Hey guys. I haven't visited this thread in a while since I wasn't coming up with any new ideas and man, did I miss a lot! Anyway, here's a recap of my thoughts and opinions on specific cards and the whole direction of the set:
Landcasting and RFG
Maybe one of the rules gurus can back me up on this, but I think abilities and effects based on cards removed from the game is really tricky. To the best of my knowledge all RFG cards are considered to be in the same "zone" as your sideboard or any other card you own for that matter. I think there's three possible solutions to this problem.
1) Specify that the cards must be removed from the game this game. I'm not sure how easy that is to keep track of and enforce this, but that's basically what we're trying to do in the first place.
2) Create a new zone. Perhaps call it the "void" or something. Again, it's purpose is to differentiate between a cards in the sideboard and cards removed from play during the current game.
3) Use the graveyard. I made landcasting RFG because I thought it would be too abusable with cards like Crucible of Worlds. But maybe playtesting will show that it's not that bad. This would really keep the rules in order and make the mechanics easier to understand, but then we might have too much of an Odyssey feel. Also, Mudhole would be fantastic sideboard tech.
So anyway, I'm not sure which way we should go, but I think we need clarification. I also love the cycle of "void" cards (more on them later) but I think we need to define the limitations a bit better in order to make them viable.
Cards by Limited
"Wandering" creatures - I absolutely love this idea. It's sort of like the Dissension creatures that you lose if you don't use the second color of mana to cast them, but I actually like your idea even better. I think we should flesh this out into a full cycle of 5-10 cards. Here's some other ideas:
Wandering Knight WW
Creature - Knight
First Strike
Fear
Sacrifice ~ if you don't control a Swamp
2/2
Wandering Shade 2BB
Creature - Shade
Trample
B: ~ gets +1/+1 until EOT.
Sacrifice ~ if you don't control a Forest.
1/2
Wandering Sprite GG
Creature - Faerie
Flying
Sacrifice ~ if you don't control an Island.
2/2
Wandering Wizard 1UU
Creature - Wizard
T: ~ deals one damage to target creature or player.
Sacrifice ~ if you don't control a Mountain.
1/2
I also like the "intimidated" idea, but I don't have any other card ideas based on that right now.
Kickback creatures - I like them. A lot. At first, I thought they were ridiculously broken, but now I think they're pretty balanced. If anything, I think they could be made even better, since the life lost happens at your EOT.
Enhanced spells (e.g. Contort) - Another great idea IMO. I think the biggest problem with these is going to find a good balance between the regular and enhanced abilities. For example, I don't think Contort would EVER be playable without black mana, even in limited. Blue's ability to tap creatures has always been dirt cheap. Five mana was WAY too much and I even think three mana is too much. I think Subjugate and Subvert are good balances, though. Here's some other ideas:
Burning Death 2BB
Instant
Destroy target non-black creature. Deal one damage to target creature or player for each R spent to play ~.
Intimidating Growth 1G
Instant
Target creature gets +3/+3 until EOT. Tap a target creature for each U spent to play ~.
Cards by Mooseman
Goblin Pingers - I love Goblin Rock Thrower. I love everything about it - the name, the mechanic, the way it fits in with the set. I love it. Goblin Scattershot, I'm not so big on. I think it's a little too complicated and not innovative enough to justify its complexity.
The Void Cycle - I love it, but again, it creates some complexity issues when trying to define what exactly counts for RFG. For most of the cards, I think we could use the graveyard for essentially the same effect. I think Echo from the Void would be especially cool since it could hose decks that like to put giant monsters in the graveyard for reanimation. ("I see Akroma is in your graveyard and you're playing a mono-black deck. Take 8 damage, please.")
Seal of Time - Too good. This is basically Time Warp for two less mana. I think we need to add a mana cost in addition to the sacrifice ability. For Example:
Seal of Time 1UU
Enchantment
UU, Sacrifice Seal of Time: Take an extra turn after this one.
Cards by Lythand
Quaren, Master of Mutation - This guy is crazy cool. In fact, I actually think he's underpowered right now.
Lythand's Treasury - I have never in my life said any that card is ever unplayable. Congratulations for finally making one.
Cards by Ransac
Black evolution cycle - I actually really like this cycle. I think the first one is completely and utterly broken, but we can probably put some small restriction on that to make it more balanced. Some suggestions:
1) During your upkeep, if ~BC1~ is in your graveyard and you control no creatures, you may return it to play.
2) During your upkeep, if ~BC1~ is the only creature in your graveyard, you may return it to play.
3) During your upkeep, if ~BC1~ is your graveyard and you have less than 10 life, you may return it to play.
Ragnarok - Personally, I love Mooseman's idea that each player loses life equal to the number of lands they lost. Instead of this being an "I win, game over" card, it's a "let's speed things up" and "build around me" card.
Self-Inflict - I think this can really be a great mechanic for a black cycle of cards. But I like Limited's idea the best of giving you the choice of either controlling the spell or having your opponent control the spell. Either way, though, the spell's controller needs to be able to choose the targets. I just think it would allow for more flexibility that way. We could probably do a three-card cycle, each having a helpful and harmful ability and then you can choose if the helpful outweighs the harmful or if you want to to hit your opponent instead.
Rider's Trade - This just seems too good to me. I suppose tapping three creatures is a high enough cost, but I think some playtesting will be required to see if bouncing permanents is too powerful an effect.
Cards by Zigathon
Zigathon's cards are all over the place, so I'll just take them one at a time.
Strength from Soil - Good card. I like it.
Final Charge - Needs to be better. Relentless Assault gives you an additional combat phase without requiring you to sacrifice all your creatures
and it costs one mana less.
Unholy Battlefield - Another good card.
Time Paradox - Yeah, it's essentially already been printed.
Scales of Justice - I'm not sure how I feel about this one.
Fusebreaker - Weird. Maybe broken, but I'm not sure. Does it hose other decks or does it hose itself? I just can't tell. In other words, I think I love it.
DarthFerret's Card
Atog's Weirding - I really like this one. Maybe we could do another one for enchantments.
And Ransac - about Explosive Goblin, I know it's grossly underpowered compared to Mogg Fanatic. But Mogg Fanatic is a REALLY good card! I don't think every card in a set should try to compete with the best cards of past sets.