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CardName: Shrinking Violent Cost: 2G Type: Creature - Plant Pow/Tgh: 3/2 Rules Text: Whenever you tap a land for mana, you may counter target spell that targets Shrinking Violent. Flavour Text: Set/Rarity: Community Set Common

Shrinking Violent
{2}{g}
 
 C 
Creature – Plant
Whenever you tap a land for mana, you may counter target spell that targets Shrinking Violent.
3/2
Updated on 23 Jan 2012 by jmgariepy

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History: [-]

2012-01-22 17:22:27: Jack V created the card Shrinking Violent

This does not sound common. If you want this effect in green, it should gain hexproof until end of turn. Even then, it should probably just have hexproof.

2012-01-23 05:23:27: jmgariepy edited Shrinking Violent

Hmm. I like the idea behind this, but I got to admit it's a bit cheap. Although, I don't know how you would make this cost more so...

I do agree with Link that this should activate for Hexproof to simplify people's understanding of the card. Or change it to something like "Protection from blah".

Edit: Even though it says I edited the card, I only moved through an edit stage in order to refresh, since Multiverse was acting very clunky. Don't look hard for something that changed... nothing did.

That's a very confusing ability. It should definitely come up to uncommon. I like the idea that it gains hexproof, but then it only needs to trigger once to protect itself. About the name: is it supposed to be the adjective "Violent" as in violence or the noun "Violet" as in the flower? Also, how is it shrinking?

Well, assuming it's a pun on shrinking violet; it's shrinking in the sense of ducking away from danger.

I'm not sure I like the whole "Cares about mana in your pool" mechanic. It's fiddly.

Hmm. What about it is fiddly? What is your take on Glissa Sunseeker?

Fiddly, irritating.

"Amount of mana in mana pool" is an odd side case, it's only really there for the occasional thing that gives you more than one mana at once - stuff like "Ok, get mana from it, now sac it to put this into play, from which I get another mana..." I think needs to go away, not be encouraged.

So your saying fiddly in the same sense as cards that cause you to shuffle your library a lot, or cards that make you needlessly track a lot of counters for minimum profit. I could also see this as being hidden information. "Yes, my creature gained trample this turn. After all, I played a spell earlier." Though, I admit, it's hard to get tapped land off the battlefield, even that could end up happening.

What's other people's take on this?

"Hard to..."? It's the most common thing ever, since they printed the guild dual-lands.

I dunno - it is a theme, and caring about making a lot of mana is a very green thing; and getting to effectively use your mana more than once "Ok, I have 6 in pool, this activates, that activates, I'll use one up and now funnel the rest through this, then use the 5 I still have to cast this other thing.." It's very green.

It's just fiddly, compared to the usual (and now legal) "I cast this, uh, tap these 5 land to do it"

I'm not proposing this as "yes, we should definitely make this card", I'm trying to brainstorm possible mechanics that would care about mana production. I'm sorry I didn't make that a lot more explicit. I was happy with the fungus theme, but I wanted to see the possibilities for "care about mana production" -- I like the idea, but wasn't sure whether or not there would be good mechanical space.

There's no suggestion this is a good idea if this is the ONLY card that cares about tapping a land for mana, I was wondering, "is this comprehensible if this is a mechanical theme"?

I don't think it needs to be this trigger together with hexproof, it was just the first combination that came to mind. I was wondering what effects might possibly matter on a "when you tap a land for mana" trigger. Most effects either (a) effects that seem pointless since you'll always be able to activate them on your turn or (b) effects that are massively too strong for common if they happen 5 times a turn (eg. +1/+1). That's why I suggested this.

This card is essentially the same as "G: ~ gains hexproof UEOF" because you have to leave the mana open to get the effect, and you can usually use the mana later, since your opponent won't usually try to target it. I tried this alternative version because it was relevant to the theme: I agree the simpler version is better by default.

I agree "gains hexproof" is an obvious alternative, but I didn't think it was an interesting card, since it'll basically be always on during your turn, since you will normally tap some mana at some point, and it's basically "Sacred Wolf, except if you don't leave mana up it loses hexproof on your opponent's turn."

In terms of the P/T, as I say, this was just a suggestion for a mechanic, we can put that on whatever creature we like. I don't think these are particularly correct. But the reason I gave it 3/2 is that I thought of Sacred Wolf (2G 3/1 Hexproof) and to avoid making this card strictly worse (it's more complicated, but basically "hexproof most of the time") I gave it an extra point of toughness. After all, G gets 2G 3/3 and GGG 4/5.

I don't exactly object to this, but I'm not sure I'd like to see more of them. I don't think it's a great choice for a major mechanic. Although Vitenka is famously outspoken, in this case I think his objections would be shared by a significant number of people.

As a single card, well, I'd not have to keep track of mana often, only if it was in play; so maybe not so bad. It's the "This is a theme mechanic" I'm objecting to. As I say - it does feel very green; but it also feels irritatingly fiddly to me. Which is a shame, because something like "~ has +1/+1 for each mana in your pool" just seems like an ideal green thing to do.

­Break Down and Sunlit Blessing are just for illustration of possible effects. We don't have to have that many cards that care about how much mana is in your pool. In fact, those are the only ones right now that do that. Maybe there could be a rare or something that cares about it too, but I didn't plan to make any more. I would carry the theme more in the direction of Sunleaf, having things trigger whenever you tap a land/creature for mana, or perhaps something that gives bonuses to creatures with mana abilities.

You know, I'd suggest closer to the Heavy Plant version, and doing stuff because you have X tapped lands. For example: "Shrinking Violent has Hexproof as long as you control 3 or more tapped lands."... still fiddly, but much more 'on the board'. Unfortunately green would suddenly be looking a lot like red. Weird that.

I remember reading an article about landfall that said they'd originally started with an ability that let you do something instead of your land drop, but found it was still balanced and lots more fun to have something good happen in addition to your land drop. Turning "playing a land" up to 11.

The feel I was hoping for with the mana theme was the same: rewarding green players for doing... something. Playing expensive spells? Tapping lots of mana? Something else? "If you control N or more tapped lands" would be one way to do it, but I wonder if there's more ideas.

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