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Mechanics | Skeleton |
CardName: Sheltercrest Cost: 3W Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant creature {2}: The next 1 damage that would be dealt to enchanted creature this turn is dealt to target creature instead. {1}{W}: Attach Sheltercrest to target creature you control. Flavour Text: Set/Rarity: Soradyne Laboratories v1.2 Rare |
Code: RW05 Active?: true History: [-] Add your comments: |
Just out of curiosity what happens if two creatures have this enchantment and they keep redirecting back and forth forever?
Isn't this basically the same as the Kor ability? I must have wondered about this before, I used to love Kor.
...I'm not quite sure how the wording here is meant to work. It's got the classic "Whenever damage would be dealt" mis-wording which is halfway between a triggered ability ("Whenever") and a replacement ability ("would be"). Static replacement abilities can't target, but I can't quite see a natural understanding of how a triggered version of this is meant to work.
Yes, the Nomads en-Kor ability would be one way to answer that. It's obviously fine for activated abilities to target.
Seems like rather a weak effect for a 4 mana cost aura.
You reckon? This does a lot to help the enchanted creature stay alive, and in fact helps every one of your creatures stay alive. It's expensive enough to use that you can't leave mana up for it all the time, but if you attack with anything (even while leaving the enchanted creature back to block) with 4 mana up, the opponent can't block without risking their 1-toughness utility creatures. With 6 mana up, any creature has effectively +2/+2. And that's the kind of ability that has a lot of effect without actually needing to use it, so the opponent just lets the creatures through and you can spend that 6 mana in second main phase. I like it.
It turns something into, uh... Zealous Inquisitor that's the bunny.
And that card is very much underrated and wonderful.
I’ve played it. It does tie up a lot of mana. It’s also frequently the last spell you cast before winning. It’s wildly flexible protection and removal all in one, it repeats, and it dodges targeted creature removal. These things usually make a card worth a notable mana investment.
I always misthink its name and call it the imperator. For me, it usually sits in my groundstall looking relatively innocuous and hard enough to remove that they'd rather kill other stuff.
And then I finally persuade them to attack and it wrecks them utterly. Glad I'm not the only one that likes it, though.