Karadisia: Dyschromia: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
CardName: Pandom Rage Cost: r Type: Instant Pow/Tgh: / Rules Text: **Pandemonium -- {1}** (You may pay an extra pandemonium cost as you cast this spell.) Target creature gets +2/+2 until end of turn. If the pandemonium cost was paid, it gains a random ability until end of turn -- • First strike • Double strike • Reach • **Demise** (sacrifice at the beginning of the end step) Flavour Text: Set/Rarity: Karadisia: Dyschromia Uncommon |
Code: History: [-] Add your comments: |
+2/2 (was +1/0)
I feel you waste a lot of space with that pseudo-modal wording.
Target creature gets +2/+2 until end of turn. If the pandemonium cost was paid, it gains one of first strike, double strike, reach and demise chosen at random. (A creature's controller sacrifices it at the beginning of the end step.)
Overall the wide range of effects from very useful (double strike) to drawback (demise) makes this card incredibly swingy.
Reach is a terrible choice for the keyword pool as well. You don't want to have to gamble on the 25% chance when you really could use it.
As a side note: I really don't get the big idea behind using bold font for some keyword mechanics, but not for others - as I understand it all of the "modes" of this spell with pandemonium are evergreen abilities, too.