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CardName: Sandstorm Elemental Cost: 1R Type: Creature - Elemental Pow/Tgh: 2/2 Rules Text: *Battlecry* - When Sandstorm Elemental enters the battlefield, if you cast it from your hand, it deals 1 damage to all creatures you don't control. Overload 1 (Choose a land you control. It does not untap during your next untap step) Flavour Text: Set/Rarity: Extraplanar Imports Common |
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This is the best parallel to overload I could think of. It's got a few problems, but I didn't really know how else to limit a player's mana...
At the very least, even if it's not identical, it actually works, and is pretty interesting.
Could be more literal.
> Choose a land you control. It doesn't untap during your next untap step.
Also, you forgot the stats on this
Thanks, dude1818 :)
The reason for the long text is that it could work as a mechanic on multiverse.
For example, Overload 2 would read; "Choose two lands you control. Each land chosen this way does not untap during your next untap step" and Overload 3 would also read similarly. It makes Overload 1 read weirdly, but I generally do things this way to avoid having to make two variants of a mechanic.
Also, I've done a similar thing with MTG's overload mechanic as I did with this reminder text. See Baloth Stampede and The Final Rite.
The only actual grammatical error with this is the 's' after 'land' when only (1) land is being chosen. It's minor, but I definitely think it could get on some people's nerves.
If I were aiming for perfection, I would just concede to my laziness and make two mechanics. But, considering this set doesn't have any mechanics, I figured it would be a bit overstepping to make two for just one card.
Thus, I'm using this wording as a sort of proof-of-concept, though it might be equally sensible to just use a simpler variant, since I've explained my reasoning now.
I was gonna say, the typical approach is to make one mechanic for overload 1 and another mechanic for overload 2+. The reminder text would be > Choose [a land/N lands] you control. [It/They] don't untap etc
You're definitely right, and I should probably get into the habit of making my mechanics like that.
I don't know exactly what it is I dislike about having to do it that way, but my best guess is that it just seems inefficient (though, necessary). Also, harder to keep track of what cards are using it.
Yeah, I agree with that. I know MSE is able to automatically parse whether it's supposed to be "a land" or "two lands," but that's probably more complicated than we want Alex to have to deal with