So I was on a walk today, and was thinking about Magic, as I sometimes do. Today I was thinking of conditional spells. I love the balancing factor of casting a spell that's underpowered for its cost, but potentially more powerful in the right situation. The most common (especially in modern magic) are red burn spells. So I sought to create a flavorful representation of a spell that improves under certain circumstances. I settled on a red burn spell. But what condition to meet? Damage dealt of course. So I came up with this card:
Sulfur Burn Instant
~ deals 2 damage to target creature or player. If that creature or player has been dealt damage this turn, ~ deals 4 damage instead.
Marginally worse than
Lightning Bolt but sometimes better. But what if I expanded this? The next color I considered was blue. What does blue want to do? Either card draw or mill (putting cards from libraries to graveyards). So I came up with these three options:
1.
Mind Block Sorcery (Design note: This was originally an instant, but instant speed mill is pretty weak)
Target player puts the top three cards of their library into their graveyard. If that player has had a card put into their graveyard from their library this turn, that player puts the top ten cards instead.
(Design note: This feels really wordy to me. Plus it only works well as a sorcery, and I prefer cycles to be the same card type, when possible. Sulfur Blast really works as either, though I would probably up the damage to 3 and 5 respectively.)
2.
Thought Cascade Sorcery
Draw a card. If you haven't drawn a card this turn, draw three instead.
(Design note: This one feels to specific. It requires to much of a build-around.)
3.
Thought Cascade Sorcery
Draw a card. If you have drawn more than one card this turn, draw two instead.
Next I turned to black. Black generally runs discard or life loss. In this case, life loss seems too close to red. So discard was the way to go, which solidifies the cycle to sorcery speed.
Mindbore Sorcery
Target player discards a card. If that player has discarded a card this turn, that player discards their hand instead.
Green and white present a challenge. Both could be life gain, though white is primary in that. Green usually does pump, but that could be too specific a condition.
Rush of Life Sorcery
You gain 4 life. If you have gained life this turn, gain 10 life instead.
So any suggestions for the green effect?