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CardName: Impenetrable Carapace Cost: 1G Type: Instant Pow/Tgh: / Rules Text: Chose one -- • Target creature gets +1/+1 and gains hexproof until end of turn. • Put a +1/+1 counter on target creature. Flavour Text: Set/Rarity: Pyrulea Uncommon

Impenetrable Carapace
{1}{g}
 
 U 
Instant
Chose one —
• Target creature gets +1/+1 and gains hexproof until end of turn.
• Put a +1/+1 counter on target creature.
Updated on 17 Dec 2017 by SecretInfiltrator

Code: UG09

Active?: true

History: [-]

2016-10-23 19:19:20: Gustostückerl created the card Impenetrable Carapace

Each mode is weaker than similar cards, but the utility behind it should make it an ok sideboard card.

You know, I was actually wondering about possibly making an uncommon cycle out of Solar Flare. A cycle of utility modal spells, possibly caring about the number 3? This could be part of that, but in its current state it is a bit weak in general and it wouldn't feel like part of a cycle with Solar Flare. In the case of Solar Flare, we get to choose between two different but useful abilities that normally are on a common for the same mana cost.

I'd prefer the utility on this card to not be weaker than similar cards, but about the same. The two abilities are also too similar, being +1/+1 until end of turn vs. a +1/+1 counter. How about one option gives a creature +3/+3 and trample (or perhaps hexproof still) until end of turn (like Predator's Strike)? And then the other ability could be some other useful thing utilizing the number 3 as well? Maybe "Reveal the top three cards of your library. You may put a land card revealed this way into your hand, then put the rest on top in any order".

2016-11-13 09:48:06: SecretInfiltrator edited Impenetrable Carapace:

added rarity

2016-11-23 04:08:42: TRicher edited Impenetrable Carapace:

Added to skeleton

2017-12-17 14:13:03: SecretInfiltrator edited Impenetrable Carapace:

name: added

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