Sienira's Facets: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | The Facets Of Sienira | Keyword Mechanics | FAQ |
CardName: Mana Scars Cost: 2R Type: Sorcery Pow/Tgh: Rules Text: Mana Scars deals 3 damage to target player. Whenever a land enters the battlefield under you control, if Mana Scars is in your graveyard, you may have Mana Scars deal 1 damage to target player. Flavour Text: Set/Rarity: Sienira's Facets Common |
History: [-] Add your comments: |
I wanted both the sorcery colours to have some sorcery at common that was a potential win condition, while still being common and not stupid-strong.
The set has only a single card that can remove a sorcery from an opponent's graveyard, which makes this a serious source of damage over time. 4R is probably not an unreasonable cost.
Having played against it, I don't think it's a problem at 2R. It doesn't affect the board state at all. It does mean the red mage has time on his side, but I kinda like that. Incentives to make the game not drag on indefinitely. Nonetheless, I'd be interested in others' thoughts.
Having played /with/ it, I also think it's fine as is.
It may be slightly more potent in constructed, though - with only 1 copy in my deck I've often got no lands in hand when I draw it. If I can draw it more reliably by turn 3, and potentially get 2 of them landfalling at once, it may be a bit nastier.
Good point, and that deck would definitely be something to check out when we test some SF constructed decks. But I think that's likely also fine by constructed standards.