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CardName: Sharktooth Charm Cost: U Type: Instant Pow/Tgh: / Rules Text: Choose one - ● Target land becomes an Island until end of turn. ● Swap target creature's power and toughness until end of turn. ● Counter target spell that targets a Merfolk you control. Flavour Text: Set/Rarity: Dark Omens Common |
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Before anyone says that the second ability doesn't belong in blue, it was taken 'as is' from the Planar Chaos card Piracy Charm. Whilst I know the colourshifted cards aren't the norm, I'm using it as my excuse. Besides, Sharks are aggressive so flavour wise it fits.
The Charm cycle Halo Charm; Sharktooth Charm, Grave Charm; Forge Charm; and Lushwood Charm.
Are they all fairly balanced with one another or is a particular charm weaker/more powerful?
It's somewhat inelegant for blue and black to both have an option to give */-1 to a creature, and red to be able to deal 1 damage to a creature, as in most circumstances those three will all be identical (and also be the most commonly used mode). The white and red ones are fine, though you're reusing some abilities that have been printed on charms before.
As for using Planar Chaos as a justification, I guess you'll be giving red bounce, blue vigilance and white countermagic too?
all of the charms have at least one ability that has been printed on a charm before (checked Gatherer when making them) and that was the idea. Have changed the Blue, Black, and Green charms.
OK I think this is looking better now. Am happy with choices 1 & 2 but not 100% on 3.