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CardName: Gladhanding Genie Cost: 5W Type: Creature - Djinn Pow/Tgh: 5/4 Rules Text: Defender Whenever an opponent gains life, Gladhanding Genie loses defender until end of turn. {U}: Gladhanding Genie gets +0/+1 until end of turn. Flavour Text: "Ah, my good friend, Zirilian! I see you are well today..." Set/Rarity: Mashup: the Gathering Alpha Common

Gladhanding Genie
{5}{w}
 
 C 
Creature – Djinn
Defender
Whenever an opponent gains life, Gladhanding Genie loses defender until end of turn.
{u}: Gladhanding Genie gets +0/+1 until end of turn.
"Ah, my good friend, Zirilian! I see you are well today..."
5/4
Updated on 24 Jan 2014 by jmgariepy

Code: CW05

Active?: true

History: [-]

2011-12-29 05:49:52: jmgariepy created the card Gladhanding Genie

Six mana seems rather expensive for a 4/5 flyer. It doesn't seem powerful enough for triple {w}, especially with an off-color activation.

I selected Derelict Ghost Ship and Random Generator gave me a Plains. Oh. Hmm.. I suppose that means that I have to color shift something white. And the activated ability is going clockwise...

I want to keep this cycle as clean as possible to allow more complexity points later. The Derelict Ghost Ship couldn't attack without Islands, so that's where the white color shift "gain life" restriction comes from. The ship also required a heavy black commitment, and occasional flying does not. So I added a heavy color commitment in the casting cost. It is very rare to get a 4/5 6cc creature in common, so I may have to pull this creature down later... but if it's surrounded by small creatures, I'm cool with it. Also, didn't want traditional Angels for large creature, but this card seemed a little tricksy, and Djinns are supposed to be in all colors...

Heh. You slipped in before I got my comment up, Dude. Yeah. I don't know. I'll see what happens with the rest of the set. This guys stats are very changeable.

2011-12-29 06:29:03: jmgariepy edited Gladhanding Genie

This is interesting. It's virtually never going to be able to attack, so it's basically a 4/5 reach Wall for 3WWW. Which is still somewhat playable in Limited, which is what matters for commons.

But I don't think it's how I'd have taken the Plains instruction. I'd be inclined to either make a Parapet Watchers, or remember Shade of Trokair and make a {3}{g} 0/4 forestwalker with the Blessing ability. The G/W slot in this cycle (Sacred Birch) is rather non-common anyway.

2012-01-01 06:51:33: jmgariepy edited Gladhanding Genie

The association with Shade of Trokair is interesting. Planar Chaos is a gigantic problem for all design. It's a precedence for a lot of things, but it's hard to tell if the precedence is legitimate or not. As it is, I have no idea why, according to the classic color pie, the shade ability is in and only in black... it's very weird. I probably would have gone with it anyway, if it wasn't too close to Derelict Ghost Ship. I think it's even more weird to have a cycle, and have two cards that look very similar to each other, and 3 that are not.

But, yes, flying could have easily been {u}: ~ gets +0/+1 until end of turn. That seems fine, and I might switch over to that (dropping a bit of toughness while we're at it). I kind of like this creature being a djinn, though. Oh well, I suppose flying isn't needed on every djinn.

2012-04-29 09:57:50: jmgariepy edited Gladhanding Genie
2012-06-17 05:45:38: jmgariepy edited Gladhanding Genie
2014-01-24 01:33:32: jmgariepy edited Gladhanding Genie

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