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CardName: Sarpadia Cost: 3 Type: Scene - Dominaria Pow/Tgh: /3 Rules Text: [+1]: Choose a color and creature type. Create a 1/1 creature token of the chosen color and creature type. [-7]: **Climax** -- You get an emblem with "Each creature you control gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it." Flavour Text: Set/Rarity: Logic: the Processing Rare

Sarpadia
{3}
 
 R 
Scene – Dominaria
+1: Choose a color and creature type. Create a 1/1 creature token of the chosen color and creature type.

-7: Climax — You get an emblem with "Each creature you control gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it."
3
Updated on 08 Nov 2021 by amuseum

History: [-]

2017-03-29 19:04:53: amuseum created and commented on the card Sarpadia

Scene is new permanent card type. It is played whenever a land can be played and uses up a land drop. Scenes have no mana cost, and do not generate mana.

Only one Scene per subtype can be on the battlefield at a time. Many scenes of different subtypes can be in play at the same time. As new Scene enters the battlefield, all other scenes with same subtypes are sacrificed. (Similar to World enchantments.) Subtypes are named after planes.

Future land related effects may also explicit include scenes as well. Ex. "Destroy target land or Scene." "Search your library for a land or Scene card."

Like Planeswalkers, Scenes are always mythic rare and in similar amounts.

(FYI: Sarpadia's ability is copied from Coat of Arms. )

Has the same problem of enchant worlds; you'll have to run them just to deprive your opponent of them.

Especially if they are this good! I have 8 elf tokens, they all gian +elf/+elf is a bit ridiculous for not even costing any mana!

Mm, I wouldn't say "can be destroyed by the opponent playing a specific mythic rare" is enough downside to justify removing {5} from the cost of Coat of Arms.

Glad to see a card connected to Sarpadia, though.

Yeah, this is clearly too strong.

But it does raise a good question, which is what the appropriate power level of a card that simply eats up a land drop should be. And to be honest, there really isn't much in the way of existing cards to compare it to.

I think it's inherently hard to balance. I've tried several times before with mixed success. In the late game, a land-drop card is almost free, except you can't play multiples. In the early game, it's often too prohibitive to skip a land drop, and an invitation to set back your mana development too far. I think wizards said something similar about an early version of landfall (which rewarded you for SKIPPING a land drop).

Way back in the day, Wizards used to print some lands that didn't include mana. I'd say they make for a good guide, but Sorrow's Path is laughably bad, and Oasis was, as a rule, underpowered even for its day. Timeshifted Safe Haven, however, has a feedback rating of 3.5, which lends me to believe that it's right on the money, albeit it could be a little better if it was expected to be Rare/Mythic.

Funny thing about Safe Haven. Its ability was reprinted as a {1} cost artifact in Mirrodin as Synod Sanctum. Technically, the Sanctum was a little different because it required paying {2} to return all the creatures... but that's kind of balanced by the Haven's drawback of only being usable during the upkeep. The Sanctum's real weakness was that you could destroy it... but that's the weakness that every artifact has over every land, so it's meaningless when determining a cost. For comparison, the Sanctum comes with a feedback rating of 3.920... it's clear that most people would rather run it over the Safe Haven.

So, if we're to go by the Haven/Sanctum example, then I guess what we learn is that Scenes should be equivalent to powerful {1} cost artifacts, or weak {2} cost artifacts. Like Jack said, there's an inherent disadvantage playing them first, but almost zero disadvantage playing at the top of the curve. A free Howling Mine that you couldn't play until round 6 sounds like a decent card to me.

2020-02-10 23:35:48: amuseum edited Sarpadia:

scene with climax

2020-02-10 23:36:03: amuseum edited Sarpadia

The Myr cycle fairly strongly confirmed that "2 cost artifact" was about the right equivalent for a land :)

Using up your land drop becomes "Play only one a turn" if you have no land in your deck. That feels like a huge problem for the mechanic; but, well, only one a turn is a serious limit for most spells. But on the third hand... maybe not a problem if they are all this good; and require specialised removal.

2020-02-11 01:37:35: amuseum edited Sarpadia
2020-08-03 15:59:01: amuseum edited Sarpadia

Why does the card "Sarpadia" depict Aeronan Saprolings and Phyrexians?

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