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CardName: Dance of Unceasing Flame Cost: 3RR Type: Enchantment Pow/Tgh: / Rules Text: Creatures you control have revel. (If a creature has multiple instances of revel, each triggers separately.) {3}{2/r}{2/r}: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate this ability only any time you could cast a sorcery and only once each turn. Flavour Text: Set/Rarity: Savage Unity Mythic

Dance of Unceasing Flame
{3}{r}{r}
 
 M 
Enchantment
Creatures you control have revel. (If a creature has multiple instances of revel, each triggers separately.)
{3}{2/r}{2/r}: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate this ability only any time you could cast a sorcery and only once each turn.
Updated on 09 Oct 2017 by WOM Devign Team

Code: MR02

History: [-]

2017-09-30 02:58:54: WOM Devign Team created the card Dance of Unceasing Flame
2017-09-30 03:07:21: WOM Devign Team edited Dance of Unceasing Flame:

typo fix

2017-10-06 19:52:15: WOM Devign Team edited Dance of Unceasing Flame:

Clarifying reminder text

2017-10-07 04:59:25: WOM Devign Team moved the card Dance of Unceasing Flame from Wilds of Muraganda into Savage Unity

It is weird to have this reminder text but not the reminder text to revel. This is probably the reason every existing example of this kind of ability is on a creature that has the keyword itself and grants it to others.

Yeah, kind of unusual, but there isn't really space for the two reminder texts since the other ability is conceptually simple but uses a lot of lines. Would you prefer a version with reminder text for Revel but not reminder text about multiple instances stacking?

--CF

This does already have almost twice as many words as would be optimal. As a mythic - go ahead and drop the other chunk of reminder text too - it'll fit a lot better that way.

The {2/r} activation cost is also weird to see. It's got the {3}{r}{r} casting cost; so you have that mana - so why permit extra colourless in the activation? I mean - it would let you activate it with revel mana - but you can only activate it once a turn; so why bother? Or just make it a flat {5}?

Or heck; it's a mythic. Make it happen every turn, without paying anything?

The play pattern where you cast this, alpha strike, use the colorless mana to activate it, and then still have a bunch more mana left over in your third main phase is pretty strong. We want people to have that dream, without necessarily punishing normal activations with a flat cost of {7} or something.

The casting cost and activation cost are both very flexible still, but I am pretty surprised at a suggestion of making the ability 0 mana -- with a medium number of creatures this can deal a bunch of extra damage at a net cost of 0-2 mana the turn you cast it, and then provide extra damage and extreme ramp on later turns. I think probably the lowest we'd go is {1}{2/r}{2/r} for activation.

--CF

But you don't have a bunch more mana left; you just used it casting this. Unless you had >7 creatures on the attack, but if you had that, well, you either just won, or you got all your creatures killed and have lost.

I agree it would be potent as just "Each turn..." but it would be much more exciting. And it's a 5-mana mythic that encourages you to attack and makes mana when you do. So why not let it be potent?

Downside of this - the exciting use of "Attack! Attack more!" is less likely to actually be the right play, compared to "Huh, ok, all my creatures have revel and vigilance. Nifty."

­Karen, Dancer for my take on 'attack again'; though no revel keyword since that's yours :)

If it takes no mana, you only need three goblins to play this and then follow up with a Wurmcoil Engine on the same turn. Then next turn you can cast an OG ulamog with mana to spare. We’re looking to be more exciting than Aggravated Assault, but not really pushed for constructed.

—CF

That's making the somewhat unwarranted assumption that the goblins will survive the first attack. Since you need this to give them revel, the opponent can see it coming...

And, um, you just turned five mana into 6. That's not exactly beyond the bounds of power constraints.

I get where you're going though - that this is repeatedly potentially quite a lot of mana is the dream. But only if you can attack without your creatures dying - and if you can reliably do that, well, you put the opponent on a pretty short clock already.

I just fear that the wisest use of this is "Attack 1, main 2, untap, end turn".

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