98 cards in Multiverse
36 commons, 21 uncommons, 24 rares, 17 mythics
1 colourless, 17 white, 11 blue, 14 black, 22 red,
16 green, 5 multicolour, 4 artifact, 8 land
375 comments total
Based around "exile matters" and what Magic might look like if it was based on the way Japanese TCGs are designed.
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to your mana pool. Your mana pool does not empty until the end of your next turn.
I'm somewhat against it being able to take Planeswalkers and Enchantments both for power and color pie reasons but also for flavor reasons. This character is covetous, but only because she's lost a lot--lost material things. She's all about finding a home, friends and toys--not frivolous things like new ideas. She's actually been hurt by her own magic, so I think it makes better flavor sense for her to stay away from enchantments, as much as that would streamline and power-up the ultimate, which I already think is pretty strong (four turn timer to steal almost everything and use it as your own plaything sounds pretty nice to me).
That'd give you a much nicer and shorter wording too: "Gain control of all permanents UEOT. Untap those permanents. They gain haste UEOT."
(Word of Seizing and Zealous Conscripts show red can temporarily steal lands, but stealing all lands starts to evoke Gilt-Leaf Archdruid which does make it feel a bit greener.)
Insurrection is very red. Metallic Mastery is red... so I'm guessing the love child of Metallic Master and Insurrection is also red. Gain control of all your opponents lands until end of turn? That's up for grabs. I guess you could argue that that's a green ability, or a green/red ability. To be honest, it seems red to me as well, but there isn't a precedent for it.
I agree that the fast mana is legit.
Actually, now that I think of it, why doesn't that last ability just say "permanent". If there's one thing red shouldn't be gaining control of, it's the enchantments. I'd think that would help justify the green side, and make the card look more powerful. (It would also sweep all the Planeswalkers in the process... but I don't really see the downside to that...)
I've made the changes some of you requested.
Here's the thing. I'm actually working on a whole BLOCK design and there's going to be 5 'walkers that span the three set block, each of which are an allied color pair.
But how is this card red/green you ask? Well, +2 is temporary fast mana, which is red. But it's got the Omnath/Upwelling effect added, which is green. The -3 ability is a winds of change effect, which is all red. The ultimate -11 is tricky to place. Stealing anything is blue and stealing creatures temporarily is red. Red and Green are both colors that have always had strong interactions with artifacts, creatures and lands and making it a temporary effect is very red. I don't think the ultimate is so much of a stretch for the colors personally.
I did as well. Otherwise, I wouldn't have thought the interplay between the two abilities was clever. I thought Alexander wanted me to add mana to my pool for next turn, then take a chance and dump my hand for 3 random cards off the top.
That's pretty strange... I'd assume most people would get it wrong, since players have a tendency to imagine how they would like an ability to work while they are reading it, then assume the card works like that before they finish reading the sentence. You could add reminder text, but that would be some really weird reminder text.
Personally, I prefer this adding mana to your mana pool which doesn't empty until YOUR next turn. Holding the mana over is what gives this card relevance, and doesn't make it 'just another planeswalker', while at the same time making the card do what players think it will do. That might be overpowered for cost (Maybe. With the ulitmate the way it is, the overall card is probably too good.), but I'd alter the power level of the card around that +2 ability, which feels, to me, to be the most interesting part of this card.
@Link: Is this Green? Hmm. The way it is right now? The first ability almost feels green/blue to me. It's kind of odd... I can see what Alexander is going for here with the red... it's a temporary burst of mana... but it also sticks around. I'm not sure what color that is, really. If what you're saying, though, is "Right now, looking at the card as a whole, it makes more sense in mono-red", I think I'd have to agree with you.
I did, but I read it different. I though it didn't empty until the end of YOUR turn.
Let's talk about a different issue: I don't see how this is green.
Quick poll: how many people also misunderstood the timing?
@Vitenka I think you're misreading it. The mana pool doesn't empty until the end of "THE next turn." It would only give 9 mana if it said, "YOUR next turn." So in a likely scenario, on turn 5 if you hit your land drop each turn and had appropriate acceleration you would only have 8 mana.
You must have 5 to cast this, and it gives +4 for 9...
Well, I assumed that the whole set was being designed to a different standard than which I'm used. I would suggest getting rid of the "mana pool doesn't empty until next turn." Having the ultimate only be temporary is also a good idea.