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Mechanics | Skeleton |
CardName: Pulsewave Enhancer Cost: {2} Type: Artifact Pow/Tgh: / Rules Text: Pulsewave Enhancer enters the battlefield with a charge counter on it. {T}: Put a charge counter on Pulsewave Enhancer. {3}: Each creature you control gets +X/+X until end of turn, where is the number of charge counters on Pulsewave Enhancer. Flavour Text: Set/Rarity: Rhondite War Rare |
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Yikes! Exile a land? So drop this on turn 3, then sac your 3 lands to cast whatever Blightsteel Colossus, Steel Hellkite, and Wurmcoil Engine you have in hand?
Personally, I think it's better to just drop 3 Spine of Ish Sahs. Take out the opponent's mana base first, then they won't be able to respond to whatever else you got. And it's not like you need to pay mana for spells anymore...
It should be "You may cast artifact cards as though they had flash." Otherwise you're just granting flash to artifacts already on the battlefield, which isn't very useful.
This version has Trade Secrets Syndrome: two different players each need to have one, but once they do, they can take over a group game very quickly, and try to fight it out between themselves.
The old legendary rule would've fixed this. Oh well, at least I think the idea is salvageable.
Two of these would no longer go interact with each other.
True; but now it's gone too far the other way - this is "Ok, development were a bit worried that mana artifacts and elves were a bit too good, so they wanted a card you could sideboard to nerf that".
That's a junk rare; that might sometimes shine. Not a mythic!
Downgraded to rare.