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CardName: The Simurgh Cost: 5WWW Type: Legendary Creature - Endbringer Pow/Tgh: 7/7 Rules Text: Flying If The Simurgh would be destroyed, regenerate it. Whenever another creature without a fate counter on it attacks or blocks, put a fate counter on it. Whenever a creature with a fate counter attacks or blocks, destroy all attacking creatures and all blocking creatures. Flavour Text: Set/Rarity: Worm Mythic

The Simurgh
{5}{w}{w}{w}
 
 M 
Legendary Creature – Endbringer
Flying
If The Simurgh would be destroyed, regenerate it.
Whenever another creature without a fate counter on it attacks or blocks, put a fate counter on it.
Whenever a creature with a fate counter attacks or blocks, destroy all attacking creatures and all blocking creatures.
7/7
Updated on 25 Sep 2017 by Alex

History: [-]

2014-12-17 12:17:08: Alex created and commented on the card The Simurgh

As discussed on Leviathan. Not sure if the regeneration ability is sensible here or not.

This is my attempt at capturing the Simurgh's "walking bomb" effect she has on those who are around her. Should it say "you don't control"?

Could alternatively focus on her precognition or ability to copy Tinker abilities around her. But those are both blue effects, and Leviathan really wants to be blue (as for that matter does Khonsu) and I don't think we want all the Endbringers to be blue...

Hmm. Indeed, the Simurgh is most certainly blue. It's bizarre to see you putting her in white, even if you've made the abilities make sense mechanically.

Well... she is a huge flying angel of death. She feels like the most white-suited of the Endbringers to me. Though I guess I could see it for Khonsu or Tohu/Bohu.

This fits her perfectly mechanically. It's unfortunate that her character is blue.

Argument could be made to make her red - she's capricious and seemingly random. And even where she's planning; she uses randomness to get it.

I'd also really like to see them all have some slow-regen mechanic; they DO go away when fought; after all. They're just guaranteed to come back on a semi-predictable schedule.

"When ~ dies, put it third down in your deck"? Again - blue! Blue gets all the mechanics, damnit.

She's a huge angel of doom. She doesn't usually kill directly; but by proximity and those who hear her scream are sure to bring disaster, later.

... she's a banshee.

And; huh; Midnight Banshee is a really good mechanical fit. The whole "Don't stay in combat too long" thing.

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