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CardName: Healing Charm Cost: W Type: Instant Pow/Tgh: / Rules Text: Choose one — • Prevent the next 3 damage to target creature. • Prevent the next 3 damage to target player. • Gain 3 life. Flavour Text: Set/Rarity: Cards With No Home Common |
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Don't mind me. I just like to muse over how balance this is with the rest of the one-cost charms. For those of us started playing the game after 8th edition, I'm referencing the card Healing Salve.
You mean Healing Salve? It kind of sucks.
Depends. I once won an Urza's Saga draft tournament off a timely Salve (opponent cast Wildfire. I had one mana open.) It makes for okay limited chaff.
Also, for reference sake, all one-cost charms kind of suck. It's the price you pay for versatility.
Almost all cards can help you win a game given the right circumstance. Doesn't mean that they're good.
I don't think that Funeral Charm / Piracy Charm sucks.
It is indeed healing salve, and healing salve is indeed underrated (though it is still not very good).
Merge the first two modes "Prevent the next 3 damage to target"? And add some minor third mode?
Given how the two modes would be so similar, maybe the third mode could then be "Target creature gets -3/-0 UEOT"? Somewhat of a bend and also an obscure reference to Ivory Charm I guess.
Do you specifically want it to be a charm? Maybe something like regenerate or indestructibility? That might be a bit strong for 1 mana but would fit the theme. Or change it to prevent all damage or all damage from one source?
I just thought the idea of writing out Healing Salve as a charm was cute. No further development is needed, since I'm not putting it in a set any time soon. (The Cube According to Gatherer has pretty much sucked up all my spare design time.)
The new set is going to have an instant with the mana cost
and:
> "Prevent the next 3 damage that would be dealt to any target this turn by a source of your choice. You gain 3 life. "