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Old June 1, 2003, 23:37   #31
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Quote:
Originally posted by obiwan18
Now you have a protection from black creature with a black enchantment.
I don't think so. Once you put a Black Ward on a critter, all black enchantments come off.
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Old June 1, 2003, 23:41   #32
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Quote:
Originally posted by thinkingamer


updated

(no name)

{3uuu}

enchantment

uuu: put a counter to this enchantment. Play this ability as a sorcery.
remove a counter, discard a card from your hand: counter target spell



Now, this card is more balanced. I know that this card is very expensive, yet at the end game (when you have 10+ lands) this card may turn all those remaining lands into counter spells!!!
In essence, you are paying UUU plus a card for a counter. Considering a Counterspell is UU, that's too expensive. Either UU or 2U is more reasonable.

Also compare this to Lifeforce (GG: Counter target Black spell). Yes, definitely too expensive.
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Old June 1, 2003, 23:44   #33
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Intensive Warfare
3RR Enchantment
All combat damages are doubled.
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Old June 2, 2003, 00:16   #34
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Quote:
Originally posted by Urban Ranger


In essence, you are paying UUU plus a card for a counter. Considering a Counterspell is UU, that's too expensive. Either UU or 2U is more reasonable.

Also compare this to Lifeforce (GG: Counter target Black spell). Yes, definitely too expensive.
I have to disagree: this enchantment makes ALL your cards into a bit more expensive counterspells that can counter ANYTHING. It has to be expenve, otherwise, it becomes broken.

Also remember that counterspells are only limited to 4 per deck, also if u can manage to put enough counters in this enchantment and have enough cards, then you can counter anything on anytime with 0 mana cost.
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Old June 2, 2003, 00:21   #35
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Quote:
Originally posted by Urban Ranger
Intensive Warfare
3RR Enchantment
All combat damages are doubled.
sorry, a similar card already exists:

Gratuitous Violence:

{2rrr}

enchantment

if a creature you control would deal damage to a creature or player, it deals doudle that damage to that creature or player instead.
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Old June 2, 2003, 03:22   #36
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Quote:
Originally posted by thinkingamer
sorry, a similar card already exists:

Gratuitous Violence:

{2rrr}

enchantment

if a creature you control would deal damage to a creature or player, it deals doudle that damage to that creature or player instead.
Mine is different. It's a global instead of local enchantment.
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Old June 2, 2003, 03:28   #37
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Quote:
Originally posted by thinkingamer
I have to disagree: this enchantment makes ALL your cards into a bit more expensive counterspells that can counter ANYTHING. It has to be expenve, otherwise, it becomes broken.
Don't forget that, your enchantment can be targeted by a number of spells and abilities, unlike a spell. For example:

Quote:
Devout Witness
2W, Creature — Spellshaper 2/2, Mercadian Masques Common
1W, tap, Discard a card from your hand: Destroy target artifact or enchantment.
You're also talking about a blue deck which needs lots of mana anyway, so it's not like you have a lot to spare.

Quote:
Originally posted by thinkingamer
Also remember that counterspells are only limited to 4 per deck, also if u can manage to put enough counters in this enchantment and have enough cards, then you can counter anything on anytime with 0 mana cost.
The mana cost is not 0, it would be UUU according to you. Just because it has been prepaid doesn't mean it is free.
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Old June 2, 2003, 03:30   #38
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Pale Blue Sea
2WWUU Enchantment

Any lands you control producing W produces an additional U. Any lands you control producing U produces an additional W.
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Old June 2, 2003, 04:18   #39
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Im sorry to tell you that your card is obviously broken. Besides, thats no white's ability.
I guess you're right. Havent played magic in 5 years or so....

Lonestar: dont you think that that Thor card should be RRWW instead of RRGG? What do you people think?
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Old June 2, 2003, 09:40   #40
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Urza's Piano
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Artifact
Drop Urza's Piano onto the playing table from a height of at least 4 feet, sacrifice Urza's Piano: put the card that Urza's piano lands on into it's owner's graveyard. Play this ability as a sourcery.

Kicker (3): play this ability as an instant.
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Old June 2, 2003, 12:21   #41
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Quote:
Once you put a Black Ward on a critter, all black enchantments come off.
Make an exception for the card, saying that the card text takes precedence. Kiss of Death cannot be disenchanted or destroyed by normal means that destroy enchantments.

It's supposed to be a much more annoying Kudzu.
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Old June 2, 2003, 13:52   #42
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Annoying? That's not annoying. Kudzu is annoying because it just floats around destroying lands. Still, it can be disenchanted the usual way.
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Old June 2, 2003, 21:20   #43
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Quote:
Originally posted by Urban Ranger


Don't forget that, your enchantment can be targeted by a number of spells and abilities, unlike a spell. For example:

Devout Witness
2W, Creature — Spellshaper 2/2, Mercadian Masques Common
1W, tap, Discard a card from your hand: Destroy target artifact or enchantment.
Now, im not trying to make a perfect card here. There are always cards that can be countered with other unexpected cards. Besides, if your opponent had Devout Witness in play, you would obviously not cast my enchantment.



"Also remember that counterspells are only limited to 4 per deck, also if u can manage to put enough counters in this enchantment and have enough cards, then you can counter anything on anytime with 0 mana cost."

