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CardName: Force Capture Cost: W Type: Snow Enchantment Pow/Tgh: / Rules Text: At the beginning of each combat, choose target creature. Whenever that creature deals combat damage this turn, put a thaw counter on Force Capture. {s}{W}, sacrifice Force Capture: Target creature can block up to X additional creatures until end of turn, where X is the number of thaw counters on Force Capture. Flavour Text: Set/Rarity: Untitled Snow Set Common

Force Capture
{w}
 
 C 
Snow Enchantment
At the beginning of each combat, choose target creature. Whenever that creature deals combat damage this turn, put a thaw counter on Force Capture.
{s}{w}, sacrifice Force Capture: Target creature can block up to X additional creatures until end of turn, where X is the number of thaw counters on Force Capture.
Updated on 10 Mar 2018 by ChalkdustOnline

Code: CW06

History: [-]

2018-03-08 10:00:05: ChalkdustOnline created the card Force Capture

Profound.

It was a mistek, I swer!

2018-03-08 10:03:46: ChalkdustOnline edited Force Capture

Very wordy, lots of annoying triggers every turn, and given all that, it accomplishes relatively little. I don't care for this much and even less so at common. All the snow elements feel pretty tacked on as well since I'm not really getting any clear flavor out of this :/

Most of these comments apply to the other cards of this cycle as well btw.

I don't have any real suggestions to improve any of this since I don't really know what the purpose of these are. What are these trying to accomplish?

Durn it; I much preferred this as blank. Just: "White. Snow enchantment." It really was pleasing.

Now it's... a delayed action small damage prevention, with way too many words for too small an effect. Previously it had protection from words. Grant it wordproof!

Yeah I'm not super-stoked on its effect currently.

2018-03-09 22:46:19: ChalkdustOnline edited Force Capture:

maybe shield wall instead of damage prevention?

That effect hardly even matters IMO since the whole "at the beginning of each combat" ability is so problematic. If I had to choose something I would go with an effect that uses the least amount of text. Straight-up life gain perhaps?

The card currently has 8 lines of text (in MSE render as well) so it isn't completely absurd, but is this cycle really worth getting 5 cards red-flagged by default?

Actually this card has a quite of list things it would get redflagged for

  • More than 3 lines of text.
  • Likely needs to be read twice.
  • Annoying to manage when you have multiple of these out.
  • Affects other permanents (makes combat math harder).
  • Uses "X".
  • ...

Undoubtedly the mandatory triggers on each turn (even on opponent's turns) are redflag worthy as well.

Here's the link to the Redflagging primer if you don't know what I'm referring to.

If you're not in the mood of scrapping these / overhauling them, you could just pump them up to uncommon for now.

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