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CardName: Evolved Wilder Cost: {G}{G} Type: Planeswalker Pow/Tgh: /1 Rules Text: [-1]: Return a card from the graveyard to your hand. Flavour Text: Set/Rarity: Community Mashup Set Rare

Evolved Wilder
{g}{g}
 
 R 
Planeswalker
-1: Return a card from the graveyard to your hand.
1
Updated on 22 Jun 2018 by Vitenka

History: [-]

2018-06-22 10:51:16: Vitenka created and commented on the card Evolved Wilder

­Evolving Wilds + Construct Fate

Huh; another cardset I can't comment on. First comment - why isn't that just an artifact; why a spell to summon an artifact? I guess it might have been before coloured artifacts? And anyway, it's just a way to get a delayed-action boomerang which is not a wonderful ting to have lying around.

The official card is a land, that is ALSO sacrifice-for-effect; in this case, the effect being "Get a useful land". It's pure deck-size-reduction; and pretty useful as a colour fixer (even leaving aside the cheaty dual-lands that are also basic despite being, well, not).

So something that sacrifices itself for a 2-ish-cost effect. Wow, that's sure a narrow design space. However will we cope.

Ok; so something that sacrifices to boomerang a basic land. That... works but is annoying.

Maybe the names can inspire? They're almost opposites. Evolve/Construct Wild/Fate. Maybe this should be a split card?

Wild Evolution? Unstable Mutation variant? Fate construction? Some kind of combo-build engine?

That latter works, and fills in the for "sacrificial 2-cost". Something that on its own isn't any use; but can be used to fill out your combo. And I think the thing we'll sacrifice for, is regrowth.

This might actually be a good use for a planeswalker.

I mean maaaaybe. I have sets that currently have cards such Opening the Eye and Gift of Insight, but I would still be wary of using designs such as this.

It essentially uses the planeswalker type as a battery for counters that can also be attacked. For the 'walker type to make any sense I would at least expect the ability to be usable multiple times so that the drawback of being attackable could take effect. This example card is essentially a virtual sorcery with a lot of (seemingly?) unnecessary complexity laid on top of it.

Exactly. Like both of the source cards - it's a sorcery that you play and it hangs around until you actually want it. They used a land, and a token artifact; I used an planeswalker. I could have used a cretaure, but I felt like a planeswalker instead.

Admittedly; yeah; you're usually not going to have this lying around for later. That's a problem both of the source cards have though. But maybe you really REALLY want to cast some card twice next turn, and don't have the mana to do that and cast this.

I deliberately used only a single use on it, with no +1. Certain segments of players will have great fun coming up with ways to break that, and making good use of the result.

But I'm not claiming this is a great card. Just a decent one from a mash :)

Confused about your comment about "cheaty dual lands." While the rare fetches can get duals, Evolving Wilds and things that say "basic" can't

It seems that using a planeswalker misses that planeswalkers use their abilities sorcery speed, so this will be either used immediately or be vulnerable and a lot of the benefits of having a Seal of Fire-like thing lying around are lost.

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