Mooseman said:
Scepter of the Jester
Cost: 3 Mana
Card Type: Artifact
Rules Text (Oracle): When Jester's Scepter comes into play, search target players library for 2 cards and remove them from the game face down. You may look at those cards as long as they remain removed from the game.
Tap, Put a card removed from the game with Jester's Scepter into its owner's graveyard: Counter target spell if it has the same name as that card.
Now the card is actually useful in wrecking combo decks or at least slowing them down
are we fixing excisting cards now?
Mooseman said:
We do have a thread, but it is not frequented enough.
I don't mean one thread for all the finalizing; i meant a thread for each card/cycle, where you can see the original idea, several alternatives and the first playtest version (perhaps even the actual card image).
this way, if playtesting thinks a card needs some change, the older versions are easier to find.
Moose said:
Why are they too powerful? The Enchantments or the creatures..... I agree that the enchantments are timmy-ish, but the creatures do have drawbacks (Tap, activation costs, remove the creature and remove the effect.....)
i just think that too many cards with, for instance, a -0/-1 effect added to a counter, while also providing some way to distribute counters, might lead to very ridiculous games. if your entire deck consists of these creatures, the cumulative effect is huge.
if you have three creatures that each put an * counter on all creatures during your upkeep, and all of them say that every creature gets -0/-1 for each * counter, every creature gets -0/-9.
so, i was suggesting keeping to smaller effects and less radical distributing of counters. And, of course, specific counters!
Elucidate 1BB
Sorcery
as an additional cost to playing <THIS>, sacrifice a creature you control.
All players sacrifice all creatures that share a color with the sacrificed creature.
"To kill by example"