Ok, out of the
vanilla and back to more complicated rules.
Actual stuff to look at! Click to embiggen. |
Blue, of course, is
the primary scry color, so like Red's rummaging, I included a few
scriers (above the few I've already posted). Shape the Future is a
massive amount of scry, but it comes with a flavorful warning: you
may like the idea of stacking your deck so much, but so much can
change by the time you'd draw those cards you scried that you've
ended up possibly making bad decisions. Saltwater Djinn is a Scry
payoff, so whenever you bottom a card with scry, your Saltwater Djinn
becomes unblockable. I also included here Freshwater Djinn, which has
nothing to do with scry but is Saltwater Djinn's partner is some
ways.
Red's version of
ramp tends to be momentary and impulsive, so each of these cards give
a temporary boost of mana. Mana Burn in particular is a fun one,
since the term is an old rule and I wanted to give a new take on it.
For the most part, you're storing up the two mana you spent to cast
the aura onto a creature, but it has a possible Followthrough upside.
Mana Burn and Perfect the Offensive are very tricky about when to
have their mana ability matter, since, if you do them at instant
speed, they're not going to carry over between steps or phases so you
better use that mana immediately. Perfect the Offensive also gives
you the temporary card draw Red is now known for, should you desire
that instead.
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