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CardName: "Adjective-Gorge" Miner Cost: r Type: Creature - Dwarf Miner Pow/Tgh: 1/1 Rules Text: {T}, Tap an untapped land you control: Create a colorless Gold artifact token. (It has "Sacrifice this artifact: Add one mana of any color to your mana pool.") Flavour Text: Set/Rarity: Traveler Tales Common

"Adjective-Gorge" Miner
{r}
 
 C 
Creature – Dwarf Miner
{t}, Tap an untapped land you control: Create a colorless Gold artifact token. (It has "Sacrifice this artifact: Add one mana of any color to your mana pool.")
1/1
Updated on 30 Mar 2017 by KeresAcheron

Code: CR01

History: [-]

2017-03-14 02:28:46: KeresAcheron created and commented on the card "Adjective-Gorge" Miner

(R) 1/1 which taps itself and an untapped land to make a gold token. Is mostly red for the flavour. Red has the ability to generate bursts of fast mana and to make mana of any color so this should be a bleed, not break.

2017-03-14 02:28:56: KeresAcheron edited "Adjective-Gorge" Miner
2017-03-20 10:20:15: KeresAcheron edited "Adjective-Gorge" Miner

I'm okay with shifting color fixing to {r}, but this is more of a ramp than a burst kind of card.

It would be much more in red if it were instead:

> {t}, Sacrifice a land: Create ...

Um; why not just:
­{1}{t}: ... (Or even {r}{t})

It seems like it would capture the same flavour, and be less fiddly to read.

Flavour is great. The dwarf goes finding gold in the hills.

Mechanics is less great; but it's no worse than a storage land or artifact; which red has always been able to use.

Tahazzar:

While this a ramp card, it takes three turns before you've actually gotten ahead on mana, and that requires not using a land the previous turn. And like a burst card, you can only use the Gold tokens once. (Contrast this to Llanowar Elves style cards, that are act like 'extra lands')

Wizards has decided to discontinue rituals as they enable degenerate strategies and has also discontinued free spells for similar reasons. The idea here is you need to build up the burst of mana over time and you can't generate more mana than you spend, limiting broken combos. Slowly amassing a horde of gold, then spending all of it at once on a giant spell/dragon feels very red and should play similarly to a mana bursting fuelled big turn while enabling more board interactions. (Even if planning ahead and not instantly spending gold is blue instead of red, the payoff feels red.)

The sacrifice a land design, while flavourful and very red, wouldn't accomplish the goal of enable limited decks to run four colour spells. And would be a lot weaker since a land is usually worth more than a single a gold token so it would greatly weaken the filtering effect. And sacrificing a land to make multiple gold tokens would be a different flavour and play style. (It would have to cost 3-4 mana to prevent racing ahead.)

Vitenka:

The tap an untapped land, while playing almost entirely the same as "{1}, {t}:", feels much more flavourful to me, as the creature is using the land itself instead to produce the gold, instead of using the land's mana to fuel a gold production spell. I will keep this in mind though and it goes point.

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