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Recent updates to Sienira's Facets: (Generated at 2025-05-02 00:52:15)
This was simply to let Johnny break Reminisce, wasn't it? I see infinite turns in its future. That said, the flavor is so sweet. It really wants some tear-jerking artwork.
This was simply to let Johnny break Reminisce, wasn't it? I see infinite turns in its future. That said, the flavor is so sweet. It really wants some tear-jerking artwork.
Nasty. The most impressive part about the design is the way it hoses strategies that are traditionally White and Green, without actually saying so. The name is weak, though.
Just stick "Planeswalkers aren't" at the top :)
Mmm. Actually, it was always meant to be symmetrical, but I don't like the way (in either activated or triggered form) that the opponent will probably get the chance to use it before you can (assuming both players have 6 mana but not 10 mana), and the opponent will have a reasonable chance to blow up Naughtbringer itself. Given all of which, I think since this is a mythic I'm inclined to give it shroud.
Just stick "Planeswalkers aren't" at the top :)
Just stick "Planeswalkers aren't" at the top :)
Just stick "Planeswalkers aren't" at the top :)
The ability could be triggered, but I doubt it would be any clearer that way. On the other hand, forcing the attacker to choose between combat damage and permanent destruction could be fun, and would let you reduce the activation cost. I have to wonder how many people will be bitten by giving their opponents' unblocked creatures the same ability.
Heh. Yes, this isn't intended to be the new Baneslayer :)
This is the card that should become Cygnify, clearly :) But making the target into a grizzly is probably a bit too good.
This is the card that should become Cygnify, clearly :) But making the target into a grizzly is probably a bit too good.
1/1 seems small for an Angel, but the bonus quickly brings it into the right range. Then you notice that it's at least 5 flying power for 5 mana, which used to be extremely efficient for white.
This is the card that should become Cygnify, clearly :) But making the target into a grizzly is probably a bit too good.
This is the card that should become Cygnify, clearly :) But making the target into a grizzly is probably a bit too good.
This is a somewhat curiously bounded design space. Tome Scour puts a bottom limit on what you can do for a single mana; on the other hand, Glimpse the Unthinkable was rare and puts quite a top end, unless you count Archive Trap. I think six cards is better than seven for a common.
Took the ability from Ecriot Plans, replacing Grimoire of the Don which was very close to the effect of Don Condri.
Took the ability from Ecriot Plans, replacing Grimoire of the Don which was very close to the effect of Don Condri.
Took the ability from Ecriot Plans, replacing Grimoire of the Don which was very close to the effect of Don Condri.
Compare with Tome Scour, another common oneoff mill spell. Or even Dampen Thought, though that was uncommon.
Took the ability from Ecriot Plans, replacing Grimoire of the Don which was very close to the effect of Don Condri.
Took the ability from Ecriot Plans, replacing Grimoire of the Don which was very close to the effect of Don Condri.
Took the ability from Ecriot Plans, replacing Grimoire of the Don which was very close to the effect of Don Condri.
At common, I can see this becoming the core of a mill deck in many drafts. As an instant, I can see it disrupting the Eleventh Rite of Eharot. By letting it target yourself, I can see it enabling Reminisce. On the other hand, I could quibble about the name; Memory Erosion fits the slow but steady feeling much more closely.
Seems like about what I was aiming for. The common Journeyman Falconwright makes one token, the uncommon makes many, so the uncommon needs to be less aggressively costed.
The template on this is nasty, perhaps irredeemably so. First, it probably wants to reveal the cards and check what they are before sending them all to the graveyard, but that would conflict with the "draw a card" ability. Second, the Rogue ability refers to "that player" in slightly confusing context; "that opponent" would be clearer. Third, causing another group of cards to be revealed confuses the antecedent for "them" in the next two abilities.
The template on this is nasty, perhaps irredeemably so. First, it probably wants to reveal the cards and check what they are before sending them all to the graveyard, but that would conflict with the "draw a card" ability. Second, the Rogue ability refers to "that player" in slightly confusing context; "that opponent" would be clearer. Third, causing another group of cards to be revealed confuses the antecedent for "them" in the next two abilities.
The template on this is nasty, perhaps irredeemably so. First, it probably wants to reveal the cards and check what they are before sending them all to the graveyard, but that would conflict with the "draw a card" ability. Second, the Rogue ability refers to "that player" in slightly confusing context; "that opponent" would be clearer. Third, causing another group of cards to be revealed confuses the antecedent for "them" in the next two abilities.
The template on this is nasty, perhaps irredeemably so. First, it probably wants to reveal the cards and check what they are before sending them all to the graveyard, but that would conflict with the "draw a card" ability. Second, the Rogue ability refers to "that player" in slightly confusing context; "that opponent" would be clearer. Third, causing another group of cards to be revealed confuses the antecedent for "them" in the next two abilities.
The ability compares very well with that of the Journeyman. Curiously, the Master is better for long games, but the Journeyman is better in aggressive decks.