Pyrulea: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | More Detail on The Set | Skeleton | Color Archetypes | Creative/World Building | Cycles |
Code: Active?: false History: [-] Add your comments: |
Ramp set needs Invoker cycle
This is actually something that I felt we needed, more mana sinks. Similar to kicker being in Zendikar, we should have some things to put the extra mana you get from increasing your discovery.
Mana sinks are awesome, especially with all the triggered abilities we have right now. I just thought we wanted it to be different from Zendikar, so using a so far Zendikar exclusive type of card feels a bit weird.
I know we're trying to be different from Zendikar but there are going to be places where it overlaps. The first Invokers came from Legions as well so it doesnt feel to weird. There's other directions we can go as well, as far as mana sinks are concerned.
Maybe I'm a little ignorant in this area, but I don't see the appeal of cards like this very much. Unless somehow, the mere act of spending lots of mana is rewarded. I don't see why I'd want to dump 8 mana into a relatively minor activated ability. I guess some of the other ones presented are a bit better. But my intuitive reaction, from a competitive deckbuilding POV, is "why would I want to activate an ability like this for 8 mana on an easily killable creature"?
Yep, I started with this one and didn't get into the right mindset right away. The actual purpose is to give abilities that can break a stalemate - but also creatures that are common level rather than uncommon level.
Maybe this could become a bear or pump for +2/+1 or have a different efffect (token creation?).
I think giving +2/+1 works better here.
added rarity; +1/+2 => +2/+1