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CardName: Cost: {1}{R} Type: Sorcery Pow/Tgh: / Rules Text: Target creature gets +5/+2 until end of turn. If you Discovery is three or greater, that creature gains trample until end of turn. (Your discovery is equal to the number of lands you control with different names) Flavour Text: Set/Rarity: Pyrulea Common

{1}{r}
 
 C 
Sorcery
Target creature gets +5/+2 until end of turn.
If you Discovery is three or greater, that creature gains trample until end of turn. (Your discovery is equal to the number of lands you control with different names)
Updated on 12 Oct 2016 by DJK3654

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2016-10-12 01:25:43: DJK3654 created the card Card73492

I think we should have some more threshold Discovery cards.

Isn't this a bit OP at this mana cost and as a common though? Even without the Discovery part. +5/+3 for 2 mana is a lot.

2016-10-12 01:31:39: TRicher edited Card73492

Red doesn't usually pump toughness, and when it does its only like +1 or +2. Few exceptions to this ofc, but still think that this shouldn't pump toughness. +5/+0 I could get behind, or +4/+0 if you want to be on the safe side.

Yea, I think +5/+0 feels perfect. It makes it a little analogous to red cards that do 5 damage for 2 mana with an additional sac cost, except this adds it to a creature's power until end of turn with trample, without an extra cost.

"Isn't this a bit OP at this mana cost and as a common though? Even without the Discovery part. +5/+3 for 2 mana is a lot."

­Phytoburst, Titanic Growth

"Red doesn't usually pump toughness, and when it does its only like +1 or +2. Few exceptions to this ofc, but still think that this shouldn't pump toughness. +5/+0 I could get behind, or +4/+0 if you want to be on the safe side."

Again, Phytoburst and Titanic Growth are the power comparisons. My preferred alternative if this doesn't work out would {r} for +4/+2.

The comparisons are to green cards though. If you insist on it adding to toughness, +4/+2 would be a compromise.

Those cards are both green for a reason. Red just doesnt get those type of effects normally, they get stuff like Fists of the Anvil and Brute Strength. If it pumps toughness it rarely goes above +x/+1. I understand the thought process behind it but its not red.

­Built to Smash and Distemper of the Blood suggest this is within reasonable boundaries for red. Maybe this could be +5/+2?

Yeah I can get behind that. +x/+3 just feels too green to me. I usually associate red with pumping toughness from between 0 to 2.

2016-10-12 03:50:22: DJK3654 edited Card73492:

'+5/+3'->'+5/+2'

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