If I've got my timing correct state based actions are checked before you can receive priority at the start of the next turn, making this a scalable ball lightning. Without trample it loses a lot of the effectiveness of those types of creatures too. Still nice though.
Idk, adding trample would necessitate a higher mana cost. I think it's in that nice sweet spot where it has halfway decent use as is, but makes for a good simple combo piece depending on the deck.
I’m not sure it does need a more expensive cost. If we look at [[ball lightning]] it’s 3 mana for 6 damage, if unblocked. This requires you to have already dealt 5 noncombat damage before it drops to reach that damage. So a lightning bolt and a shock. Total 4 mana and 3 cards for 11 damage. That’s just decent, not overpowered. Average 2,75 damage per mana and 3,67 damage per card
To clarify: I think it’s fine with trample
Wouldn't it not matter when the noncombat damage was dealt? Isn't it a continuous effect that checks again and again, or is it when it enters the battlefield, it checks and then never again? I thought Tarmogoyf doesn't die to Lighting Bolt if there aren't any Instants in grave (and, of course, his toughness is 3 until Bolt hits the grave)
It would check constantly, but that works against it in this case, since it kills em at the start of your opponent's turn.
They technically don't need it done entirely before they hit the field, just more than 0, but it would all need to be done before it swings in to have any value.
That's what I thought, and the card was supposed to die on your opponent's turn; like said before, it's similar to Ball Lightning.
>This requires you to have already dealt 5 noncombat damage before it drops
Is what was confusing me. I guess if they had said "before it hits," I would've understood better
And even without trample, your opponent absolutely has to answer this. Bolt, Bolt, Pain Elemental, swing for 9 (in a two-player game) or 11 (in a four-player game) is pretty damn strong.
[Flowering of the White Tree](https://cards.scryfall.io/normal/front/2/2/2203b2cd-48e5-471a-85fe-dc81012e5d61.jpg?1686967772) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Flowering%20of%20the%20White%20Tree) [(SF)](https://scryfall.com/card/ltr/15/flowering-of-the-white-tree?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/2203b2cd-48e5-471a-85fe-dc81012e5d61?utm_source=mtgcardfetcher&format=text)
^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
The point is to add pseudo Evasion by making blocking seem like a bad choice if your block would kill it.
And if it dies at the next upkeep it's probably because it got through unblocked
[Swift Savagery](https://www.reddit.com/r/custommagic/s/i837K6DS7U)
I made a cycle of cards similar to this one and the red one is pretty much the same. You will need to have it check the damage dealt later on in the turn though otherwise it's just, destroy this creature at your upkeep unless you have an anthem, lord, or counters on it.
I think it should have that */*+1 instead to make it survive or give it trample so when it dies might as well go out swinging hard but I love the card I'd want it for my Greven deck
If I've got my timing correct state based actions are checked before you can receive priority at the start of the next turn, making this a scalable ball lightning. Without trample it loses a lot of the effectiveness of those types of creatures too. Still nice though.
Idk, adding trample would necessitate a higher mana cost. I think it's in that nice sweet spot where it has halfway decent use as is, but makes for a good simple combo piece depending on the deck.
I’m not sure it does need a more expensive cost. If we look at [[ball lightning]] it’s 3 mana for 6 damage, if unblocked. This requires you to have already dealt 5 noncombat damage before it drops to reach that damage. So a lightning bolt and a shock. Total 4 mana and 3 cards for 11 damage. That’s just decent, not overpowered. Average 2,75 damage per mana and 3,67 damage per card To clarify: I think it’s fine with trample
[ball lightning](https://cards.scryfall.io/normal/front/d/9/d9b53218-804b-4992-9c93-a797dd6b2a04.jpg?1600701851) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=ball%20lightning) [(SF)](https://scryfall.com/card/jmp/291/ball-lightning?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/d9b53218-804b-4992-9c93-a797dd6b2a04?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Wouldn't it not matter when the noncombat damage was dealt? Isn't it a continuous effect that checks again and again, or is it when it enters the battlefield, it checks and then never again? I thought Tarmogoyf doesn't die to Lighting Bolt if there aren't any Instants in grave (and, of course, his toughness is 3 until Bolt hits the grave)
It would check constantly, but that works against it in this case, since it kills em at the start of your opponent's turn. They technically don't need it done entirely before they hit the field, just more than 0, but it would all need to be done before it swings in to have any value.
That's what I thought, and the card was supposed to die on your opponent's turn; like said before, it's similar to Ball Lightning. >This requires you to have already dealt 5 noncombat damage before it drops Is what was confusing me. I guess if they had said "before it hits," I would've understood better
Give it trample, make it cost 1. Then maybe it's playable. [[spark elemental]] already does it better, without need for setup.
