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CardName: Heavy Plant Cost: 5G Type: Creature - Plant Pow/Tgh: 6/4 Rules Text: If you control four or more tapped lands, Heavy Plant has trample. Flavour Text: Set/Rarity: Community Set Common

Heavy Plant
{5}{g}
 
 C 
Creature – Plant
If you control four or more tapped lands, Heavy Plant has trample.
6/4
Updated on 10 Apr 2012 by Jack V

Code: CG08

Active?: true

History: [-]

2012-01-22 17:14:39: Jack V created the card Heavy Plant

I feel this and Shrinking Violent have their abilities backwards. Not the trample part... that should be left here. What I'm trying to say is that trample should cost one mana added to your pool.

Hold it. Did no one notice that we have this mechanic and fortifications in the design file? That's awesome! It's like we did that intentionally! I know the basic premise it fiddly, but by the time you've added a third layer, the rule of three kicks in and says "Yeah, you know what? Why don't you get trample, activate your fortification and cast a spell at the same time."

So, at this point, I'm pretty sure that we should have at least two of these cards in the common slot, so that when we build the theme decks, Green can have access to a few fortifications, these, creatures, +1/+1 counters and Fungus, and players will get to choose which direction they want to take their decks in.

jmg: Hahaha! That's awesome!

I didn't even think about the fact that those synergize so well. Awesome.

2012-01-29 06:27:45: jmgariepy edited Heavy Plant

Originally cared about if forests had been tapped, now just looks to see if lands are tapped. I don't think anyone would have a problem with that.

Heh. Evoking Prophecy now...

I mentioned this on blue as well, but it felt backwards that blue had larger creatures than green does! Green usually gets something like a 6/5 and a 4/5 as well, but this is the biggest creature I have.

I know it has trample, bit feels like green should have a 5-6 creature and a 4-5 creature, and one of them have trample. Is situational trample ok on the big creature, or is that too good? It's better than green usually gets, but I think green's commons could do with a slight power injection to equal red, black or white's removal or blue's card draw+filtering.

Edit: OK, if Yavimaya Wurm can be be common, this can be bigger. Never mind, forget the angst :)

2012-04-10 10:20:59: Jack V edited Heavy Plant
2012-04-10 10:21:14: Jack V edited Heavy Plant:

4G 5/4 -> 5G 6/4

Upped size to 6/4 situational trample for 5G. Now slightly worse yavimaya wurm for 5G rather than 4GG. However, in this set, it can probably be 6/5 situational trample for 6/5. Or 5/6? Do people agree, or do they think 5-toughness + trample is too good?

Looks about par for the course. Though, I'd directly compare this to Yavimaya Wurm, even without your pointing to it. Maybe 5/5 to make it feel different?

I think this is fine as a more splashable Yavimaya Wurm. Somewhat scarily splashable, admittedly, especially given we're expecting some gold cards to tempt red-black decks or blue-white decks to splash a little green.

"Is situational trample ok on the big creature, or is that too good? It's better than green usually gets, but I think green's commons could do with a slight power injection...if Yavimaya Wurm can be be common, this can be bigger."

Oh, to make a follow laughting. Avacyn Restored has Pathbreaker Wurm which is strictly better than Yavimaya Wurm -- it has trample twice. I still think situational-trample is fine on a 5G creature, but I think I was right that green commons were needing a bit of oomph :)

Actually, as long as Pathbreaker Wurm isn't paired with something, it's technically worse than Yavimaya Wurm.

This is true. I could even shut off your wurm's trample mid-combat with an Unsummon. I know what you mean, though, Jack.

True, not strictly better. In fact, now I'm wondering if it IS better, but it's certainly better half time, enough to support the "green, rawr" theory :)

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