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CardName: Obsidian Shards Cost: {B} Type: Artifact - Mineral Pow/Tgh: / Rules Text: When Obsidian Shards enters the battlefield, sacrifice a land. {T}: Add {B} to your mana pool. {T}: Craft into Deathtouch (Exile this attached to the next permanent you cast this turn. It gains Deathtouch. Draw a card.) Flavour Text: Set/Rarity: Strike The Earth Common

Obsidian Shards
{b}
 
 C 
Artifact – Mineral
When Obsidian Shards enters the battlefield, sacrifice a land.
{t}: Add {b} to your mana pool.
{t}: Craft into Deathtouch (Exile this attached to the next permanent you cast this turn. It gains Deathtouch. Draw a card.)
Updated on 27 Oct 2011 by Vitenka

Code: CB06

History: [-]

2011-10-14 16:23:22: Vitenka created the card Obsidian Shards

Not sure of the effect, but needed to reserve the name.

2011-10-27 09:22:19: Vitenka edited Obsidian Shards

Does that wording work right?

2011-10-27 09:24:05: Vitenka edited Obsidian Shards

I think that works. However it is horrible, in that it's double card disadvantage when used as a deathtouch source.

Intimidate instead, maybe?

Or are you just saying that crafting with these things is just too rubbish?

Maybe these things should all cantrip?

The specific ability doesn't matter, I'm just saying if I give a 2/2 deathtouch (or intimidate or vigilance etc) with one of this cycle, and then you use a kill spell on that 2/2, I'm three cards down: the 2/2, this, and the land I sacced to get this.

Cantrip would be interesting. It'd balance the land-destruction element quite nicely. I like that idea. It does make the card do sortof nothing, but the detail is in the "sortof": it still powers up your things that care about lands dying or lands in graveyards, and so on.

Ah - did you check the equipment? Agreed, if they kill the equip you're down, but I put some partial balance in with that being able to gain an ability from the mineral and then grant it to the equipee.

As a cantrip (preferably a next-upkeep one) - you don't lose a card, you do turn a land into an ability and a card, and move lands around. I'm worried it's then too good - I could run all 20 of these - and basically have a 40 card deck instead of a 60. (Making cantrip next upkeep addresses that perhaps?)

Edit: Oh! I meant cantrip-on-craft, not cantrip-on-play. My bad.

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