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CardName: Rootsnapping Kudzu Cost: 2G Type: Creature - Plant Pow/Tgh: 2/3 Rules Text: When Rootsnapping Kudzu enter the battlefield, if you control six or more tapped lands, put two 1/1 plant tokens into play. Flavour Text: Set/Rarity: Community Set Common

Rootsnapping Kudzu
{2}{g}
 
 C 
Creature – Plant
When Rootsnapping Kudzu enter the battlefield, if you control six or more tapped lands, put two 1/1 plant tokens into play.
2/3
Updated on 02 Feb 2012 by jmgariepy

Code: CG09

Active?: true

History: [-]

2012-01-29 06:35:40: jmgariepy created the card Rootsnapping Kudzu

Right now, I need another common creature that cares about number of tapped lands, and gives you value. If someone can come up with a better creature than this one, I'll add it. I like this guy (That's an odd type of kicker... we can really run with that) but the token creature thingy has been tough for me to process. I've mentioned before that token creatures should be fungus so that people don't feel like they have to put counters on tokens... except... well, that cuts down on the number of things that we can put tokens on. What do you guys think? Should this be a rotting tree that puts fungus tokens into play, or is it good as it is?

Argh. Hmm. I could see both ways. I'd be happy to let these be Plant creature tokens and make sure the green precon comes with enough creature tokens :)

2012-02-02 05:39:33: jmgariepy edited Rootsnapping Kudzu

This is currently a weird holdover: it feels like it mistakenly drifted over from red. I wonder if perhaps we don't need a mechanical theme for the plant cards.

Aww. No love for the 'combos with Fortify' mechanic? I can believe it. Keeping this highlighted.

We didn't have any Fortifications in the decks last night due to them being quite hastily assembled. I think it's fine to keep it as is for another playtest at least.

I played a couple of games over the weekend, so I've a couple more impressions, but not many.

I liked the "N tapped lands" mechanic, it's a nice but simple reward for playing big stompy spells.

However, "tapped lands" feels a bit arbitrary, since most of the time you'll be able to play a spell on your turn, so it'll just randomly hose you if you wanted to play an instant on your opponent's turn, which doesn't really feel like it's supporting the theme. So maybe it should be "N lands" or "when you play a spell costing at least N"?

I like the flavour of having plants as well as fungus, but I found it a bit confusing to play: every time I had to count the number of funguses, I was confused whether the plants counted. I'm not sure if other people feel the same or not? If so, I would suggest abandoning "plant" and having non-fungus creatures be animals and people. I know someone liked the flavour of "plant", are there good reasons to try to keep it?

You know, my experience with N tapped lands has been a bit different. I admit, also, that I didn't playtest much, and the card in question is Heavy Plant instead. But my opponent seemed intrigued that his Heavy Plant had to make a decision in combat of whether he wanted to tap out to get trample. I know he called the card 'cool'.

Maybe the direction that Heavy Plant took worked well, but Rootsnapping Kudzu took the wrong direction? I can see how this looks arbitrary here... kind of like odd kicker... but dynamic on a card like Heavy Plant...

This one looks kinda reasonable to me (though I've not played with it).

Would changing the trigger to enter the graveyard make the card more dynamic? Or just plain annoying?

I wish that this and Heavy Plant cared about the same number of tapped lands.

That's a good point. I can't remember how well the "number of tapped lands" thing worked out.

It is a good point. But I'm not sure what to set the number at. Kudzu is set to 6 as a sort of kicker effect. I think the Heavy Plant is set to 4, because it assumes that things like Llanowar Elves exists. I think setting the Heavy Plant to 6 would make sense anyway... but if we make more of these cards in the uncommon/rare slot, then we'll have a sort of threshold effect where green turns on on six lands. I'm not sure if we want that? Maybe we should stagger this at 3/6/9? Give the Heavy Plant the easy to hit 3, make an uncommon with 3 and one with 6, and a rare with 9?

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