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CardName: Twinkling Starcharm Cost: 2G Type: Enchantment Pow/Tgh: / Rules Text: Whenever you cast a green spell, you may pay {1}. If you do, put a vitality counter on Twinkling Starcharm, then gain life equal to the number of vitality counters on Twinkling Starcharm. Flavour Text: Set/Rarity: Mashup: the Gathering Workbench Mythic

Twinkling Starcharm
{2}{g}
 
 M 
Enchantment
Whenever you cast a green spell, you may pay {1}. If you do, put a vitality counter on Twinkling Starcharm, then gain life equal to the number of vitality counters on Twinkling Starcharm.
Updated on 08 Aug 2013 by jmgariepy

History: [-]

2013-08-08 23:55:41: jmgariepy created the card Twinkling Starcharm
2013-08-08 23:56:53: jmgariepy moved the card Twinkling Starcharm from Mashup: the Gathering Alpha into Mashup: the Gathering Workbench
2013-08-08 23:59:50: jmgariepy edited Twinkling Starcharm

seems rare, not mythic

sweet though

All the colored slots are filled, except for Mythic Green. I played around with trying to force it a couple of times, but just kept getting mashups that required crazy stretches to get to this combination of color and rarity. The truth is, Mythic is hard to accidentally fall on. Out of all the mashups I did, only a few ended up Mythic.

So I took a different tack. One random card, then shift it green and Mythic. My first random card came back and I got Iron Star. Doable, and the resulting card looks fine to me, but I got to impose a one lucky charm variant per set rule. Some cards... they just pop up on random more frequently than others. Every core set, and some expansions have featured 5 lucky charms, so that card is just going keep popping up like basic land.

Anyhow, Starcharm is in the workbench for a future set. Let's try again.

This is one of those mythics like Archangel's Light that people would probably hate.

Nah. People hate Archangel's Light because it costs too much, and there's a rare that does the same exact thing for cheaper: Ancestral Tribute. It really takes the sting out of the thing.

All this card would need is to be aggressively costed. I thought I did that at {2}{g}, but it might need to go down to {1}{g}. Find the right cost, and it's a good card. Use the wrong cost, and it's a bad one.

I just couldn't tell you what that cost is until I tested the card. It doesn't take long for this card to start getting ridiculous. Stick this card on round 3, and you can expect to gain about 15 life by round 8... and that's when the card starts to get really dangerous. If you build a deck that intentionally abuses it, then the card starts to get nasty. (Something similar to Horned Kavu for example, or Stampeding Wildebeast.)

The real problem with the card is that it doesn't fit a proper archetype. The card would be great in a blue control deck... but doesn't really work in a blue-green control deck if it's only going to count the green spells. That problem doesn't really bother me, though. It just supports an archetype that rarely gets supported: Mono-Green control. Combine this card with Fogs and Planeswalkers and you're doing fine.

This is pretty cool. On the rare side of mythic, but still not completely out-of-place in mythic. Rather better than I suspect I'd have managed on the task "shift Iron Star to green and mythic"!

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