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CardName: Mox Spore Pod Cost: 0 Type: Artifact Pow/Tgh: / Rules Text: {T}: Add a charge counter to Mox Spore Pod. Remove two charge counters from Mox Spore Pod, {T}: Add {G} to your mana pool. Remove two charge counters from Mox Spore Pod, {T}: Put a 1/1 Green Saproling creature token into play. Flavour Text: Set/Rarity: Mashup: the Gathering Workbench Rare |
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Random Generator gave me Mox Diamond and Thallid Shell-Dweller. This is a bit of extrapolation from both of them, admittedly, but it gets the job done in my mind. How does one go about making a fair Mox? How about not having it do its job on the turn it comes into play?
Originally, this didn't make saprolings, and stole other properties from the Shell-Dweller. But at some point I realized this card would just start piling charge counters on it. It needed a reason to take the counters off if you didn't need the mana.
Unfortunately, this may still be too strong. I'm not as concerned about the fast mana ability, but I'm a little peeved that this has more staying power than Thallid. Still, I had a hard time setting this at "remove three counters" and making players wait 4 turns between activations, so it will do.
hummm, worst case - player 2 dumps 8 of these on their first turn. Turn 2 they draw land, turn 3 they draw land - turn 4 they cast something for 10... Not too horrible I guess. I do like the thallids as a way to drain counters and make these useful once you've got enough mana. I'm torn between saying "It's too expensive, no one will ever use it" and "Well, if you made it any faster they'd drop way too many tokens" so yeah, 3 is probably about right.