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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Feb-26 3:07 am 
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Joined: 2006-Dec-31 12:26 pm
Age: Elder Dragon
Uktabi_Kong wrote:
What about a land that taps for colorless and says "At the beginning of each player's turn, if it was that player's turn last, that player skips his/her untap step"?

You'd have to set it up as a replacement effect. As a triggered ability it wouldn't even go onto the stack until the upkeep.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Feb-26 5:28 am 

Joined: 2011-Sep-30 6:08 am
Age: Elder Dragon
kaldare wrote:
Possibly not good enough, and also kinda worrying with Timesifter existing. (Which makes all turns while it's active "extra" turns.)
My suggestions are mostly cards built around names that I find amusing. (Island of Wak-Wak the Aeons!) That said, Timesifter actually doesn't present a real problem. If anyone is running instant speed artifact destruction, you more or less just turn off Timesifter until someone draws artifact removal, which is basically the point of this card anyway.

Actually, it would be pretty funny if the card were also a Voltaic Key, since it would simultaneously enable and hose Time Vault.

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Cryocerete (sp?)


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-15 6:06 am 

Joined: 2013-Mar-15 8:39 am
Age: Dragon
Location: Canada, Ontario
Prison and control mechanics are a part of magic. Learn to play around them or focus the guy that usually runs them. Radiate works wonders since the original caster of the extra turn card will get it last.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-15 6:09 am 
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Joined: 2006-Dec-31 12:26 pm
Age: Elder Dragon
Bull wrote:
Prison and control mechanics are a part of magic. Learn to play around them or focus the guy that usually runs them. Radiate works wonders since the original caster of the extra turn card will get it last.

Their copy will resolve last ... which means they will take their extra turn first. Not sure how that "works wonders" beyond just removing the advantage of the extra turn spell.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-15 6:39 am 

Joined: 2009-Apr-21 3:38 pm
Age: Elder Dragon
Location: Palm Springs Area, CA
Now I have this sudden need for a swerve-style counter spell.

Choose 1 or both.

Copy target instant or sorcery you may choose new targets
Counter target spell.

maybe for double blue + double red?

_________________
3DH4L1F3


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-15 7:09 am 

Joined: 2013-Mar-15 8:39 am
Age: Dragon
Location: Canada, Ontario
A bit of chaos also helps too. possibility storm Especially when their extra turn card turns into a counter spell with nothing else on the stack.

Usually chaos mostly hinders prison and control mechanics btw.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-15 1:45 pm 
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Joined: 2006-Dec-31 12:26 pm
Age: Elder Dragon
niheloim wrote:
Now I have this sudden need for a swerve-style counter spell.

Choose 1 or both.

Copy target instant or sorcery you may choose new targets
Counter target spell.

maybe for double blue + double red?

Wild Ricochet too powerful for you in this situation?


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-15 2:06 pm 

Joined: 2011-Sep-30 6:08 am
Age: Elder Dragon
Temporal Reparations 1WU
Enchantment
At the start of each player's upkeep, if this turn is an additional turn, each of that player's opponents gains control of a permanent that player controls.
"Sorry I burned down your game. Here's some stuff."

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Spectrar Ghost wrote:
Cryocerete (sp?)


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-15 2:47 pm 

Joined: 2013-Aug-20 4:37 am
Age: Elder Dragon
Location: Boston
niheloim wrote:
Now I have this sudden need for a swerve-style counter spell.

Choose 1 or both.

Copy target instant or sorcery you may choose new targets
Counter target spell.

maybe for double blue + double red?

Aethersnatch is pretty close to that.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-16 1:04 am 

Joined: 2011-Aug-18 3:35 pm
Age: Elder Dragon
crokaycete wrote:
Temporal Reparations 1WU
Enchantment
At the start of each player's upkeep, if this turn is an additional turn, each of that player's opponents gains control of a permanent that player controls.
"Sorry I burned down your game. Here's some stuff."


I wasn't following you until the flavor text... Awesome.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-16 6:09 am 

Joined: 2009-Apr-21 3:38 pm
Age: Elder Dragon
Location: Palm Springs Area, CA
JJackson wrote:
niheloim wrote:
Now I have this sudden need for a swerve-style counter spell.

Choose 1 or both.

Copy target instant or sorcery you may choose new targets
Counter target spell.

maybe for double blue + double red?

Aethersnatch is pretty close to that.

Yes it is...

Carthain wrote:
niheloim wrote:
Now I have this sudden need for a swerve-style counter spell.

Choose 1 or both.

Copy target instant or sorcery you may choose new targets
Counter target spell.

maybe for double blue + double red?

Wild Ricochet too powerful for you in this situation?
No... I just like the quirkiness of a card that is both, as well as the flexibility of countering non-instants and sorceries without having to copy.

_________________
3DH4L1F3


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-16 10:03 am 
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Joined: 2006-Dec-31 12:26 pm
Age: Elder Dragon
niheloim wrote:
No... I just like the quirkiness of a card that is both, as well as the flexibility of countering non-instants and sorceries without having to copy.

Ahhh ok. Fair enough. :)


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-16 3:34 pm 

Joined: 2014-Sep-13 7:28 am
Age: Elder Dragon
niheloim wrote:
No... I just like the quirkiness of a card that is both, as well as the flexibility of countering non-instants and sorceries without having to copy.

Your wording is actually both, but the main difference is you can't have two copies. You need more like "You may counter target spell. You may copy target spell." kind of deal. Which would be col to because in that case you can target two different spells on the stack.


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-17 3:54 am 

Joined: 2009-Apr-21 3:38 pm
Age: Elder Dragon
Location: Palm Springs Area, CA
Sovarius wrote:
niheloim wrote:
No... I just like the quirkiness of a card that is both, as well as the flexibility of countering non-instants and sorceries without having to copy.

Your wording is actually both, but the main difference is you can't have two copies. You need more like "You may counter target spell. You may copy target spell." kind of deal. Which would be col to because in that case you can target two different spells on the stack.

what?

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3DH4L1F3


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 Post subject: Re: Players Cannot Take Extra Turns.
AgePosted: 2016-Mar-28 6:57 pm 

Joined: 2015-Apr-23 11:27 pm
Age: Drake
Location: Antwerp, Belgium
niheloim wrote:
Now I have this sudden need for a swerve-style counter spell.

Choose 1 or both.

Copy target instant or sorcery you may choose new targets
Counter target spell.

maybe for double blue + double red?


Split Decision

I have confusing erotic feelings for this card, I play it in every blue deck. It's just so ... perfect.


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