New Mirrodin: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
CardName: Nantuko Glandcore Cost: 1GG/WW Type: Enchantment Pow/Tgh: / Rules Text: Creatures you control get +1/+1 for each counter on them. Flavour Text: "If we assume the Nantuko communicate by scent, then this nursery is positively screeching right now. Grenda... I think we should run." -- Shalahd, Tel-Jilad Warrior Set/Rarity: New Mirrodin Rare |
Code: RG05 Active?: true History: [-] Add your comments: |
Hole filling in the rare slots. I wanted to fill out some Glornicans in these spots. This ability is rather precint considering the amount of ion counters slathered on some Glornicans. Originally, I planned to have this creature come into play and drop a colored ion counter on each creature, since I figured one confusing rare might be okay... but flash does a better job making this card all around splashy, so I gave it that.
The ability is rather what?
Anyway, I like this card. A nice lord for ion creatures and very pleasingly backwards-compatible with, say, a graft or modular deck. It also works as protection from wither and infect.
Heh. That word should be 'prescient'. Though, that's a pretty loose use of the word. I have a tendency to use 'prescient' like it's the word 'useful'. I gotta stop that.
Um, yeah. It means something that predicts the future. If this card was created long before all the ion counter cards then it'd be applicable.
But predicting the future after it's already arrived is considered cheating.
This card is also completely bananas in combination with +1/+1 counters, makes you amusingly immune to wither... I like it. Flashing it to double the size of a modular swarm is just cruel, though.
You know, I was thinking this was on par or a little better than Yeva, Nature's Herald... but you're right. In the right deck, this could go absolutely bonkers. I know you have to build around it, but it sure wouldn't feel fair when you did. I think I'm going to bump it somewhere to 6/6 for six to help deal with that, so the opponent at least has a little time to respond. Unfortunately, while the card will see some testing when I draft this set, it won't get any standard constructed testing to determine just how crazy this is. Ah well.
Most amusing pairing with this card? Everlasting Torment. Protect all your creatures from damage, and wither all of theirs.
Was a 6/6 creature with Flash for 6, but I've been looking through my skeleton, and I noticed that this could be part of a cycle of power enchantments at rare, so why not make it one of those?
good move; this effect really feels like an enchantment
i'm also jealous i didn't think of it first!