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 Post subject: Carnival's Finale
PostPosted: Mon Aug 13, 2018 2:04 pm 
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Carnival's Finale
Legendary Creature - Efreet (R)
When this creature enters the battlefield, it deals X damage to each other creature, you put X +1/+1 counters on it, and you draw X cards, where X is the number of other cards you've played this turn.
2/2

Carnival's Finale's deck cares about playing a lot of things during a turn and carefully structuring the turn.
Ideally, it kinda turns small details of gameplay like sequencing into an art form.

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Last edited by UselessCommon on Wed Aug 15, 2018 1:55 pm, edited 1 time in total.

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 Post subject: Re: Carnival's Finale
PostPosted: Mon Aug 13, 2018 2:15 pm 
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Alternate (?) Commanders

Bellatrice, Dancing Danger
Legendary Creature - Human Assassin (R)
Hexproof
Whenever you cast a spell during your first main phase, Bellatrice gains Flying and Deathtouch until the end of turn.
Whenever you cast a spell during your second main phase, Bellatrice deals damage to a target creature equal to her power.
3/1

Kathiz, Freak of the Show
Legendary Creature - Weird (R)
You may look at the top card of your library.
Whenever you play a card from your hand, you may reveal the top card of your library. If the revealed card shares converted mana cost with a card you played, you may play it as an additional land or cast it without paying it’s mana cost.
4/5

Kio, Acrobat
Legendary Creature - Orc (R)
Haste
Inspired - Whenever Kio becomes untapped, double target creature's power and toughness until the end of turn.
2/2

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 Post subject: Re: Carnival's Finale
PostPosted: Mon Aug 13, 2018 2:23 pm 
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Carnival's Arrival is an 8/8 on turn 1 with very little effort.

:duel:

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 Post subject: Re: Carnival's Finale
PostPosted: Mon Aug 13, 2018 2:28 pm 
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Really? Because I'm thinking you need to have a Disallow, Trickbind, or Voidslime in order to not to be exiled as its triggered ability resolves before the spell does. (EDIT: Or find a way to cast it with Flash.)

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 Post subject: Re: Carnival's Finale
PostPosted: Mon Aug 13, 2018 2:30 pm 
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Yarium wrote:
Really? Because I'm thinking you need to have a Disallow, Trickbind, or Voidslime in order to not to be exiled as its triggered ability resolves before the spell does. (EDIT: Or find a way to cast it with Flash.)

oh true, yeah, I thought it was etb. as is it does nothing, though, so I assume etb is the intent.

:duel:

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I tend to agree with Razor.

Pro Tour: YMTC: SECOND ONE IS OVER STAY TUNED FOR THIRD ONE
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 Post subject: Re: Carnival's Finale
PostPosted: Mon Aug 13, 2018 2:44 pm 
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The intent is that casting it on turn 1 doesn't give it counters, because you have to play a land beforehand. And casting it on turn 2+ makes you skip a land drop, and skip all opportunities of casting a spell that turn.
I've limited it to a 6/6. And fixed his drawback.

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 Post subject: Re: Carnival's Finale
PostPosted: Wed Aug 15, 2018 2:36 pm 
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Lotus Petal (U)

Energetic Fanfare
Sorcery (C)
Add to your mana pool.

Circus Elephant
Creature - Elephant (U)
Trample
Whenever this creature deals damage to a player, add to your mana pool. That mana doesn't empty this turn.
4/4

Rising Action
Enchantment (R)
Spells you cast cost less to cast.

Encore
Sorcery (R)
Beat 5 (This card is played on the beat if it's the fifth card played by you this turn.)
Draw a card and untap two target permanents. If this card was played on the beat, take an extra turn after this one instead.

Freak-Show Genius
Creature - Goblin Wizard (U)
: Exile the top card of your library. You may play it this turn.
1/3

Jubilation Charm
Instant (U)
Choose one:
@ Draw two cards.
@ Double the amount of mana in your mana pool.
@ Creatures you control gain Hexproof until the end of turn.

Famous Strongman
Creature - Human (R)
Trample
Other creatures you control with exactly one creature type gain +1/+2 and Trample.
3/4

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 Post subject: Re: Carnival's Finale
PostPosted: Wed Aug 15, 2018 5:45 pm 
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Journey to the New
Enchantment (R)
You can cast spells as though they have Flash.
You can play a land during each opponent's turn as if it's your turn.

Hedge-Mage's Trickery
Enchantment (U)
Whenever you play a card, tap or untap a target permanent.

