TIP Use your personal web page. Send your address (see it in 'your profile') to your pals and to the trading forums so that everyone can see your updated lists and offer you trades.
Dream Card "Card Captor Sakura: The Gathering [The Firey]"
by castelo for Magic: The Gathering
Clowbind R, flying, haste, protection from blue, protection from enchantments
When The Firey comes into play, it deals 10 damage divided as you choose among any number of target creatures and/or players.
Sorcery spells cost less RR to play.
Rarity: Rare
Power: 8
Toughness: 4
Type: Legendary Creature
Subtype: Elemental
Color: Red
Artist: Dárcio Castelo ®
Comment from the author: Continuing the CCS adaptation for Magic, it's time to the first Clow Card to show up: The Firey.
It's one of the most powerful cards, and one of the last cards Sakura captures.
MECHANICS
New Keywords
*Clowbind X (The colors of this permanent are defined by its clowbind cost, as though it were its mana cost. Pay X whenever this card is revealed. If you can't, remove it from the game. As this permanent comes into play, if there are no untapped Book in play, counter it's activated and triggered abilities and remove it from the game.)
EXPLANATION
The only way to play this card is using The Clow. You can't play it buy any other means. This is due to the story behind this expansion (lol :D), that tells us all the Clow Cards came from and are kept inside the Book (The Clow). So, they can come into play ONLY from the Book, right?!
Is it overpowered? Sure, but remember how much you had to pay to put it into play. And it's a simple creature in any other ways, which means you can destroy it with a mere Sudden Death, or Wrath of God/Damnation. Just another creature at the end.
-----
Exploring Card Features
Flying: if you check the anime/manga, the Firey is much like a flying firebolt, so the card must fly too.
Haste: One of the most aggresive cards, it's impatient and quick.
Protection from blue: It's one of the 4 Elements cards, so it doesn't combine well with water.
Protection from enchantments: It's too intolerant to allow you to enchant it. Also, it's already too powerful, so, you can't boost it! :P
Clow Reed, The Wizard, created this card to be the spirit of Fire itself. And fire burns. So, when coming out from the card, The Firey explodes, hurting everything with its flames.
The Red Mana is a magic power based on fire, isn't it? With the Fire itself in play, you have mana enough to spare your lands. You (and all other players) may play sorcery spells for less 2 red mana.
-----
Ah, remember you can have only one Clow creature in play at the same time, so you can't combo them. Of course, there are some Clow cards that allow another Clow permanents in play, but they're not as overwhelming as this one.
Well, this is the second of many cards. Hope you enjoy them. ;)
Special thanks to dartarus, for his good comments.
Subject: Still not worth it, yet. Posted: February 5, 2007 12:29 am
This card is WAY too powerful in some areas, and really weak in others.
Trying to keep it in order:
Clowbind X - I would change the mechanic to "when you put this card in play," instead of "whenever you reveal this card." Otherwise, ANYTHING that calls for reveal - be it something that reveals your hand, when it goes to the graveyard, revealing it for Counterbalance, etc, you're going to have to pay it. You have a couple of those cards in your hand, you may end up losing several.
8/4 - Sure, it's enchant protected, but a simple burn spell, or a 4/whatever blocker and it's dead. The usual mechanic in this situation would just be "can't be the target of spells or abilities."
10 burn when played - Divide it up more. You say in the description that it hurts everything when it comes out - so have it hurt EVERYTHING. Something like "all creatures and players take 3 damage" or around that range. Don't make it targetable, or if you do, make it more like "does 5 damage divided how you choose, and you take 3 damage." Something like that. 10 damage however you want is just too much for something that burns EVERYTHING.
Sorcery spells - only thing I'd add, to make the card clearer, is putting an "All" in front of it, to make it obvious that everyone can spend up to RR less.
Only one Clow - again, for clarification purposes, I'd label the creature as just a "Legendary Creature - Clow." Unless there are non-elementals in the future that you CAN have out at the same time.
Lastly - give it a mana cost. Something like, 10RRRR. If it's late enough in the game that you have that much mana, you should be able to play it straight. Paying 10 life to use the book is still just too much when you only start at 20. You're pretty much guaranteeing that whoever is playing Clow HAS to run white life gain, otherwise they'll end up killing themselves trying to get cards into play. If everyone is running white, then the game is much more predictable and boring.
You didn't word the Clowbind ability very well, nevertheless I understand it...and it's no good. If you only have to pay X, that means it costs R to put into play, which is absolutely nothing compared to her effects. And instead of saying it counters her abilities, just say it counters that card altogether...much less confusing. Anyway, dartarus is right, this card has a lot of problems. Try again buddy.