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CardName: Crag Beetle Cost: 3gw Type: Creature - Insect Pow/Tgh: 5/5 Rules Text: {2}: Put one +1/+1 counter on Crag Beetle. Crag Beetle can't attack this turn. Any player may play this ability. When Crag Beetle has 10 or more +1/+1 counters on it sacrifice it and put a 15/15 green and white Beast creature with Trample and Vigilance onto the battlefield. Flavour Text: Set/Rarity: Haith Mythic |
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Wacky! Quite fun. I think it could be cheaper, because it has a "drawback" and mythic "attacking-y" creatures are generally P/T equal to their CMC anyway.
Is it meant to be sacrificed when it has 10 or more counters, i.e. when it's 15/15? Or when it's got 5 or more counters, i.e. when it's 10/10?
Yeah should make it a 15/15 instead. Allright i'll rethink the cost!
Usually i think it will take 2-3 turns to get it going!
I have this idea to create a Mythic cycle of big drawback creatures! Next up is the Blue/Black
You should know that that's pretty much opposed to what mythic rarity was meant to be. There have been very few mythics with a drawback, because Wizards are generally aiming for mythic rarity to be the opposite of that. Mythic is meant to be something new players can get really excited about, and drawbacks often seem disproportionately offputting to new players. Hellcarver Demon, Abyssal Persecutor and Rakdos, Lord of Riots are the only ones that I can think of; all three have a strong demonic flavour, and Hellcarver and Rakdos have a powerful upside too.
(Doing the search, there are a few others I missed. Malfegor and Xathrid Demon are keeping up the demonic flavour; there's also Grimgrin, Corpse-Born, Ruhan of the Fomori, and Skaab Ruinator; plus a couple of symmetrical cases like Novablast Wurm and Defiler of Souls. Out of 184 printed mythic creatures, that's 8-10, or an average of slightly less than one per set.)
I think the key point here is that drawbacks are fine on Mythic if they exhibit great flavor, or create great stories. Players, however, don't want Mythics that have drawbacks just to decrease the cost of the card. The drawback on Crag Beetle is fine, since it's a part of an interlocking puzzle. On Hellcarver Demon, it's a dramatic all or nothing attack. On Grimgrin, it's a part of the flavor of absorbing bodies into an ever-increasing monstrosity. Keep to drawbacks like that and you should be fine. Try to make some mythics similar to Phyrexian Scuta and Goblin Guide, however, and you'll have a bunch of angry players with pitchforks after you.