Hyper-Sphere 0
Tool - Double Rare
Forfeit Hyper-Sphere: Add two energy of any type combination to your Bank.
Draw a Card.
Protect Ring 0
Tool - Rare
E (Activate and Exhaust): Prevent the next one damage which would be dealt to target Unit or Player.
Staff of Sanctuary 3
Tool - Rare
2, E (Activate and Exhaust): Temporarily Banish target Friendly Unit, then return it to the Battlefield at the beginning of your next turn's Upkeep Step.
Sequencer 4
Tool - Rare
2, E, Forfeit Sequencer (Activate and Exhaust: Search your Deck for up to two cards each with Deploy Cost 2 or less, reveal them, and put them into your hand. Shuffle your Deck.
Tackle Dummy 0
Tool Unit - Soldier - Double Rare
Immune to Units.
0/2
Staff of the Magi 3
Tool - Double Rare
B, E (Activate and Exhaust): Deal 2 damage to target Unit.
1S, E (Activate and Exhaust): Redirect the next 2 damage which would be dealt to target Unit or Player to another Unit or Player of your choice.
Imp Portal 4
Tool - Double Rare
3, E (Activate and Exhaust): Create a 2/1 Imp Unit Token with Air.
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Opinion
0Opinion
Hyper sphere is way too strong. Like no question its by FAR the strongest.
You go one for one and add two mana of any choice. Yes please. Its literally free 2 ressources. You dont even go -1 in cards.
Sorry I talk in magic terms as this is very similar.
Staff of sanctuarry is also good. For additional enters the battlefield trigger yes please. Just I think there are better options. Or at least cheaper ones. It is great for preparing board wipes as well.
The sequencer is great as well a tutor for two cards is great. Its not only draw its search for specifics. Yes 6 total is a steep price but if you build a good deck it can be worth it. Also in magic it could be done on turn 5 already without any ramp so not that late.
If you have hyper sphere you do it on turn 3 and go 1 on card advantage AND have two specifics in your hand, that should probably win you the game😅)
Or you tutor for another two hyper spheres if you have them and with 4mana and 2 cards you should just be able to win by mana and card advantage.
There is a reason everyone plays sol ring in commander and black lotus and its variants are allways strong cards even while some of them have massive drawbacks. Hyper sphere is just an upgrade for them.
I didn't post this, but my game has "intentionally restricted cards". Hyper-Sphere is intentionally restricted to two copies per deck. It will be communicated to the buyer with a "2" beside the Rarity keywords. Like this:
Hyper-Sphere 0
Tool - Double Rare - 2
blah blah blah.
If this number is not present, it's assumed to be "4", but if it is present, that is the limit of the number of copies you can have per deck.
Imp Portal is actually the most powerful card on here. It's restricted to 1 per deck because infinite 2/1 flyers is pretty darn strong.
Staff of Sanctuary is a 3 stars card, but Sequencer is a 6 stars card, which in my card ranking system requires it to be restricted to two copies per deck. A 7 stars card is restricted to 1 copy per deck, while an 8 stars card is one I decided to ban from being too powerful.
You are correct that Mana/energy acceleration is very powerful, but you have not seen my Disrupt cards yet. I have a "Free" Disrupt which is playable on opponent's turn 1 before your own first turn, and I have at least 4 other very strong disrupt cards: two in the Mind type, one Body type, and one Spirit type disrupt, which are all 5 star or even 6 star cards.
But you only get it once per turn (unless I understand exhaust wrong) and its a 2/1 flyer for 3 which is ok I guess but as I said only once per turn.
Good card yes but its not a small cost. Also if you stack it it will become quite costly. Its like pegasus refuge except thats cheaper but half as strong as often as you want. If its a mana dump and it creates swarmer once per turn is okish. If its a trigger for a specific action I guess thats different. E. G. Griffin aerie, feywild visitor or pegasus guardian. Both have advantages.
Free counter spells. As a blue player you have sold it for me. Yes please😅
Here it is. This could easily be a Blue spell in MTG, but is not to my knowledge.
Time Reverse 2MM
Disrupt - Banished - Double Rare
You may skip your next turn instead of paying Time Reverse's Deploy Cost.
Disrupt target Deployment.
Also, in my game, Disrupts are "Faster than Instant Speed", like 5th Edition "Interrupts" in MTG.
It's one per turn for Imp Portal. I'm not allowed to use the "Tap" term nor symbol in a game mechanic, but you cannot patent basic laws of logic, so the game mechanics themselves are not patentable.
Can you counter counter spells? Or is it Like split second? Or more comparable to counter trap cards in yugioh? They have a higher spellspeed.
In magic most "free". Counter spells resolve around going -2 in card advantage or own land sacrifice or return to hand. There are also things like mental misstep which is just busted.
I guess the closest is pact of negation which pays later for what is often a full turn of mana. It doesn't actually skip your turn but it bassically does.
If I remember correctly, you lose the game if you fail to pay for Pact of Negation though. I would never play a card with "you lose the game" written on it. lol.
I had a commander deck with a guaranteed turn 3 kill and a 75% chance of a turn 2 kill two years ago. It used Demonic consultation and Thassa's Oracle as the main win condition... one copy each... and didn't even have a second win condition.
Yes, you can Disrupt Disrupts, but you cannot Disrupt any Deployment or Ability with the "Warp" keyword.
People don't understand that Thwart and Foil are actually more powerful than Force of Will, especially in combination with the Madness or Flashback mechanics.