relics have no abilities.)
The most precious of treasures are always held closest to the heart.

:2::r:
Sorcery
Up to two target creatures can't block this turn and must attack during their controllers next turns if able.

Shazzeh wrote:
Song of Blood
Sorcery (C)
Put the top four cards of your library into your graveyard.
Whenever a creature attacks this turn, it gets +1/+0 until end of turn for each creature card put into your graveyard this way.

Viashino Surprise Attack :3::r:
Sorcery
Put three 1/1 red viashino scout creature tokens onto the battlefield.
Until end of turn, creatures you control have haste.
Travelers in the desert fear the viashino most of all. The sandscouts can appear at any time, with no warning.

Effigy wrote:
Solar Flash :1::r:
Sorcery (C)
Target creature can't block this turn.

Reprint Madcap Skills.

I vote for Ace of Moxes.

Also, I want people to keep in mind that a "Destroy target artifact" Seal got into the set between when this round started and now. Having two artifact removal spells at common wouldn't be the worst thing in the world, but I'm just letting people know.

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 Post subject: Re: Red
PostPosted: Wed Jun 11, 2014 5:05 pm 
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Hello World


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 Post subject: Re: Red
PostPosted: Wed Jun 11, 2014 5:07 pm 
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Hello World.

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 Post subject: Re: Red
PostPosted: Wed Jun 11, 2014 6:00 pm 
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Ace

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 Post subject: Re: Red
PostPosted: Wed Jun 11, 2014 6:28 pm 
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altimis


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 Post subject: Re: Red
PostPosted: Wed Jun 11, 2014 6:36 pm 
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Thatmarkguy

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 Post subject: Re: Red
PostPosted: Wed Jun 11, 2014 8:49 pm 
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Parad.


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 Post subject: Re: Red
PostPosted: Wed Jun 11, 2014 10:36 pm 
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Ace.


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 Post subject: Re: Red
PostPosted: Thu Jun 12, 2014 12:26 am 
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Ace's Viashino Surprise Attack


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 Post subject: Re: Red
PostPosted: Thu Jun 12, 2014 4:04 am 
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Mown.


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 Post subject: Re: Red
PostPosted: Thu Jun 12, 2014 6:54 am 
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I don't really want Red to be good at token making, so Altimis.

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 Post subject: Re: Red
PostPosted: Thu Jun 12, 2014 7:03 am 
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altimis.


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 Post subject: Re: Red
PostPosted: Thu Jun 12, 2014 2:38 pm 
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Shazzeh

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 Post subject: Re: Red
PostPosted: Thu Jun 12, 2014 10:44 pm 
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Mown wrote:
I don't really want Red to be good at token making, so Altimis.

Good point. I came very close to voting for him.

Hello World.

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 Post subject: Re: Red
PostPosted: Fri Jun 13, 2014 7:45 am 
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Votes so far:

Ace of Moxes - 4
Hello World - 3
Altimis - 3
Thatmarkguy - 1
Parad - 1
Mown - 1
Shazzeh - 1


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