The Dark One

Custom Cards forum

Posted on Feb. 11, 2019, 7:30 p.m. by lothshteth

This is the custom commander for my EDH deck, Biomancy. It is based off one of the sub-bosses from my D&D campaign...

The Dark One

{G}{G}{U}{U}

Changeling

At the beginning of your precombat main phase, target opponent activates a mana ability of each land they control. Then that players loses all unspent mana and you add the mana lost this way.

2/3

Thoughts on power level, costing, and language are much appreciated.

DruneGrey says... #2

They can just tap in response to the ability or during your draw. I'd drop the, you get the Mana part. It'll tap them out either way, so from a play pattern perspective you should just remove what becomes unnecessary text.

Changeling is a type not a keyword. You would need to use the text, "cardname is every creature type"

February 11, 2019 7:54 p.m.

lothshteth says... #3

Well, they can certainly tap in response, but if they don't spend the mana then I will get it. I hear you though about tapping earlier in the turn, as the mana pool would empty before this ability would trigger. I'll have to think of another workaround. Was trying to go for a Drain Power effect, but it works better when they don't see it coming.

Changeling is in fact a keyword ability, but I can certainly add the reminder text to make it clearer.

February 11, 2019 9:01 p.m.

Boza says... #4

In terms of power level, it is weak. The only thing the ability does is prevent a single opponent from interacting with you during your first main and beyond. As stated earlier, they can tap in response or earlier to use their mana.

If you want to do this properly, it will be lengthy - "At the beginning of your upkeep, target opponent activates a mana of each land they control, then empties their mana pool. You add mana equal to the mana emptied this way and it does not empty from your mana pool this turn as steps and phases pass. While this ability is on the stack, opponents cannot activate mana abilities.

This references the stack and prevents mana abilities, which no other card does, so it breaks a lot of unwritten rules.

February 12, 2019 3 a.m.

lothshteth says... #5

I orginally conceived it as affecting each opponent, but that didn't exactly seem fair to tap down everyone because it would allow the next player to act unfettered.

Changing it to a tap ability only during your turn would give more flexibility, but I believe they could still add the mana during their untap step to avoid the mana theft as mana pools empty at the end of each step and phase. I would not be able to respond as player's never receive priority during the untap step. Is this correct?

February 12, 2019 7:34 a.m.

Boza says... #6

Indeed, players never receive priority during the untap step, thus they are unable to do anything, including activate mana abilities. Nor can they respond to the ability being put on the stack (unless they somehow activate an ability or play a spell without any mana).

I worded it specifically to make sure they have 0 opportunity to use the mana themselves. However, this is incredibly oppresive. Perhaps if we know a bit of story of this character in D&D we can translate him/her/it to magic better?

February 12, 2019 8:17 a.m. Edited.

Caerwyn says... #7

I do not see the timing abilities as that big of a problem. In a way, this ability serves to protect your creatures from removal. Your opponent is given two choices--cast their instant-speed removal while this ability is on the stack, thus no longer having that removal for any threats you play during your turn; or holding their removal spell for the potential threat you will be playing, and then casting the removal during their turn.

That's a very difficult decision, and can lead to all sorts of mind games with your opponent. Rather than see their ability to activate mana abilities as a downside, I see it as one of the more fun aspects of the card.

All that said, I think this ability should not be used on other grounds. In the focus on whether Drain Power is a good card or not, a more subtle, but much larger, issue has been missed. This ability is incredibly dependent on turn order.

Let's say the Blue/White control player goes right before you. This creature's ability will lock them out of their mana not just on your turn, but on the turns of every other player. You have now rendered their entire deck useless for the remainder of the game.

Conversely, let's say you're the player who goes right before the Blue/White control player. Now you have created a situation where they can counter everyone else, but you are immune from their machinations.

That is a complete nightmare and leads to incredibly unfun gameplay.

February 12, 2019 9:40 a.m.

lothshteth says... #8

So, if they are unable to even tap lands for mana during untap, then the first time they would be able to is upkeep. At which point, this ability could be used whether a "tap" ability or upkeep trigger. They would then only be able to use mana on instants or activated abilities. Of course, to get maximum effect, I would have to put, that mana added this way doesn't empty as phases and steps end.

I wouldn't want to add the "can't activate abilities" because then it would border on oppressive. I'm not exactly trying to make anything groundbreaking.

This deck is focused on the mana pool. Increasing my mana supply, while denying my opponents. Stuff like Drain Power & Mana Drain are the kind of things that this deck wants to be doing.

February 12, 2019 10:05 a.m.

lothshteth says... #9

cdkime, I see what you're saying and it definitely wouldn't be fun for that player. But, Teferi, Mage of Zhalfir is arguably worse as it affects every opponent all the time.

The other idea I had was this...

If an opponent would tap a land for mana during your turn, it produces instead of any other type or amount.

This still hurts control players, but doesn't necessarily lock people out of mana on other players' turns.

February 12, 2019 10:28 a.m.

Caerwyn says... #10

Just to provide the counterargument regarding Teferi, Mage of Zhalfir I contend it is a better designed card for the same reason you might argue it is worse--"it affects every opponent all the time." By being mutually harmful, the effect is static, and does not change based on where players happen to be sitting at the table. Further, by not locking down only one player, it does not lead to meta-conflict between players if someone feels they are being specifically targeted to not enjoy the game.


With regards to your suggestion, I like this one. Control decks frequently have mana rocks such as Mox or Azorius Signet , so it does not provide a hard lock on your opponents. It further fits in line with some recent artifact Damping Sphere (Blue creatures often borrow abilities from artifacts), and has some precedent within Blue itself, such as Imprisoned in the Moon .

February 12, 2019 11 a.m.

lothshteth says... #11

I agree that Teferi, Mage of Zhalfir is a more eloquent design. This is probably why WOTC hasn't touched upon Drain Power since Pygmy Hippo .

If I go with the Damping Sphere ability, would you suggest any changes to cost or anything else?

February 12, 2019 11:27 a.m.

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