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CardName: Surprise Jungle Cost: {4}{G} Type: Instant Pow/Tgh: / Rules Text: Each player gains 4 life. Surprise Jungle deals 4 damage to all flying creatures. Affinity for spells (This costs {1} less to cast for each other spell cast this turn) Flavour Text: Set/Rarity: Community Mashup Set Rare

Surprise Jungle
{4}{g}
 
 R 
Instant
Each player gains 4 life.
Surprise Jungle deals 4 damage to all flying creatures.
Affinity for spells (This costs {1} less to cast for each other spell cast this turn)
Updated on 12 Jul 2018 by Vitenka

History: [-]

2018-07-12 08:46:11: Vitenka created and commented on the card Surprise Jungle

­Needlestorm + Daybreak Wanderer

Huh, Hurricane but efficient but can't kill the things you actually want to kill with it. And 1/1 lifelink bestow.

Can I bestow a hurricane? I could lifelink one; after all, needlestorm doesn't hit players, so it's a natural evolution. And green does get lifegain.

Yeha, let's do that.

And we can point out that this name has 'storm' in it. Which ends up in a terrifying place. Storm spells that deal damage are just freaky good. Even with a limited target set, this is kinda scary. Better cost it a bit higher? I dunno, I suspect the way to balance 'storm' is "Don't put storm on things". Like affinity.

Huh. "Affinity for spells". That... works. Instead of 1's everywhere, bump it back up to 4.

And to let you take advantage of this in a much more interesting way; flip it to being an instant. And.. now the 'storm' joke is gone; so rename again. (Was "Needle storm" with a space)

Spells that deal damage to all creatures are {r}. Spells that destroy creatures are {b}. Spells that either deal damage or destroy flying creatures are {g} - such as Plummet or Needle Storm.

2018-07-12 09:37:16: Vitenka edited Surprise Jungle:

gack! All my discussion was indeed about flying creatures - from hurricane etc. Then I go and miss it out of the actual card. Yes; I know this limit, and have added 'flying' back in.

2018-07-12 09:37:29: Vitenka edited Surprise Jungle:

and fix typo while I'm at it

I see, yes. That's a critical typo :)

It looks okay sorta. The implied relation between damage and lifegain gives it this 'drain' feeling that would suggest either mono-{b} or {w/r} and is kind of weird on a mono-{g} card. I guess it works mechanically though the question is more on the side of flavor as to why is it giving you life in this scenario.

'Affinity for spells' is something that hardly makes any sense without context so I don't know what to say about that. It probably isn't something you would want to ever put on a common so where it would make its appearance is uncertain. I would wager the mechanic could be seen there where various 'affinity for x' concepts would be played with.

Yeah; let's assume it's in a hypothetical set with other "affinity for". Which since afifnity is just about as broken as storm really needs to never happen.

You're right about the drain feeling. Although at least it's not flat-out "You gain the life equal to the damage dealt this way". As I said, I was pushing from hurricane (which dealt damage to players) through needlebreak, to this.

Actually; I should have made it "each player gains 4 life" to make that more obvious, and much less black.

Flavour would then be some kind of massive jungle growing up, flooding everything with life - but smashing the flying creatuires from below.

2018-07-12 10:56:53: Vitenka edited Surprise Jungle:

yeah, lets do that

Flavor feels really jumbled up to me tbh. This is what I thought up after thinking about the concept of 'bestowing Hurricane': Storm Break.

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