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CardName: Villagers' Fortifications Cost: 1WW Type: Enchantment Pow/Tgh: / Rules Text: Human creatures you control get +1/+1 and have first strike. {W}{W}: Put a 1/1 white Human creature token onto the battlefield. Activate this ability only once each turn and only if a creature is attacking you. Flavour Text: Set/Rarity: Random Cards Rare |
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Comments please!
+1/+1 would be more normal than +1/+2. In particular first strike means extra toughness often won't matter so the extra +0/+1 isn't worth the mental overhead.
The token ability... It's powerful. The problem I foresee is something like this. Suppose an opponent has been winning the creature war but you have this. If you leave 6 mana up, you can make 6 power of first strike which is enough to protect you, so that's what you do. The opponent can see this too so on their turn they don't attack. It's a recipe for stalled games, single-handedly stopping a game from ending.
Better?
The first ability, yes.
The second ability, not really. Changing the power level isn't really going to affect the dynamic I talked about (well, unless you make it so bad that the card overall is just unplayable, which you also don't want).
I was trying to figure out how much a 2/2 first striker token pumper should cost, but couldn't really place it. A few cards make 2/2s, but the relevant ones all tap, which restricts the card quite a bit. The closest I can reasonably compare this card to is Centaur Glade, if you're willing to say that a 2/2 first striker may not be better than a 3/3, but it's close-ish, and the bonus for the rest of your humans make up for it. The Glade comes in at 4.14 stars... a very respectable number.
Fixed?
Ah. Yes, that avoids the ground-stalls issue quite nicely. Nice one. (The main card's mana cost could probably come down a little now too.)
okay?