Quote:
The mana cost is not 0, it would be UUU according to you. Just because it has been prepaid doesn't mean it is free.
I believe there is a misunderstanding here. I said, "if u can manage to put enough counters in this enchantment and have enough cards (that means after casting the enchantment and put some counters), then (afterwards) you can counter anything on anytime w/ 0 mana cost."

And of course im not saying that it is free because its prepaid, but it becomes free after you paid/invest on it. This is what I meant.
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Old June 2, 2003, 22:31   #44
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Hand of Fate
1R Sorcery
Take target opponent's hand and mix it up with yours. Then deal out a number of cards to each player as they had before. Do the same for both libraries and graveyards.
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Old June 2, 2003, 22:36   #45
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{no name}
bb creature
pay 1 life to give {no name} +1/0
haste
0/1

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Old June 2, 2003, 22:40   #46
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Quote:
Originally posted by Urban Ranger


Mine is different. It's a global instead of local enchantment.
Why would you want to have a gloval beneficial enchantment card, if a local beneficial card at similar price alrealy exists?
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Old June 3, 2003, 01:45   #47
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Quote:
Originally posted by thinkingamer


Why would you want to have a gloval beneficial enchantment card, if a local beneficial card at similar price alrealy exists?
Correction:

If there already exist a better card that only benefits your creatures at similar price, why would you create a card that would benefit ALL creatures?
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Old June 3, 2003, 02:05   #48
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Quote:
Originally posted by Jon Miller
{no name}
bb creature
pay 1 life to give {no name} +1/0
haste
0/1

Jon Miller
Suppose first turn, I play a swamp, and summon some 1/1. Second turn I play a second swamp, summon no name, attack with my 1/1 and no name and pay 19 life... I fail to see how this not overpowered. Your card essentially reads: If this creature is not blocked and you have more life than your opponent, you win. (Alternative: use a war chariot to give it trample).
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Old June 3, 2003, 02:07   #49
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yah

it is overpowered

take away haste?

make it more costly?

I suggested underpowered cards also (The 4 for 4/4 get destroyed by red card)

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Old June 3, 2003, 02:45   #50
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Quote:
Originally posted by thinkingamer
If there already exist a better card that only benefits your creatures at similar price, why would you create a card that would benefit ALL creatures?
First of all, I think my version is more in line with what Red should be.

Secondly, what if I steal your enchantment? In the first case, you would have lost use of it. In the second case, you don't care.
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Old June 3, 2003, 02:47   #51
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Quote:
Originally posted by Victor Galis
Suppose first turn, I play a swamp, and summon some 1/1. Second turn I play a second swamp, summon no name, attack with my 1/1 and no name and pay 19 life... I fail to see how this not overpowered. Your card essentially reads: If this creature is not blocked and you have more life than your opponent, you win. (Alternative: use a war chariot to give it trample).
What is even more nasty is to Spirit Link the card.

You put in 9 life to do 10 damage, and gain 10 life back. You get a free pump, and gain a life to boot.
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Old June 3, 2003, 02:49   #52
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Quote:
Originally posted by Jon Miller
yah

it is overpowered

take away haste?

make it more costly?

I suggested underpowered cards also (The 4 for 4/4 get destroyed by red card)

Jon Miller
I think it's works like a channel-fireball, except cheaper. The only way to solve the problem is to limit the pump. Still, the Spirit Link trick I mentioned above still works.
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Old June 3, 2003, 11:26   #53
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Sanity
3UU Enchantment
When Sanity comes into play, each player chooses a basic land type and a colour (colourless might not be chosen). As long as Sanity remains in play, only land of that type may be tapped for mana, only spells of that colour (but not others) may be played, only enchantments of that colour are active, and only creatures of that colour may attack, defend, and activate abilities.
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Old June 3, 2003, 12:23   #54
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That really would have much of an effect on mono-color decks.
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Old June 3, 2003, 17:01   #55
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Quote:
Originally posted by Urban Ranger


First of all, I think my version is more in line with what Red should be.
That's your opinion and i respect it.

Quote:
Secondly, what if I steal your enchantment? In the first case, you would have lost use of it. In the second case, you don't care
Sure, it is possible that your opponent can steal your permanent, but it rarely happens (specially to an enchantment), and it doesn't change the fact that Gratuitous Violence is much better than your intensive warfare.
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Old June 3, 2003, 23:09   #56
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Quote:
Originally posted by DinoDoc
That really would have much of an effect on mono-color decks.
It's a hoser for multi-coloured decks (hi slivers )
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Old June 4, 2003, 06:36   #57
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Would that card stop artifact spells?
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Old June 4, 2003, 07:32   #58
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Yup, every player might only play spells of their own declared colour.
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Old June 4, 2003, 07:35   #59
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Wall of Opposition
3W Creature - Wall 2/1+*
Protection from black
The toughness of Wall of Opposition is equal to 1 plus the number of all black creatures in play.
A creature blocked by Wall of Opposition becomes a white creature.
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Old June 4, 2003, 11:29   #60
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UR:

Don't see too much magical hack?

Suppose you select swamps when the card comes into play. Then I hack the card to set your colour to whatever I desire. Now how good is the card for mono-decks?

Alternatively, you could play with the hacks and mana-screw anyone who plays more than 1 colour, or anyone who plays with only one colour.
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