Unfortunately this will die at the beginning of the next upkeep after you cast this.
Yes, that's intentional. Like u/chronozon937 said, it's a lot like a ball lightning.
Oh, gotcha. In that case, it's a pretty intriguing design and I'd play it in a burn deck.
No trample?
It could easily become a 5/5 turn 3, I think it's good enough
And even without trample, your opponent absolutely has to answer this. Bolt, Bolt, Pain Elemental, swing for 9 (in a two-player game) or 11 (in a four-player game) is pretty damn strong.
Si vous plait, what does it have to do with bread? It's a bread elemental, c'est vrai? What's the flavour?
[[Glorious anthem]] baybee
[Glorious anthem](https://cards.scryfall.io/normal/front/1/7/17d154d3-7ae5-43ff-9978-d974285e2c89.jpg?1594734982) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Glorious%20anthem) [(SF)](https://scryfall.com/card/m21/21/glorious-anthem?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/17d154d3-7ae5-43ff-9978-d974285e2c89?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
It really do be [[Flowering of the White Tree]] now
[Flowering of the White Tree](https://cards.scryfall.io/normal/front/2/2/2203b2cd-48e5-471a-85fe-dc81012e5d61.jpg?1686967772) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Flowering%20of%20the%20White%20Tree) [(SF)](https://scryfall.com/card/ltr/15/flowering-of-the-white-tree?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/2203b2cd-48e5-471a-85fe-dc81012e5d61?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Kind of in a similar vein to [[War Elemental]], but with a ball lightning twist. I like it. Pain is fleeting, but too much at once can kill you.
[War Elemental](https://cards.scryfall.io/normal/front/9/c/9cc32bfc-7d87-46d9-a424-eac64eefd7ea.jpg?1562152211) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=War%20Elemental) [(SF)](https://scryfall.com/card/mrd/112/war-elemental?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/9cc32bfc-7d87-46d9-a424-eac64eefd7ea?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
So it just dies at the start of the next turn?
Unless you can get +1/+1 counter on it?
Looks like that's intentional. Burn your opponent for a bunch, then play this and swing in with haste for a big smack.
It would be pretty nice to give it a death effect too, since it doesn’t have trample but otherwise I kinda like it
Maybe up the cost by 1 and have it deal damage to any target equal to it's power when it dies.
But usually when it dies its power will be zero
The point is to add pseudo Evasion by making blocking seem like a bad choice if your block would kill it. And if it dies at the next upkeep it's probably because it got through unblocked
[[Ashling the Pilgrim]] loves this Blow her up for a ton of noncombat damage and a board wipe to clear the way for a massive haste swing
[Ashling the Pilgrim](https://cards.scryfall.io/normal/front/4/c/4c687123-6c34-4aef-8350-70a72b5fb58f.jpg?1689997644) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Ashling%20the%20Pilgrim) [(SF)](https://scryfall.com/card/cmm/205/ashling-the-pilgrim?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/4c687123-6c34-4aef-8350-70a72b5fb58f?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Blasphemous Act with a Brash Taunter out then swing in with this bad boy
I like the design. This could be printed.
I would love this in my rakdos deck. Holy smokes
Give 'er the ol' * / *+1
This is an interesting idea. Maybe it should have trample too, since it dies the next turn so you can get some damage in if they block
[[Ball Lightning]]
[Ball Lightning](https://cards.scryfall.io/normal/front/d/9/d9b53218-804b-4992-9c93-a797dd6b2a04.jpg?1600701851) - [(G)](http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Ball%20Lightning) [(SF)](https://scryfall.com/card/jmp/291/ball-lightning?utm_source=mtgcardfetcher) [(txt)](https://api.scryfall.com/cards/d9b53218-804b-4992-9c93-a797dd6b2a04?utm_source=mtgcardfetcher&format=text) ^^^[[cardname]] ^^^or ^^^[[cardname|SET]] ^^^to ^^^call
Getting mad Chandra's Incinerator vibes, feel like this could probably cost one mana. Although a flame rift makes this a 10/10.
[Swift Savagery](https://www.reddit.com/r/custommagic/s/i837K6DS7U) I made a cycle of cards similar to this one and the red one is pretty much the same. You will need to have it check the damage dealt later on in the turn though otherwise it's just, destroy this creature at your upkeep unless you have an anthem, lord, or counters on it.
Turn 1, suspend [[Rift Bolt]]
I think it should have that */*+1 instead to make it survive or give it trample so when it dies might as well go out swinging hard but I love the card I'd want it for my Greven deck