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Shadic-X-Hedgehog — Celes Chere Rune Knight MtG

Published: 2014-05-27 03:31:57 +0000 UTC; Views: 887; Favourites: 2; Downloads: 1
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Description Random inspiration while I was reading a crossover. So I made two cards: this and Locke.

Final Fantasy VI belongs to Square
Magic: the Gathering belongs to Wizards of the Coast
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Comments: 3

thenobletheif [2014-05-27 17:11:10 +0000 UTC]

I think you need an activation cost to this or a more restrictive activation timing, like only during your upkeep. Otherwise you can do whatever you want and activate this during your second main phase before you end your turn. then you get a free counterspell on each of your opponent's turns and free mana. I think the free mana might be broken as well.

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Shadic-X-Hedgehog In reply to thenobletheif [2014-05-27 19:57:22 +0000 UTC]

That's just it, you can do all that with Celes in FFVI as well. Her ability, Runic, has no activation cost, and you either have to have her go last so she doesn't absorb your spells, or you just have to not cast any spells until her next turn. And when Runic stops a spell, it absorbs the MP used to cast that spell.

Also, it only works on the first spell cast, not the first on each opponent's turn, so if the next player just throws out a throw-away little one-cost spell, everyone else is free to cast until Celes' effect is activated again. It also affects any teammates you might have (just like in FFVI).

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thenobletheif In reply to Shadic-X-Hedgehog [2014-05-28 21:21:59 +0000 UTC]

It seems like to literal of an interpretation for a card. For one thing, you can do this every turn, so if your opponent doesn't have something to kill her with right now, he has to cast a "throwaway little one-cost spell" every turn. And in a tuned deck all the spells in it are necessary so there won't be any throw away cards and they loose a card every turn. Secondly, in FFVI you had to mess with the turn order so Celes would go last and you still had to worry about what to do until her turn came up again so she would exit runic mode. In MTG you don't need to make that effort, which is why from a balance perspective I think it is necessary to make it hard to activate her by restricting the timing either to the start of your turn or to have a high mana cost. Also in FFVI the mana refund is a nice touch to show that Celes is absorbing the spell's power, but in MTG free mana leads to broken combos that win games. This is why when wizards "reprinted" Mana Drain  it ended up as Scattering Stroke  with twice the cost and only a chance of getting mana back. I told you the changes I would make, but it is still your card and I can't force you to change it.

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