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Triple X cycle
No, it's not as dirty as it sounds.
Bring to Light XXXWW
Sorcery
Each opponent chooses X nonland permanents he or she controls. Gain control of those permanents.
Grasp of Time XXX2U
Sorcery
Target player takes X extra turns after this one.
Midnight Curse XXXBB
Sorcery
Each opponent sacrifices X creatures, discards X cards, and loses X life. You gain life equal to the life lost this way.
Dragon's Dawn XXX2R
Sorcery
Put X 5/5 red Dragon creature tokens with flying onto the battlefield. Dragon's Dawn deals X damage to each non-Dragon creature.
Titanic Summonings XXX2GG
Sorcery
Search your library for up to X creature cards and put them onto the battlefield. Then shuffle your library.
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Re: Triple X cycle
Hmm... to me the blue one seems a tad overcosted. 6 mana for 1 turn, 9 mana for 2. Might as well use Time Stretch and Time Warp. I do like the other ones a lot, though.
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Re: Triple X cycle
Wait...it's overcosted compared to Time Stretch, even though it costs 1 less for the same effect? How does that work?
Besides, X spells are meant to be overcosted to make up for the added versatility. Compare Blaze to Shock, Stream of Life to Sacred Nectar, Mind Spring to Divination.
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Re: Triple X cycle
Oh I miscounted, sorry. The triple X cost threw me off my math game. I'd totally play these in limited and EDH
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Re: Triple X cycle
I kind of preferred the original versions, where they were all XXXXCC. But with four X's, the majority of the time it was essentially just a kicker - you either play it for one or two.