Dagger Juggler
Creature - Human (U)
Whenever you play a card, Dagger Juggler deals 1 damage to a target creature or player.
2/2

Dreamplant Cultivator
Creature - Elf (U)
Whenever a land enters the battlefield under your control, draw a card.
0/4

Stage Technician
Creature - Human (C)
: You may play an additional land this turn. Activate this ability only during your turn.
1/1

Start Anew
Sorcery (R)
Discard your hand.
Draw 7 cards.

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Last edited by UselessCommon on Sun Aug 19, 2018 6:15 am, edited 4 times in total.

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 Post subject: Re: Carnival's Finale
PostPosted: Wed Aug 15, 2018 9:01 pm 
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Carnival's Arrival needs to go for about 113 different reasons. These reasons include:
1) It's Hound of Konda with upside. Don't make Hound of Konda with upside.
2) Beat 1 is exceedingly unworkable, especially on a cheap card
3) The drawback isn't much of a drawback early in the game if you tap all available mana to play it,
4) The drawback doesn't feel green or red to me..

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 Post subject: Re: Carnival's Finale
PostPosted: Thu Aug 16, 2018 12:19 am 
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Yeah.
Deleting it.

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 Post subject: Re: Carnival's Finale
PostPosted: Thu Aug 16, 2018 2:20 am 
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 Post subject: Re: Carnival's Finale
PostPosted: Thu Aug 16, 2018 2:51 am 
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Harmonious Synchronization
Instant (R)
Untap all permanents you control.

Salto Mortale
Sorcery (C)
Beat 3 (This card is played on the beat if it's the third card played by you this turn.)
Target creature gains +1/+1 and Flying until the end of turn. If this card was played on the beat, each creature you control gains +1/+1 and Flying until the end of turn instead.

Dramatic Gatecrash
Instant (R)
Beat 3 (This card is played on the beat if it's the third card played by you this turn.)
Put four +1/+1 counters on a target creature.
If this card was played on the beat, put two +1/+1 counters on each creature you control instead.

Infernal Waltz
Instant (R)
Beat 3 (This card is played on the beat if it's the third card played by you this turn.)
Creatures you control gain +2/+0 and Haste until the end of turn.
If this card was played on the beat, after this turn phase, there is an additional combat phase. Untap each creature you control.

Opening Move
Sorcery (C)
Beat 1 (This card is played on the beat if it's the first card played by you this turn.)
Target creature gains +X/+0 until the end of turn, where X is it's power.
If this card was played on the beat, it gains First Strike and Trample until the end of turn.

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Last edited by UselessCommon on Sun Aug 19, 2018 6:18 am, edited 8 times in total.

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 Post subject: Re: Carnival's Finale
PostPosted: Thu Aug 16, 2018 4:54 pm 
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Leitmotif
Enchantment (R)
Beat 4
When this enchantment enters the battlefield, name a card. If it was played on the beat, name two cards instead.
: Return target card named with this enchantment from your graveyard to your hand.

Exotic Wurm
Creature - Wurm (R)
Trample, Hexproof, Beat 1
This creature enters the battlefield with five +1/+1 counters on it if it was played on the beat.
5/5

Aerial Dancer
Creature - Aven (C)
Flying, Beat 3
When this creature enters the battlefield, if it was played on the beat, return a target instant or sorcery card from your graveyard to your hand.
2/1

Twist the Plot
Instant (U)
Beat 2
Return target instant or sorcery spell to it's owner's hand.
If this spell is cast on a beat, you may copy the returned spell. You may choose new targets for the copy.

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Last edited by UselessCommon on Sat Aug 18, 2018 8:28 am, edited 3 times in total.

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 Post subject: Re: Carnival's Finale
PostPosted: Thu Aug 16, 2018 5:26 pm 
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What you need are some cards that can have big mana cost or little mana cost.

Varying Growth
Target creature gets +X/+X and gains trample until end of turn.

Varying Rage
Instant (C)
Target creature gets +X/+0 and gains haste until end of turn.

Varying Size
Instant (C)
X target creatures get -X/-0 until end of turn
Draw a card

The nice thing about these cards is that you get value even when X = 0

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 Post subject: Re: Carnival's Finale
PostPosted: Thu Aug 16, 2018 6:00 pm 
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I like those, especially the third one !

Hmmm... Let me rework them slightly...

Wave of Rage
Sorcery (R)
X target creatures gain +X/+0 until the end of turn.
If X is two or less, draw a card.

Wave of Awe
Instant (R)
X target creatures gain -X/+0 until the end of turn.
If X is two or less, draw a card.

