Sienira's Facets: Recent Activity
Sienira's Facets: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | The Facets Of Sienira | Keyword Mechanics | FAQ |
Recent updates to Sienira's Facets: (Generated at 2025-05-01 17:41:49)
Part of me wants to use an existing counter type, but "fog" is simply too perfect for the effect. I like the way such a simple (though wordy) effect will make each player think hard about combat.
Part of me wants to use an existing counter type, but "fog" is simply too perfect for the effect. I like the way such a simple (though wordy) effect will make each player think hard about combat.
Very interesting. The second part makes me wonder if it shouldn't be 2RG, but it makes sense as is.
Well, Raise the Alarm exists, but so does Ashcoat Bear. I think I agree 2W would be fine, as would 1WW. It's the kind of thing that could be tweaked to fine-tune the colours' strength in limited, if we played enough draft/sealed to be able to do that.
It's clearly a combo card, but I think it's okay...
Well, Raise the Alarm exists, but so does Ashcoat Bear. I think I agree 2W would be fine, as would 1WW. It's the kind of thing that could be tweaked to fine-tune the colours' strength in limited, if we played enough draft/sealed to be able to do that.
Is this broken with fetchlands, or just powerful? It's also best buddies with Avalanche Heights and Unstable Lavafalls, of course.
Well, Raise the Alarm exists, but so does Ashcoat Bear. I think I agree 2W would be fine, as would 1WW. It's the kind of thing that could be tweaked to fine-tune the colours' strength in limited, if we played enough draft/sealed to be able to do that.
Well, Raise the Alarm exists, but so does Ashcoat Bear. I think I agree 2W would be fine, as would 1WW. It's the kind of thing that could be tweaked to fine-tune the colours' strength in limited, if we played enough draft/sealed to be able to do that.
Actually, having tried it, the abilities look really wrong in the other order. The two abilities relating to the Orc really need to be next to each other.
Wizards are fine with tokens being identical to other tokens in the same set except for haste: see Goblin Assault. It's because it's effectively transient, like the deathtouch from Gilt-Leaf Ambush. The flavour is meant to be that the Orc just occasionally manages to climb the mountain and get onto the back of a dragon, but I can see that might not come across... Swapping the order of the abilities makes sense though.
Mythic rare doesn't feel quite right for a land. The flavor is also odd, though it could be fixed in the art. The triggered ability should probably be placed first, lest it be mistakenly considered part of the first activated ability. Giving haste to your Orc token conflicts with the unhasty tokens created by Destructive Burrows; it would be best to have the tokens of the same color and size be identical.
Seems like a good way to stop having to pay the upkeep but still get the effect (and then you're in 'lose if you forget' territory) But as Alex says, it's just a 2pt poke, nothing massively huge for a 2card combo.
Seems like a good way to stop having to pay the upkeep but still get the effect (and then you're in 'lose if you forget' territory) But as Alex says, it's just a 2pt poke, nothing massively huge for a 2card combo.
With the cantrip worth about
, that leaves
for about half the effect of Telekinesis. I can buy that, though it surprised me at first.
...Fallen Ideal makes this a two-card infinitely large creature with flying, which might be unprintable. On the other hand, everything else except for Shidako, Broodmistress requires a third card for the pump effect, and neither grants trample or full unblockability, so it could be fine.
Catastrophe mana seems about right for this seriously flexible Wrath. Just don't get it anywhere near Mirrodin. Though the rules have support for this, it would be a definite first. The Turnabout Oracle template seems a bit more likely, particularly given that White doesn't currently have the ability to wipe out all planeswalkers.
Catastrophe mana seems about right for this seriously flexible Wrath. Just don't get it anywhere near Mirrodin. Though the rules have support for this, it would be a definite first. The Turnabout Oracle template seems a bit more likely, particularly given that White doesn't currently have the ability to wipe out all planeswalkers.
Yeah. I thought it was nice that the first ability was useful always, but I agree it somewhat grates that you can't use both (without an untap effect). Perhaps the first ability should cost "2:" rather than "1, T:".