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CardName: Vinetouched Clergy Cost: 2W Type: Creature - Human Cleric Pow/Tgh: 3/1 Rules Text: Vigilance {3}{G}: Vinetouched Clergy gets +2/+2 and gains indestructible until end of turn. Flavour Text: Set/Rarity: Faith vs Science DD challenge Common

Vinetouched Clergy
{2}{w}
 
 C 
Creature – Human Cleric
Vigilance
{3}{g}: Vinetouched Clergy gets +2/+2 and gains indestructible until end of turn.
3/1
Updated on 12 Sep 2015 by dude1818

Code: CW14

History: [-]

2015-08-31 12:49:04: Charlie Grant created the card Vinetouched Clergy
2015-08-31 12:49:38: Charlie Grant edited Vinetouched Clergy:

Added mana brackets.

maybe putting this on a 3/1 for {2}{w} may be more appealing.

2015-09-01 06:44:30: Doombringer edited Vinetouched Clergy:

edited costs and P/T

Vigilance + Regeneration = Nonbo

I find myself rarely considering activating the off-color abilities, except for Malmetal Construct. Maybe a rootwalla ability will be more appealing.

Otherwise I suggest to replace regeneration /w indestructible UEOT.

Though I agree generally with your observations, I do feel the need to point out your misuse of the term nonbo. They don't cancel each other out and actually work well together as your opponent has to choose if they want to lose a creature to get it takes down that turn or let it through and have to deal with it on the block.

Many people don't know regenerating taps the creature, since that rarely matters. It seems like a bad idea to combine it with vigilance for that reason alone.

agreed this needs changing

2015-09-12 07:52:58: Charlie Grant edited Vinetouched Clergy:

Changed activated ability.

Changed to pump plus indestructibility to give it effect on attack and block.

2015-09-12 15:06:53: dude1818 edited Vinetouched Clergy:

Templating

This version I find interesting.

...I really don't think repeatable indestructability is something that is a common effect. I think the rootwalla effect alone is a good effect on a vigilance creature.

I'd make it a 2/2 first though.

I, on the other hand, think activated indestructibility is a very suitable thing for common. It's much more suited than regeneration which has multiple fiddly bits. I think the game would be better if most cards with activated regeneration were replaced with activated indestructibility (probably upping the cost by {1} in most cases).

On the other hand, I don't think a common should be able to block and kill a 5/5 every turn. +2/+2 and indestructible is too much (though I think it'd be okay if it could only be activated when attacking).

2/1 with +1/+1? Like a Thraben Valiant with a bonus.

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