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CardName: Trials of the Five Gods Cost: 3ww Type: Battle - Skirmish Pow/Tgh: 9/ Rules Text: (Whenever a creature deals combat damage to a Skirmish, that creature's controller gains control of it. When it’s defeated, exile it, then the player who defeated it casts it transformed.) At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this turn. Flavour Text: Back side: CardName: A Worthy Death Cost: Type: Enchantment Pow/Tgh: / Rules Text: Creatures you control get +1/+1. Whenever a nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of it, except it's a 4/4 white Zombie. Do this only once each turn. Flavour Text: Prove yourself in life to achieve glory in the afterlife. Set/Rarity: Infinite Potential Well Uncommon (Whenever a creature deals combat damage to a Skirmish, that creature's controller gains control of it. When it’s defeated, exile it, then the player who defeated it casts it transformed.)
At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this turn. 9
Creatures you control get +1/+1.
Whenever a nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of it, except it's a 4/4 white Zombie. Do this only once each turn. Prove yourself in life to achieve glory in the afterlife.
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See Mage Tower Playoffs.
Back-face should be red.
There are so many people out there who don't seem to understand why the person benefiting from defeating a battle ought to be its controller (by default its owner, who has to put the card in their deck).
This design does not seem to take into account that cards need to e designed around the cost of opportunity of putting a card into your deck.
I also feel this will confuse people by changing protector, but not controller.
Is this designed with 2-player games in mind? Because attacking this battle in a 2-player game seems to be a straight detriment to you. How is that good design? Just remove the back-face and make it enchantment, maybe?
And it's not that the dynamic is better in a multiplayer game, I'm just more inclined to think of commander and the chance someone might defeat the battle with a single attack.
The point was to be more like a monarch/initiative effect. They have more defense so there's an opportunity to pass it around. The siege approach is probably the best, but I want to at least see what else you could do
Good catch on the color and confusing protector/controller