Magic cards I designed
Sep. 24th, 2009 10:21 pmI think all the cards look really pretty, and were a little bit either interesting or funny, even though almost none would actually be printable in real life under any circumstances.
Honeypot is supposed to tempt your opponent into playing it even if he might be better not to.
It's broken because however innocuous, allowing a player to turn one resource (mana) into another resource (life) always either lets someone invent an infinite loop or turns out to be too weak to interest anyone.
Telluric Convergence just comes out and says "If you have infinity mana, you can have aleph-one mana!" I attempted to find a card that sounded as if it was designed for a normal magic set, but let you do that as a side effect, but couldn't find anything likely.
It's broken, because whatever the drawback, it offers a big mana-boost in the first few turns. That lets a player play a really expensive card, which can kill the opponent turns before they have a chance to do anything, even if the first player has little else to follow it up with. Formats that allow cards from the first editions of magic are full of cards like this, that are worth hundreds of pounds and more.
Crackling Inspiration is supposed to be a pun on Battle of Wits. Battle of Wits says you win the game if you have 200 cards in your deck. Thus the only way to use the card is to have a 200+ card deck (as opposed to 60), and have lots of spells which allow you to search for Battle of Wits. Crackling Inspiration is funny because it does essentially the same thing, but (a) in a normal 60 card deck it's even worse, because Battle of Wits is just useless, but Crackling Inspiration will cause you to lose instantly when you run out of cards and (b) when you've got 200 cards in hand, you'll have to discard them at end of turn, so you have to make sure your deck contains cards which can be combined to win instantly, even if you spent all you lands on playing Crackling Inspiration in the first place.
It's broken for the same reason as telluric convergence: if you can play it in the sort of deck which is loaded with powerful cards, you may be able to pair it with a card which lets you NOT draw cards, and then it reads "draw as many cards as you want", and the deck will contain cards which let it generate extra mana for that one turn, and play a combination of spells which let it win the game instantly.
Unnatural Alliance is not clearly broken, but was intended to be a boost for decks which play all sorts of different creatures.