I think those have a better price/impact graph for EDH.
Giving a creature Haste or Trample for a card and 1 mana in EDH don't seem like any sort of impact.

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Last edited by UselessCommon on Sat Aug 18, 2018 11:34 am, edited 2 times in total.

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 Post subject: Re: Carnival's Finale
PostPosted: Thu Aug 16, 2018 10:19 pm 
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You're being pushed in two different directions here. EDH says cast HUGE spells. Your deck says cast several small spells, then a beat spell.

Also, since this is Highlander, you have to assume that one particular card isn't going to get played in most games, the general excepted. Unless you have tutors.

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 Post subject: Re: Carnival's Finale
PostPosted: Fri Aug 17, 2018 11:59 am 
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I think your deck needs the following three things:
1) Ponder/Brainstorm-type effects
2) Cheap land tutors
3) Savage Ventmaw

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 Post subject: Re: Carnival's Finale
PostPosted: Fri Aug 17, 2018 2:45 pm 
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You're being pushed in two different directions here. EDH says cast HUGE spells. Your deck says cast several small spells, then a beat spell.

Also, since this is Highlander, you have to assume that one particular card isn't going to get played in most games, the general excepted. Unless you have tutors.

Hardly the news to me. I have to mention that not EVERY commander deck desires HUGE spells. There are aggro decks, voltron decks, storm/spellslinger decks (kinda close to this one), resource snowball decks, and unfair combo decks.

I think your deck needs the following three things:
1) Ponder/Brainstorm-type effects
2) Cheap land tutors
3) Savage Ventmaw

1) Yes
2) Yes
3) A revorked version of one, probably.

It also needs 2-drops. And more creatures in general.

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 Post subject: Re: Carnival's Finale
PostPosted: Fri Aug 17, 2018 4:34 pm 
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Sleight of Hand

Trained Bear
Creature - Bear (C)
Beat 3
When this creature enters the battlefield, if it was played on the beat, another target creature gains +2/+2, Haste, and Trample until the end of turn.
2/2

Wirewalker
Creature - Goblin Rogue (R)
Menace
Inspired - Whenever this creature becomes untapped, creatures you control gain +1/+0 and First Strike until the end of turn.
2/1

Stage Magician
Creature - Human Wizard (U)
Prowess
Inspired - Whenever this creature becomes untapped, return target creature to it's owner's hand.
This is how you disappear.
1/4

Genius Illusionist
Creature - Human Wizard (R)
Flying
Inspired - Whenever this creature becomes untapped, create a token copy of another target permanent. It gains "Whenever this permanent becomes a target of a spell or ability, sacrifice it."
3/5

Charming Songbird
Creature - Bird (R)
Flying
Inspired - Whenever this creature becomes untapped, add 1 mana of any color to your mana pool. This mana doesn't empty this turn.
0/1

Muscular Mutant
Creature - Elf Mutant (U)
Deathtouch
Inspired - Whenever this creature becomes untapped, put a +1/+1 counter on it.
2/2

Dragon Champion
Creature - Dragon (R)
Flying, Trample
: This creature gains +1/+1 until the end of turn.
Whenever this creature deals damage to a player, add twice that much colorless mana to your mana pool. That mana doesn't empty this turn.
3/3

Mad Artist
Creature - Human (U)
Prowess
Inspired - Whenever this creature becomes untapped, discard three cards, then draw three cards.
3/3

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 Post subject: Re: Carnival's Finale
PostPosted: Sat Aug 18, 2018 4:24 am 
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Helm of Resolve
Artifact - Equipment (C)
Equip
Equipped creature gains +0/+4. Equipped creature gains Double Strike if it's red.

Shield of Wisdom
Artifact - Equipment (C)
Equip
Equipped creature gains +1/+3. Equipped creature gains Hexproof if it's blue.

Armor of Strength
Artifact - Equipment (C)
Equip
Equipped creature gains +5/+5. Equipped creature gains Trample if it's green.

Amulet of Inventing
Artifact (C)
At the beginning of your first main phase, add to your mana pool.
At the beginning of your second main phase, pay or sacrifice this artifact.

Amulet of Improving
Artifact (C)
At the beginning of your first main phase, add to your mana pool.
At the beginning of your second main phase, pay or sacrifice this artifact.

Amulet of Clashing
Artifact (C)
At the beginning of your first main phase, add to your mana pool.
At the beginning of your second main phase, pay or sacrifice this artifact.

44/65

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Last edited by UselessCommon on Sat Aug 18, 2018 11:34 am, edited 1 time in total.

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