Wow, people. Just...wow.
Well, let me start by apologizing for that random posting a couple of pages back. After rereading the material I discovered I had (at that time) no useful information to add to the discussion whatsoever. My bad.
Secondly, I like this thread (along with Clover). Not only has it helped me enormously in redefining these cards but it opened a whole new bag o' tricks in my head for card ideas. I'll get to those later.
As for Metronome, I stated at one point this card practically made itself. Fairly straightforward mechanic, easy-to-understand & useful in a variety of situations. But let us take a look at the casting costs, yet again. The overall idea behind the costs in the Lucky! series was to keep it level across the board: the (unupped) spell would cost X, where X would transfer as the (upped) card's ability activation cost. Honestly, the 4 for 1 combo on the upped was based off Hourglass. I'm flexible, it doesn't
need to be that way. But let's move onto the activations: the upped seems perfectly balanced to me, but the spell...I know these are prolly wild and inaccurate calculations, but here's the logic. Bear with me, as I'm an intuitive thinker as opposed to a logical one:
I started by looking at cheapy abilities that are somewhat useful: draw a card, mutate, lobos, etc...I further narrowed that list down based on commonality of each ability (no more lobo, no more black hole). In the case of Metronome, again, pretty easy: a simple draw, without the precog, valued at 1 (pulled from the Hourglass); or a random Rewind, also valued at 1. Note both abilities have been watered down, though they are both technically upgraded values (Draw=2 unupped / Rewind=2 unupped). I feel this "dilution" (with a wink) tempers the upgraded values just enough to balance each other out.
I hope I'm making myself clear here
At any rate, this is the same type of logic I applied to all of the Lucky cards, in the hopes that they worked out. I rather think they did, to some extent. I'd also like to point out that the utility of each card is not meant to be game-breaking. I tend to play rather large decks, and I enjoy surprises. I tried to look at each card individually while maintaining an overall uniformity, and part of that uniformity was that no effect should devastate anything; instead it should be a nice little surprise, no matter how the card plays out. The ability to upgrade to a permanent was to have more than a single shot at each effect...I briefly considered a "only=one-of-these-per-deck" scenario but, well, forget that.
I'm off to battle with Crystal Ball. Thank you again all for your input . At the very least, it's nice to see a genuine discussion was generated off my cards, rather than your simple balance-revamp-to the crucible. These are tricky cards to balance and any help is forever appreciated.