11/26/2012 - Reverse Fatespinner. Instead of robbing an opponent of part of her turn, Steal Fate gives you more turn. It happens to do so in a punisher-mechanic way, that lets your opponent prevent you from taking a particular bonus by conceding it herself, but that would be a desperate choice indeed and one you're just as likely to profit from.
Naturally, there is a much simpler execution that doesn't give your enemies any say in the matter:
Prolong day is certainly simple and powerful but I'd prefer Steal Fate, perhaps as blue/black card instead of straight blue (as it's forcing an opponent to give up something or allow you a gain). In addition it would make life very interesting for your opponents in a multiplayer game as opposed to the second. I think we can excuse wordiness on rares (or even mythics where the recent extra turn cards have been placed).
ReplyDeleteAre there conditions under which you would want two main phases in a row? An extra upkeep could be pretty cool, though.
ReplyDeleteThe extra main phase only makes sense on Steal Fate, since you can cast the card from your extra draw step. Prolong the Day is basically "every turn, either draw an extra card or get an extra combat phase" which doesn't feel very blue. It could be an interesting izzet artifact:
ReplyDeleteProlong the Day 4
Artifact
2U: After your second main phase there is an additional draw step.
3: After your second main phase there is an additional main phase.
2R: After your second main phase there is an additional combat phase.
All good points. The extra main phase really is crappy.
ReplyDeleteProlong the Day could allow an extra upkeep step (a la Paradox Haze). Makes it more of a Jonny card.
ReplyDeleteMuch better.
DeleteIronic that Steal Fate can't (shouldn't) because most players would love to give up their upkeep step.
Steal Fate is too confusing for the result.
ReplyDeleteProlong the day is fun but undercosted. WotC would put this at 5cmc or more.