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Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
CardName: Hanweir, Welcoming Township Cost: Type: Land Pow/Tgh: / Rules Text: {T}: Add {c}. {2}{b}, {t}: Until end of turn, Oozes you control gain "Whenever a creature dealt damage by this creature dies this turn, put a +1/+1 counter on this creature." Flavour Text: Adventure: CardName: Into the Fold Cost: 4bb Type: Sorcery - Adventure Pow/Tgh: / Rules Text: Destroy all creatures, then create an 0/0 black Ooze creature token. Put a +1/+1 counter on it for each creature destroyed this way. Flavour Text: Set/Rarity: Infinite Potential Well Rare |
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Starting with an issue that I think you don't need to fix, but that can be addressed with an adjustment to the rules: Adventures currently do not account for lands having Adventures.
One issue I take with this card is that you use two techniques to set the Ooze's p/t; you set the amount of X to a value determined during gameplay, but then change it with counters. In practice both X and the +1/+1 counters would require the use of some sort of markers.
A 0/0 Ooze token with X +1/+1 counters on it would be preferable, requiring only one kind of marker.
Into the Fold seems undercost considering the Adventure still cantrips (or cycles) into Hanweir and is otherwise just a colorshifted Phyrexian Rebirth.
The text on the Adventure might pass if you skip the reminder text for Adventures on the rare, but the land side needs to be shorter. I suggest outright tapping for colorless rather than colored to save a line on ETBT text and in addition finding a shorter activated ability.
Tweaked
I like your suggestion for unifying the templates and reducing the number of words. I don't think I need to make the adventure side cost more, because Phyrexian Rebirth was never super powerful. 6 mana already makes it hard to play in constructed, and there's the hidden cost of having to hold a land back
"Mock-up"
Adventure frame