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CardName: Harrison Cost: 1GUR Type: Legendary Planeswalker - Harrison Pow/Tgh: /5 Rules Text: [+2]:Return up to one land card you own to your hand from your graveyard or the battlefield. You may play an additional land this turn. [-1]:Harrison deals damage to each player equal to the number of cards in your hand. [-3]:Draw a card for each color amongst permanents you control. Flavour Text: Set/Rarity: The Pinery Mythic |
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Is this balanced? Can't say.
Hmm. It's kinda kitchen-sink. But I guess it says "Play a stonewall game, preventing damage, building up an army and then zap then for 7 repeatedly"
Which... why isn't it white? Army, and damage-prevention are both white. What's green about this? Cards is blue, direct-damage is red - where's the green?
Powerlevel-wise; If anything, it looks a bit underwhelming. Until you realise that third ability is "draw 3+ cards". Which, hmm, might be too good; but it's tri-colour, so maybe ok.
Cause I don't feel overly partial to white in color theory. I wanted a fog effect to mitigate the damage it deals. This new change looks stronger in most scenarios
Scratch that I made it weaker with better synergy.
Changed again. Now it's pulling in different directions and doesn't know what it wants to be, so therefore it's on track. Something about the wording "Until the end of turn whenever you cast a spell you may discard cards. Each card discarded this way reduces its cost by
" bothers me however.
Abilitis are now
and
. Still no green in it.
The first ability is kinda interesting; but it's also a really nasty tension with the second one. Usually you'd want the first ability to enable the others - here it's the ultimate that enables the + ability. Which is odd.
What does green do that doesn't involve creatures, ramping, and destroying artichants
Most things in the game involve creatures, so that's a bit of a restriction, but: regrowth effects, life gain, damage prevention, enchantment/land-based card draw, land destruction, countering abilities.