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CardName: Immortalize Cost: 2uw Type: Enchantment - Aura Pow/Tgh: / Rules Text: Immortalize cost {2} less to cast if it targets a creature you control Enchant Creature or Enchantment When Immortalize enters the battlefield, draw a card Enchanted permanent is an enchantment (It loses its other types but maintains abilities) Flavour Text: Set/Rarity: Cards With No Home Rare

Immortalize
{2}{u}{w}
 
 R 
Enchantment – Aura
Immortalize cost {2} less to cast if it targets a creature you control
Enchant Creature or Enchantment
When Immortalize enters the battlefield, draw a card
Enchanted permanent is an enchantment (It loses its other types but maintains abilities)
Updated on 09 Dec 2018 by Izaac

History: [-]

2018-12-08 20:02:41: Izaac created the card Immortalize
2018-12-08 20:03:04: Izaac edited Immortalize

Did you want your Monastery Mentor for token making but he keeps getting doom bladed? Did you ever want a lord of atlantis that survives board wipes? I know you spent 8 mana on that gigantomancer; better immortalize him before he dies to literally any removal.

The reminder text is incorrect. It explicitly loses any text defining it as a different card type. It should be "(It loses all other card types.)"

It should also be pointed out that if this was printed, it would be one of the strongest pieces of removal in the game. Your intent, Izaac, may have been a card that let you keep Monastary Mentor kicking around post Wrath of God. But, more often then not, this is going to be used as a Pacifism that draws you a card when it enters the battlefield.

That means the card's 'real' cost is probably {2}{w}{u}. But I presume you want to keep this cheap, since the whole point was to use this on your own creatures before the removal comes out. That being the case, I would suggest "Enchant creature or enchantment you control". True, that leaves things ambiguous as to whether it can or cannot enchant a creature you don't control. But it doesn't matter, since the creature becomes an enchantment anyway, and it's clear that for Immortalize to stick around, you need to control the enchantment.

You probably could enchant your opponent's creature with my wording. Which means that in an emergency, you could use this card on your opponent's creature to cycle Immortalize. That seems acceptable to me, though.

Oh, one more thing. This is personal preference, but I would change "When ~ enters the battlefield, draw a card." to "When you cast ~, draw a card." There's a high chance of getting two-for-one'd as you try to save your best creature, only to watch an opponent's Doom Blade come down in response. Common interactions like that will teach players not to even bother with Immortalize. If you draw the card either way, though, then the only thing you lost by trying to slip out an unlikely Immortalize was a little tempo.

If you get 2-for-1'ed, that's what you get for playing an aura. Cast triggers generally aren't healthy for the game

2018-12-09 06:44:50: Izaac edited Immortalize

There we go. 4 mana to pacify but only 2 to immortalise your own creature

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