Neck Snap is the only comparable white removal in standard, Swords to Plowshares and Condemn have significant drawbacks, very significant at times. This enables you to take down Darksteel Colossus for crying out loud! Turn 2 Colossus, eat my Hamper!
Oh, and the title doesn't fit. Hamper seems like it should be...idk...hampering. Try "Blast to Oblivion." The other should be something more creative too, Banishment would be RFG, IMO as opposed to destruction, where some other title may be more appropriate.
I'm with you on Hamper's title. Banishment, however, is a homage to Dark Banishing, which is why I'm keeping it this way, since it WAS my
inspiration in the first place. As for Condemn, its drawback can be sometimes used as a benefit, remember? That may seem moot, but I played the 2007 season with
UW Krovax for a LONG time (as well as UBw Teachings) to know it IS pretty useful. As I said before, Path to
Exile is coming out in Conflux, it's text is:
"Remove target creature from the game. It's controller may search his or her library for a basic land card and put it into play tapped".
Seriously, this outhisnes Swords to Plowshares in Legacy EASILY, and it'll be Standard as of next saturday. Not to mention it removes any creature, it removes a Meddling Mage that's annoying you, it removes a Stuffy Doll that's about to combo you off, heck, it removes Painter's Servant! Hamper has a severe limitation. As for the Neck Snap comparison, the white removals I'd compare it with are Condemn, Oblivion Ring and Unmake. I think it's up there with Condemn, since Condemn is a bit more versatile (since it puts on the bottom of your library, you CAN save a creature you own... and gain some life in the process); I think it's a bit worse than Oblivion Ring but it's mana cost is more attractive, and it's a bit better than Unmake, although somewhat more limited.
It doesn't prevent a Mistbind Clique from tapping you out by killing it before the champion trigger resolves, it doesn't stop creature-based combos and it won't help aggro decks apply pressure since it can't remove blockers. It'd be more of a control tool, although aggro decks could crawl back to a somewhat lost game WHILE keeping mana open. Hum... Tough one.
What would you guys suggest? Make it 1
(after all, it IS a green spell, for God's sake, it DOES
eem too powerful when you put this in
perspective) or give it an additional "green" cost, like sacrificing a Land? Maybe some MORE color bleeding (it WOULD be cool to have a card bleed more than one color at once, when you think about it), like paying some life (nothing abusable, it IS still only taking ATTACKERS away anyway), like 2-3? So far, I think the "green" alternative is the most logical (and fits in with the set's theme of the colors learning that, hey, maybe they should be doing something else, since they are not quite good at doing that...), elegant solution, although then I'd probably allow it to remove blockers as well (it WOULD be a good reason green would branch into creature removal, after all), although getting crazy and multi-bleeding DOES sound appealing, and you know me, I'm all for crazy stuff!