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CardName: Apex of Crashing Falls Cost: 2uu Type: Creature - Beast Pow/Tgh: 3/5 Rules Text: Haste When Apex of Crashing Falls deals combat damage to a creature, return that creature to it's owners hand When Apex of Crashing Falls deals combat damage to an opponent, that player puts a card from their hand on top of their library Flavour Text: Set/Rarity: Cards With No Home Rare

Apex of Crashing Falls
Creature – Beast
When Apex of Crashing Falls deals combat damage to a creature, return that creature to it's owners hand
When Apex of Crashing Falls deals combat damage to an opponent, that player puts a card from their hand on top of their library
Updated on 21 Feb 2021 by Izaac

History: [-]

2021-02-19 08:59:36: Izaac created the card Apex of Crashing Falls

A cycle I had an idea for. They are all 3/5s with haste for 4:

Black: When it hits a creature, that creature makes it's owner lose 1 life each turn When it hits a player, target land doesn't untap next turn

Red: When it hits a creature, that creature must attack each turn if able When it hits a player, that player must cast a spell during their next turn or discard 2 cards at end step

White: When it hits a creature, that creature becomes pacified When it hits a player, their next spell costs {2} more to cast or it's countered

Green: When it hits a creature, add that creatures P/T onto Apex When it hits a player, you can deal damage equal to it's power to a player or walker.

I don't see how this cycle justifies bleeding haste to every color.

Also the nonblue ones have quite complex abilities planned for them.

Even the blue one needs text half-size to fit.

Honestly; though; "Do something bad if you black me, do something bad if you don't" is a find space to play in. But the two bad things should ideally be more closely linked.

Too many of these ideas also have to remember their effects for at least a turn or two. One of those in a while is fine - but each of these cards in the cycle would be applying such an effect every turn, which would build up a lot of complexity very quickly.

Bleeding haste to each colour is really just a power push. In this day and age a creature either:

  • Gets value the turn it comes down
  • Borderline wins the game if you untap with it
  • Comes back from the dead
  • Doesn't see play

And considering that the value in these is in connecting, yet it doesn't win the game the following turn, here's haste. These are supposed to represent the strongest creatures in their respective colours so haste is a pretty good enabler to show that something is a predator.

@vitenka: The effects are supposed to be "If you block it, you get a permanent debuff related to the creature" and "If you don't, your next turn sucks". So the player hits are temporary and any ongoing memory effects are tied to the creature you hit.

You can say that about any color pie break. White and blue simply aren't allowed haste, full stop. Red and blue don't get 3/5s for 4 either. That's too good a rate

But they do get 5/5s for 5? Cavalier of Gales

Mythics kind of don't really count for establishing power levels. Because mythics are brokenly-good by design.

Still; 3/5 for four in blue is... good, pushing it; but not horribly so? Let's See... Huh; I'd forgotten about the phantasm downside-ability... Ok; so most of the candidates have a massive downside; but are bigger.

The absolute best match? Ashiok's Skulker, is a common; with a decent upside, and costs 5. VBut if you're willing to tack on even quite a small downside - Headless Skaab shows you're allowed bigger for 3.
So maybe blue's entry to the cycle would have a particularly weak ability pair, to make it work?

But the memory problems make the current design unfeasible to actually play, if you ask me.

Haste argument... hmm. Blue does get haste; but it seems only as part of another keyword (like suspend or unearth). Even future-shifted, it's on a utility rather than an attacker Bonded Fetch.

So... maybe if the cycle got a keyword, you'd get less pushback on that? Alternately; Blue would certainly be allowed "Your creature or your face" as a sorcery. And blue can grant haste, even to tokens it creates.

Suspend and unearth grant haste as utility to get their effect played out smoothly e. g. reducing play errors in the case of suspend. The leap here is as large as going from white cards with cycling and cantrips to mono-white Divination.

I don't recall blue ever "granting" haste on modern cards (you know, after they made the call that temporary stealing belongs in red specifically prodded by the haste) except to animated lands - which takes care of a similar play error corner case as the above suspend example and otherwise wouldn't exist.

Every single blue card that creates a token and grants it haste is also (gold) red, so that's all really far-fetched.

Could there be a keyword involving haste on this cycle? Probably. But then again the Titans had that approach already and solved it without haste. It is entirely possible to "get value the turn it comes down" without haste.

Blue can get a rare 3/5 for four, I'm certain. It's the number of upsides piled on top that is a problem.

I want to add something to get away from these minor issues. The "your creature or your face" effects suffer greatly from the very common play pattern of chump-blocking. The "your creature" part simply only happens if the blocker is even big enough to survive combat. So these are two quite wordy highly complex triggered abilities that amount to very little (though this blue card has the more elegant version of effects on those abilities).

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How much damage does this card deal? Lightning Bolt
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