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CardName: Naturalist Forcemage Cost: 3GG Type: Creature - Elemental Spellshaper Pow/Tgh: 5/5 Rules Text: {2}{G}{G}{G}{G}, {T}, Discard two cards: Put an 8/8 green elemental creature with trample into play with "At the beginning of your upkeep, this creature deals 8 damage to you unless you pay {G}{G}{G}{G}." Flavour Text: Set/Rarity: Magic 20XD6 Mythic

Naturalist Forcemage
{3}{g}{g}
 
 M 
Creature – Elemental Spellshaper
{2}{g}{g}{g}{g}, {t}, Discard two cards: Put an 8/8 green elemental creature with trample into play with "At the beginning of your upkeep, this creature deals 8 damage to you unless you pay {g}{g}{g}{g}."
5/5
Updated on 18 Feb 2016 by jmgariepy

Code: MG01

History: [-]

2011-04-30 22:34:43: jmgariepy created the card Naturalist Forcemage
2011-04-30 22:35:38: jmgariepy edited Naturalist Forcemage

In the age of Terra Stomper, Force of Nature is pretty darn bad. Spellshaping for it even more so.

This set is intended to be drafted, and therefore constructed values don't apply so much. I propose that if you opened this card in your first pack, you'd probably windmill slap into your draft pile, which is the whole point.

Besides, this card creates multiple iterations of Force of Nature. If your opponent can muster 8 power worth of defense, you just throw another one at him.

Not to mention it's a very flavorful card, which is exactly what you want at the mythic spot. There's not even a name or art and I'm already excited about how awesome this guy is.

I am switching him up from a 6/6 for 4GG to a 4/4 for 2GG to help get past this tendency to compare him to Terra Stomper. Now, players can argue that you can play him early and swing or block. I originally envisioned this cycle of Spellshapers to be huge creatures, since magic didn't have any much larger than 4/4... but the other 4 in the block can represent that, and the effect here is still big.

2011-05-03 04:54:22: jmgariepy edited Naturalist Forcemage

If you're going to change the cost, I'd suggest changing it to five mana, whether it's 3GG or something else. This creates a nice elegance of playing the creature, and then dropping a land the next turn - once he's lost summoning sickness - and using the ability to create a Force of Nature. As it is at 4 mana, you have an awkward turn of "Gee, I wish I could activate the awesome ability of my new creature, but I just don't have enough mana."

Fair enough. 5/5 for 3GG it is.

2011-05-03 07:21:56: jmgariepy edited Naturalist Forcemage
2011-05-14 20:39:11: jmgariepy edited Naturalist Forcemage
2011-05-22 21:54:25: jmgariepy edited Naturalist Forcemage
2011-06-19 23:43:01: jmgariepy edited Naturalist Forcemage

I think I missed this first time round. I love it. :) Force of Nature may be somewhat outclassed power-wise these days, but flavour-wise it's still fantastic. And anything that can make multiple 8/8s deserves to be mythic. (See Godsire and Liege of the Tangle.)

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