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CardName: Make // Break Cost: 5UR // 3RW Type: Sorcery // Sorcery Pow/Tgh: / // / Rules Text: Put a flying counter and a trample counter on all red or blue creatures you control. // Choose one — Exile all artifacts; or exile all creatures. Then you may return one card exiled this way to the battlefield under its owner's control. Flavour Text: Set/Rarity: Yet another card dump (Circeus's) Rare |
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This is so much fun. I love it.
Thanks. I like the literal "build a creature" thing on "Make". I might have figured out an acceptable way to do the ability counters thing, too: one per color at common or uncommon, with three more allowed on rares for a total of 8, which would be neatly printed on a token card for cutting into counters.
Ooo. Encouraging players to cut up cards they get from their boosters! Controversial! But I like it.
Not like they care about most of the rule cards anyway :p
Silly as it sounds, I found a few people who refused to write anything on their Double-Faced card tokens, even when they were presented with a felt-tipped marker. Something about destroying anything bothers some people.
But I agree, that's a rational way to do things. You know, Fallen Empires also had a bunch of tokens that you could cut up. I never saw anyone actually do it... but that might have been because most people only ever had one token sheet. Again, it sounds silly... sometimes it's really hard to convince people to do the obvious thing they should enjoy.
On a separate side note, it seems to me that there some keywords are better than others for 'token-ability'. Hexproof seems like a poor choice, since your opponent will often forget that it is there, leading to a lot of take backsies. Same with the Protections. Haste is odd, since it's irrelevant (mostly) after use, clogging up the set with more confusing unneccessary tokens. First Strike and Flying work very well, though. Vigilance is especially good in token form, since it mostly depends on the controller to remember that it's there, not the defender.
My thought was:
Additional counters: Vigilance, Haste or Hexproof (I could drop this spot, but fitting 7 counters on the card is impractical, and 6 feels inelegant) + whatever keyword isn't used for black and green. This will require reviewing the various common cards, and I'll probably throw in Æther Snap or something very close.
The problem with the counters on Make itself is that there are only so many counters blue can grant: flash is nonsensical, and Islandwalk is underwhelming. Maybe reduce it to UR with only Trample and Flying counters is an option, though I liked the whole "complete alteration of the situation" that granting these four abilities however you want create.
Mmm, Make is less fun now. I can see why the change, it's just a pity.
Well, Haste wasn't going to do anything anyway... but yes, I understand why this would be considered 'less fun'.
That said, I think it opens the potential up for 'more fun' down the line on a different card. This card just ended up with a different flavor.
Or as an alternative... does 'Make' really need to be blue/red? If the keywords lean more toward a different two-color combination, wouldn't that make sense? (White has four easy to grasp token keyworkds on its own.)
@Jm Haste certainly can do things. Maybe not much after the initial turn, but the fact it is a counter remains pertinent for stuff like Merash's conversion and Sphacelate.
This version (or the original one) one could easily go in other colors combinations, either with these counters (e.g. in , though it doesn't fit the card name "Swim" at all!), but it seemed to fit especially well...
FWIW Duneblast has shown that destroying all-but-one creature is an absolute blowout and is very strong at 7 mana in three colours. This is 5 in two colours and better in three other ways too.