Maybe?

Custom Cards forum

Posted on Jan. 29, 2015, 11:31 a.m. by tyforthevenom

Instant

Restart the turn (all spells and abilities on the stack)

So it's time walk except because it's the same turn effects like Curse of Exhaustion Spirit of the Labyrinth still have sway

Thinking it could be introduced via commander sets or something similar

Boza says... #2

Add 5 more mana and then we will talk. I can imagine this in every deck, even in Modern:

Infect - sure, I get a second attack phase. Valid for all aggro decks.

Storm - really, I do not lose my storm count and untap? Don't mind if i do! Doubly awesome with Past in Flames!

Tron - I get to cast oblivion stone, wipe everything, then cast Ugin?

Delver - I get 2 attacks, while casting all my creatures and having mana for counterspells?

January 29, 2015 11:37 a.m.

tyforthevenom says... #3

boza i said introduced into commander because it'd fit every modern deck that can afford to splash blue, if they introduced into a precon then it'd be legacy/vintage only

January 29, 2015 11:44 a.m.

FatherLiir says... #4

I think if someone casted this on my turn and then I activated Sundial of the Infinite, it would be slightly hilarious

Also, since the Sundial is a thing I can see this being a thing too.

January 29, 2015 11:50 a.m.

VampireArmy says... #5

it honestly should cost 1UU because that would match up with a similar cards Savor the Moment, Second Chance, Stitch in Time

January 29, 2015 11:53 a.m.

VampireArmy says... #6

Also it should also be sorcery. Instant extra turns is just unnecessary and breaks the mold of extra turns

January 29, 2015 11:54 a.m.

tyforthevenom says... #7

vamp it's not "extra turn" if you cast on your opponents turn their turn restarts

January 29, 2015 12:04 p.m.

VampireArmy says... #8

That's effectively still an extra turn with a very minor setback. I still believe the mana cost isn't congruent with something WOTC would do because they cost things like this the same as I mentioned before

January 29, 2015 12:07 p.m.

julianjmoss says... #9

Well you can't just reset the turn of they played cards. If you want everything reset then you would have to include something in the card to retroactively chafe life totals back to before and return cards back to your hand. And for the mana cost it is literally a time walk that keeps storm count. Even if you put it in a commander set, it is legacy and vintage legal. I would suggest wording the card properly and accounting for stuff such as land per turn and combat phase and then come back

January 29, 2015 12:09 p.m.

tyforthevenom says... #10

julian, this is basically the exact opposite of Sundial of the Infinite in a 1 shot form any spells cast the turn are in the gy on permanents on the field any mana floating is floated to the untap stap but no further unless an effect says otherwirse all lands played count towards the limit all restricitions of a single turn apply

so the card effectively reads "draw a card untap all permnents of the current player get another combat step"

January 29, 2015 12:16 p.m.

julianjmoss says... #11

Well sure but you need to put this on the card. Sundial explains it and so must this card.

January 29, 2015 12:18 p.m.

tyforthevenom says... #12

i was explaining the effect in short hand assuming people would know it, also i'm not exactly sober (opened a foil spellskite and a spellskite in the same nph pack)

January 29, 2015 12:20 p.m.

The_Raven says... #13

How is this card different than Time Walk?

January 29, 2015 12:21 p.m.

tyforthevenom says... #14

well for one thing all restrictions of a single turn are in place NorthernRaven if you use the "instant speed" and cast it on your opponents turn their turn restarts, if there's spells on the stack (i.e. they Tendrils of Agony for 24) it removes the stack all spells on the stack go into the graveyard

January 29, 2015 12:43 p.m.

pskinn01 says... #15

Remove all spells and abilities from the stack, go to the untap phase and go though all normal steps and phases of a turn for the current player.

January 29, 2015 1:23 p.m.

The_Raven says... #16

Well, then it's a better version than Time Walk? Time walk lets you play a land, this doesn't. However, this can also be used to counter any thing the opponent has played.... Seems a little too OP!

January 29, 2015 1:41 p.m.

tyforthevenom says... #17

you can't force another turn for yourself on your opponents turn

January 29, 2015 1:58 p.m.

The_Raven says... #18

I know, but it still works almost like a Time Walk or a worse Counterspell.... Seems too good!

January 29, 2015 2:08 p.m.

tyforthevenom says... #19

Because it's a worse version of 2 different spells it's too good?

January 29, 2015 2:39 p.m.

julianjmoss says... #20

It's not a worse time walk because it does exactly the same thing as a time walk when you cast it on your turn and is slightly better as it doesn't reset until end of turn effects or storm count and had an additional benefit of being a mind break trap

January 29, 2015 2:51 p.m.

The_Raven says... #21

Well, since it is almost as good as Time Walk... Then yes. Since you got two choices on the card, then yes. Time walk is one of the best cards. Same with Counterspell. Putting these two cards together... Oh, boy, yea it's too good, even though they have slight disadvantages....

January 29, 2015 2:52 p.m.

tyforthevenom says... #22

At the same time you can't play another land, you don't get an extra draw or extra cast if anything says "only once" for either and overall isn't as susceptible to being played against than Time Walk

January 29, 2015 2:54 p.m.

julianjmoss says... #23

Ok well you don't evaluate a card based on the ability to play cards that deal with it like spirit of the labyrinth. Otherwise no one would care about treasure cruise. Instant speed makes this powerful, you don't need to play an extra land, you get to play an extra time walk in vintage and I'm not sure how familiar you are with eternal cards but this is so easily abusable.

January 29, 2015 3:01 p.m.

lothshteth says... #24

Sundial works the way it does because it exiles everything on the stack and it goes straight to cleanup step with damage and untill end of turn effects wearing off. You are attempting to make Karn's ultimate into a single turn spell. Rewinding the game does exactly that. Any actions taken or spells cast would revert back to where they started at the beginning of turn. I like the idea of it, but its just plain messy all around when you try to reverse time. For what you want it to do we already have in Time Walk. Otherwise you'd have to spell it out as exile the stack after this resolves there are additionals steps and phases as if you had taken another turn.

January 29, 2015 4:52 p.m.

Boza says... #25

I really only stated modern decks, but same thing should apply to other formats as well. There will be no deck that plays blue and does not play this - the card has 0 downsides - it is a time walk, a counterspell, a storm enabler, a Delver deck's best friend. Any combo deck will embrace this for sure. As stated before, this needs to cost at least 5 mana for it to not be abusable.

January 30, 2015 2:28 a.m.

This discussion has been closed