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Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting

CardName: Final Charge Cost: 3R Type: Sorcery Pow/Tgh: / Rules Text: Red creatures you control get +1/+0 and can't be blocked by white, green, blue or black creatures this turn. Flavour Text: Set/Rarity: Community Set Common

Final Charge
{3}{r}
 
 C 
Sorcery
Red creatures you control get +1/+0 and can't be blocked by white, green, blue or black creatures this turn.
Updated on 22 Mar 2012 by Jack V

Code: UR05

Active?: true

History: [-]

2012-01-20 11:15:15: Jack V created the card Final Charge

I decided to put in a mass "can't block" in the "lava axe" slot, as with concussive bolt, etc, since that fits with the all-in attack theme a lot better.

This was inspired by Devilish Tunneling, but I decided applying to only red creatures was sufficiently linear, and it didn't need the mana incentive as well, and that intimidate was more fun than mountainwalk as it will be sometimes be more interactive if the defending player has a mix of creatures.

I provisionally used the anti-multicolor "white, green, blue or black" wording instead of intimidate, but that's subject to change.

I added a power-boost to make it usually do something useful even if you only had a couple of tiny creatures.

But this is still placeholder-y, we can change it if anyone has any other good suggestions.

We still need a couple of soft burn spells as well.

I like this. I am a bit bothered by the "red creatures you control bit", though. Arguments as to whether giving the bonus to red creatures only is fun and/or balancing aside, I'd be too afraid that most people would forget the word red appeared on the card at all. I know I skipped over that word on first reading, and I'd expect a lot of players politely informed that, no, their Solemn Simulacrum did not, in fact, kill the Hill Giant that blocked it.

Thanks. Good question, I don't know. I know I tend to do the same thing with Brave the Elements etc and think "oh, well, it won't matter about the color restriction", and then forget it. But OTOH, there are existing cards that say "all COLOUR creatures you control".

I also considered this making all your red creatures attack if able, but decided it was too complicated, but maybe that would make it more obvious?

Heh. We might be forcing players too much into the red zone with 'all-in-red' to begin with. It's probably a good idea to not enforce it when the mechanic isn't present. I do like the idea of a sorcery that gives a power bonus, but forces all creatures you control to attack. I'll have to keep it in my toolbox.

This is extremely similar to Icy Tempest.

Oh, you're right, sorry, I'd not realised I'd ended up with both in the skeleton. We should only have one or the other. Icy Tempest is a lot simpler, but has a greater chance of not doing much. I'll probably switch in another potential common in place of one of them, and then wait and see which version of red overrun works best in playtesting.

I think I prefer this to icy tempest, but think this needs to be uncommon. Do people agree?

2012-03-22 18:00:47: Jack V edited Final Charge

I'm normally the one saying "this isn't common", but in this case I think it could be common actually. ICBW, of course.

OK, with one vote of support I'll probably move this back in until we've done some playtesting. For now I'll give it the spare slot (CR13), which gives us two "finishers", but that's fine; we can switch something else out if there's any other good ideas we want to try.

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