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CardName: Vitalspore Spider Cost: 3{G}{W} Type: Creature - Spider Pow/Tgh: 2/4 Rules Text: Revive (When Vitalspore Spider enters the battlefield you may return target creature from your graveyard with converted mana cost equal to or less then the number of permanents with Recover you control to the battlefield.) Reach Flavour Text: Set/Rarity: Haith Common

Vitalspore Spider
{3}{g}{w}
 
 C 
Creature – Spider
Revive (When Vitalspore Spider enters the battlefield you may return target creature from your graveyard with converted mana cost equal to or less then the number of permanents with Recover you control to the battlefield.)
Reach
2/4
Updated on 19 Jan 2013 by raggarn12345

History: [-]

2013-01-19 00:32:43: raggarn12345 created the card Vitalspore Spider
2013-01-19 00:32:58: raggarn12345 edited Vitalspore Spider

Am I understanding correctly that on its own this gives you back onto the battlefield a small ccreature when this enters the battlefield itself? If so that sounds like a pretty fun mechanic, especially to chain several of them into each other, but it might not be a very good idea at common.

it's correct, but all creatures with Recover have a high Converted mana cost! this way it's balanced so for a Recover chain to hit you need multiple recover cards in play. The only low cost Recover card so far is an Aura card! and that is 3 CC there are another for 4. but to get a chain going you got to have atleast 4 or 5 recover creatures in play and then the same amount in a graveyard! so i find it difficult at the moment to make it broken in a limited format atleast. But i am thinking of creating a very low cost Uncommon creature for G/W that has recover and something else.

Correction: I actually created one. its a white 2/2 sac: destroy target artifact. I have to go over the recover spots atm i think there might be to many.

Recover still needs to say whether it returns the creature "to the battlefield" or "to your hand".

That's a sensible limitation, keeping all the recover cards a high converted mana cost. It also might be a bad idea. Players will see this mechanic and look for the low cost recover cards (like with Alex's first reaction). When they don't find them, they will be disappointed, and a number of them will declare the mechanic 'useless' (even when it's quite fun/good/powerful).

Without intending it, you'll be offering something powerful, then taking it away. Some players resent being told a mechanic is too powerful for them to play with... they weren't playing with the mechanic to win the game, they were doing it to do wacky stuff and have fun, but the community can't be trusted so they suffer, and they're very unhappy about it.

You could, instead, just make the cheap recover cards not efficient (and/or transient). A creature that cost {1}{g}, comes into play, gains you 2 life, and leaves play at the end of turn would do a good job, temporarily chaining you into big cards, gaining you a bit of life, but preventing continuous board lock situations at the same time. I assume there's other ideas that would work, too.

Yes, i think i have an answer. So that i can make lower costed recover cards. I might have to rethink the flavor. But i have an idea that Recover cards cand put back cards from a graveyard with recovery. But that will also ruin the fun of it. So my second idea is just to keep all the recover cards at a kind of Vanilla level, so sometimes you might be able to recover a creature with recover and it will recover another creature with recover. and you will get creatures in play but they will be much easier to handle then say the other creatures in Limited.

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