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Skeleton

CardName: Wind Chill Djinn Cost: 1GG Type: Creature - Djinn Pow/Tgh: 2/2 Rules Text: Reach {1}{G}{G}, Pay 1 life: Target creature gains reach until end of turn. Flavour Text: "New djinn are created when a person imagines that the only thing that would make things worse would be if a meddlesome djinn were involved." -Tarub, Suq'Ata Sailor Set/Rarity: Mashup: the Gathering Alpha Common

Wind Chill Djinn
{1}{g}{g}
 
 C 
Creature – Djinn
Reach
{1}{g}{g}, Pay 1 life: Target creature gains reach until end of turn.
"New djinn are created when a person imagines that the only thing that would make things worse would be if a meddlesome djinn were involved."
-Tarub, Suq'Ata Sailor
2/2
Updated on 21 May 2014 by jmgariepy

Code: CG15

Active?: true

History: [-]

2013-03-27 03:11:27: jmgariepy created the card Wind Chill Djinn
2013-03-27 03:19:06: jmgariepy edited Wind Chill Djinn

Random Generator gave me Karplusan Forest and Harmattan Efreet. Looking at what's left, I realize I need to do some hole filling for Green, and I struggle with this one, because I don't want to turn it into an anti-flying card. After all, I already have (goes back to the skeleton and does the math)... no anti-flying cards in common? Not even a creature with reach? Oh. Well, I guess this can be a good 13th pick answer then, eh?

Messing around with Harrmattan's flavor text, my first attempt was to reverse the order of events and end up with this:

"One moment, I was high as a drake. The next, I was staring down the face of an icy djinn. What a crazy trip." -Tarub, Suq'ata Opium Dealer

But I figured that was a bit too much, even for a fun set. I tried to imagine some sort of flavor text for Tarub that continued Tarub's story as a pawn between two powerful djinn that treat him like a rag-doll, flinging him around in the air... but there was too much explanation needed for how we got there. I figured it was better to get Tarub's take on djinn after a lifetime of similar situations happening to him.

2014-05-21 02:45:52: jmgariepy edited Wind Chill Djinn

Removed reach. Added mana activation and +0/+2.

That said, this isn't very NWO, what with the whole "Let's just sit here and not have any combat" this card inspires. I letting this one slide until playtesting, though. Maybe the added mana cost will help. We'll see.

2014-05-21 23:49:20: jmgariepy edited Wind Chill Djinn

I keep monkeying with this card. Changed loses flying to gains reach and brought the activation back to Harmattan's original, because the other way was me being fancy for no reason, plus it's a little more NWO. Dropped back to 2/2, dropped cost instead to be the same as activation.

Really wish there was more of the Karplusan Forest in this card. I don't want to make this a tap ability, though, and the idea of targeting only red and green creatures seems more odd than good in this overly complicated set.

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