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CardName: Simple Fungus Cost: G Type: Creature - Fungus Pow/Tgh: 0/1 Rules Text: Bud (When this creature enters the battlefield, put a +1/+1 counter on target creature.) Flavour Text: Set/Rarity: Community Set Common

Simple Fungus
{g}
 
 C 
Creature – Fungus
Bud (When this creature enters the battlefield, put a +1/+1 counter on target creature.)
0/1
Updated on 29 Jan 2012 by jmgariepy

Code: CG01

Active?: true

History: [-]

2012-01-22 17:04:27: Jack V created the card Simple Fungus

OK, lets make some simple green creatures. Here's an example of a Fungus which could stand alone.

Target creature, I'd say. I don't think any of the fungi should be restricted to creatures you control... we do want a feeling that everything is spreading around, and it doesn't make much sense to limit player's options when it fights against flavor.

Also, if the card is this simple, I don't have a problem with it getting the rider of "Creatures with +1/+1 counters on them are fungus." Hey, did we ever have a discussion about this? Do they become fungus, or are they fungus in addition to their types? Is the fungus mechanic intentionally a tribal hose? And could it be one now, since the number of fungus is down? Can we use a tribal hose as an internal struggle with the plants? In other words, can we get some "plant tribal" mechanics in the works so that the fungus tribe can intentionally sabotage them?

Oh, while we're at it, Do we need the counters that create fungus to be +1/+1 counters, or would it be better to say "Creatures with counters on them are fungus"?

Hm. I'd assumed it would be "Fungus as well as existing types", but I'd not really thought about it. Either could be good for flavour. It might be a bad idea if turning your own creatures into Fungus turns off their tribal abilities, won't that make people feel bad?

I think we had a general theme of "putting +1/+1 counters on turning creatures into fungus" but hadn't decided how to template it -- should that be part of the effect that adds the counter, a static ability on a card that adds the counter, a static ability on a card that cares about Fungus, a consistent "Fungus creatures and creatures with +1/+1 counters on get BLAH" templating, or something else?

I think we should assume it works somehow and wait to decide that until we see what combination of cards we end up with -- at that point it will hopefully be obvious which version is least intrusive and verbiagy :)

I'm definately against having it be a permanent static ability... especially since blue is doing exactly that. Too many memory issues. As it stands, I don't have a problem requiring one fungus to turn them all on.

The rest... I don't know. The thing I do know is that turning off your creature types could be constructed to be a good thing. Especially if the plants have a very 'out-of-control' aspect to their tribalness.

2012-01-28 05:54:49: jmgariepy edited Simple Fungus

Changed this creature to a 0/1 for {g} which makes a world of a difference in my mind. You'd think that my previous argument would be used against this card for one mana cheaper, but it's sitting in a much different slot now: The 1-drop aggro slot contrasting the 1-drop control/mid-game slot that Sprouting Nymph sits in.

"Aggro" in the same way Norwood Ranger is...

2012-01-28 18:27:27: Alex edited Simple Fungus:

use [mechanic] to standardise wording

Heh, yes. If you prefer, you could also call this "Aggro" in the same way that Akrasan Squire is... except it isn't. Ah, well... I don't think we can make this guy's stats better than this unless we were willing to add trample... and I wouldn't.

So, yeah. Aggro in the same sense that Storm Crow is aggro.

2012-01-29 06:25:59: jmgariepy edited Simple Fungus

­Bond Beetle

The 0/1 version now printed exactly in M13 :)

I know... isn't that funny? I mean, we deal with parallel design all the time, but it always seems odd when it happens.

We're fancy.

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