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CardName: Bala Ged Cost: Type: Plane - Zendikar Pow/Tgh: / Rules Text: Whenever a creature attacks, put a quest counter on Bala Ged, then put a +1/+1 counter on that creature for each quest counter on Bala Ged. Then, if Bala Ged has five or more quest counters on it, planeswalk away from it. When you planeswalk away from Bala Ged, each creature gets +X/+0 and trample until end of turn, where X is that creature's power. At the beginning of the next end step, destroy each creature that attacked this turn. Flavour Text: Whenever you roll {CHAOS}, put a quest counter on Bala Ged. Set/Rarity: Carddesigns None

Bala Ged
Plane – Zendikar
Whenever a creature attacks, put a quest counter on Bala Ged, then put a +1/+1 counter on that creature for each quest counter on Bala Ged. Then, if Bala Ged has five or more quest counters on it, planeswalk away from it.
When you planeswalk away from Bala Ged, each creature gets +X/+0 and trample until end of turn, where X is that creature's power. At the beginning of the next end step, destroy each creature that attacked this turn.
Whenever you roll {chaos}, put a quest counter on Bala Ged.
Updated on 09 Jan 2016 by Jsys Cryst

History: [-]

2014-07-21 12:55:52: Jsys Cryst created the card Bala Ged
2014-07-22 05:38:16: Jsys Cryst edited Bala Ged

Five +1/+1 counters on each creature?! Yow. And even more than that for the first five creatures to attack. This will pass pretty quickly, but it's like a permanent Beastmaster Ascension until it does!

Yeah it was meant to be somewhere between Quest for the Gemblades and Beastmaster Ascension but I guess I went to high on both parts.

Maybe planeswalking away could Berserks all (your?) creatures...

This causes an odd interaction at different stages of the game. If, for example, I controlled two creatures, and my opponent controlled two creatures, and we were both at 15, then I wouldn't attack, since my opponent's attack would be that much greater. Weird stalemate.

2014-07-23 05:44:45: Jsys Cryst edited Bala Ged:

Planeswalk away effect changed from 5 +1/+1 counters to Berserk.

I guess now that it doesn't pump again when you leave, the weird stalemate isn't as bad because basically the player who cracks it will not have to worry about the counterattack being stronger than his own alpha strike. If the defending player survives, the destroy part of Berserk evens out the massive swing the plane makes possible.

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