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Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Code: CR03 Active?: true History: [-] |
Community Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Code: CR03 Active?: true History: [-] |
Alternative

creature. I keep wanting to change the creature type to "Elemental" and include the word "Ball" in the name...
Moved to RRR slot
We want a good RRR slot as a reward for playing mono-red. The obvious choice is a 3/3 or 3/2, possibly with haste (like boggart ram-gang, but without wither, and accepting RRR as a good mana cost for common in this set), but I wanted to try something different to avoid the two cards stepping on each others toes.
Another possibility would be the "pump all tapped creatures by +1/+0" card, which is likely to also be a mainstay of the aggressive strategy.
I considered trying "attacks each turn if able" on this, as it may be annoying as a blocker, but I felt we should not unless we need it, since red should have plenty of reason to attack anyway.
I'm perfectly aware that manacycling is unlikely to stay on this card. But for now, I'm just matching the RRR card with the rest of the CCC cards.
OK.
Vitenka thinks this is stupidly good - better than Ball Lightning. He might have a point.
Weird. I take it there were a few games where nothing happened early, or there was some early removal and a player took 12 damage and had to block with a 3/3 or something.
I'd suggest 5/1, but this is tied into the Monoblue question, so I guess we need to know if we're trying to bring up the other colors to match blue before jilting this creature.