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CardName: Invigorating Melody Cost: 2WG Type: Instant Pow/Tgh: / Rules Text: Up to two target creatures get +3/+3 until end of turn. Flavour Text: Set/Rarity: Community Set Common

Invigorating Melody
{2}{w}{g}
 
 C 
Instant
Up to two target creatures get +3/+3 until end of turn.
Updated on 06 Apr 2012 by Jack V

Code: CZ10

Active?: true

History: [-]

2012-01-20 13:03:12: Alex created the card Invigorating Melody

I thought this slot (common noncreature {g}{w} card) could be a combat trick, and I wanted it to be at least 4 mana to drive up the cost of the gold commons a bit.

Turns out it's really hard to come up with a pump spell that's worth 4 mana while still suitable for common. I mean, Sigil Blessing is pretty awesome and is still 2 mana; and I think giving +5/+5 shouldn't be done at common (without some major hoop-jumping to make Gaea's Might get there). See also Gerrard's Command.

Other possibilities: one target gets +3/+3 and prot colour? One target gets +3/+3 and flying (cf Mighty Leap)? Target gets +3/+3 and you gain 3 life?

2012-01-20 13:59:45: Alex edited Invigorating Melody:

add lifelink

Is this too good now? "You thought you were not blocking a 3/2 and a 1/1, but actually now I'm going to hit you for TEN and gain ten life!" Maybe should be down to one single target but that gains +3/+3, flying and lifelink?

Really not sure. Your guesses sound plausible to me, but I agree, 2GW has to give one heck of a combat trick, and yet not be so overwhelming it dominates limited completely.

Another point of comparison is travel preparations; that was often played as "Put two +1/+1 counters on each of two target creatures" (with the benefit that you could split it across two turns or >2 creatures). That suggests that two temporary boosts of +3/+3 might be about right.

Well, other colours get stuff like "I think I've give everything intimidate" at that cost.

On the flip side - white gets anything from rot like "Gain 7 life" to awesome game turnarounds like "Attackers don't deal damage this turn"

So.. I've no idea how to judge it. Slightly better than a pair of giant growths sounds not unreasonable.

Lets playtest the current version, and see how it goes?

As an aside, we could make a Sorcery-speed common version of Overrun for {2}{w}{g}. Something like "Creatures you control get +1/+1 and gain Lifelink, Vigilance and Trample."

2012-03-28 13:02:32: Alex edited Invigorating Melody:

numTasks

2012-03-28 13:02:47: Alex edited Invigorating Melody:

activate

Too good. While testing the cards today, this thing acted as a complete route. 1cc creature, then 1 CD Flybear, nothing, then Invigorating Melody on 4 and Invigorating Melody on 5 completely shut me down. The fact that I lost two creatures, was down 8 life from the two exchanges, and my opponent was up 16 life was staggering.

I'm pretty sure that the +3/+3 to two creatures combat trick was perfectly fair here, but the lifelink was just too much of a bonus. The card will very commonly read "Gain 8 life" and possibly a lot more. Sorcery speed, upping the casting cost, or reducing the pluses will easily calm this down some. In theory, G/W has always been a poor combination, so this card my be that color's Armadillo Cloak, but I'd rather wait and have that proven to me first.

2012-04-06 11:16:52: Jack V edited Invigorating Melody

OK, glad we overshot rather than undershot with GW, and I see we thought this was probably too strong but wanted to try it. And we were right, so so much the better :)

Possible tweaks are:

4WG. Inst. +3/+3 lifelink. 2WG. Sorc. +3/+3 lifelink. 2WG. Inst. +2/+2 lifelink. 2WG. Inst. +3/+3.

If it's that swingy, I think it makes sense to tone it down a bit rather than increase the casting cost: I don't know but I assume it's better for limited to have a 4-mana combat trick than a 6-mana win-the-game trick.

But any of the other options seem reasonable, which seems most interesting? I picked one at random provisionally, but does anyone else have a preference.

I remember someone leaning over our game in store and asking "What makes this card White?", and the person I was testing with responding, "Well, the boost makes it green, but the card has lifelink. That's the White part."

I found that an interesting exchange. To me, both white and green have boost (Green is better, but whatever) and this hits two creatures, so asking for both colors seems right. I don't know if the general public, however, would see that as wrong. I think it looks good like that.

White gets +1/+N and +2/+N, but never +3/+N; that's pretty much exclusively green, with only extremely rare exceptions. The idea of double +2/+2 lifelink for {2}{w}{g} seems reasonable - interestingly it's a double Moment of Heroism, and I might find myself wondering what's green about that.

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