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Paradise Brokers (Card) by InfiniteSilence

Paradise Brokers (Card)

InfiniteSilence

Been a little disappointed with Magic Monday lately. The limited response has been discouraging me from going to the trouble of posting, but I still have the cards. OH do I still have the cards!


Here's a pretty nutty one I was reasonably proud of! Admittedly it's a -little- strong, but the effect not costing anything to activate except having valid targets is more or less the main point. 


Actually, the primary intent of the card is to turn Saga Tempo into a playstyle, letting you shuffle your lore counters around for extra activations and to keep sagas with strong early effects recurring. But shhhh that's meant to be the 'wait a minute' Johnny bait option that results in a second wave of excitement after release. 


The most obvious use of it is feeding planeswalkers to other planeswalkers, making it possible to get an emblem effect out WAY earlier than you should. Although not immediately, hence the turn restriction. 


But honestly, the incredible flexibility of the card is more or less the entire point, it's a possible support for saga spam, walker spam, or counter spam, with a particular eye towards being a commander for a tricolor that uses those playstyles well but [on Arena at least] doesn't have a huge selection for them.


In -actual- commander the ability to do it every turn and bounce between two cycles or have four turns to feed a walker is immensely powerful, but also incredibly telegraphed and paints a huge target on your back; and given that 'Tempo' -really- doesn't do well in Commander due to the massive HP totals and presence of four players, it's possible it could use the boost. Also you've got that fucking goblin who makes 20 mana per turn running around so what the hell are you whining to me for.


In all honesty there are probably a lot of nerfs the card COULD be given. It -could- be a 3/4. While enchantment creatures being overstatted is nothing new, having that extra point of toughness basically out of nowhere when it's already over curve is pretty much entirely so it doesn't have literally the exact same body as the OTHER big commander in its color combination. It could also be a 2/5 given that why attack anyway?


It -could- have an ability that, rather than specifically being free once per turn, costs X to activate, where X is the number of times you've activated it since your last turn. This would actually make it easier to feed a walker to another walker late game while balancing it a bit more for four player rather than letting you float lore counters all over the place. But that would take a lot of text and somewhat mess with the elegant design of having a mythic with a very simple and VERY impactful effect.


It -could- just have the ability cost one. Although this is piss boring, makes instant-emblems even easier, and kind of kills the whole point of getting this creature onto the field and alive being the cost to start futzing with your sagas and creatures, given that that's already a minimum of three things up and running simultaneously which is harder than you'd think against a lot of decks.


In all honesty, while prediction is an integral element of card design, sometimes you just have to get other people to play something or see what it does to its surrounding format. Sometimes even if something -is- broken for what it does, if what it supports previously lacked legs to stand on, it won't do anything to the metagame. 


Also it's literally two waifus who could kick yer asses on the same card. If anything they're already taking the nerf :P

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