Khans of Tarkir was the template, yes. Tricolor factions, shardbased, with each having its own mechanic plus a neutral mechanic. We felt it best to have not too many gold cards since the basic land theme would be hard to pull off.
This ability is also under observation, but I want to try it first. It might lead to a lot of feel bad moments if you never get to return a card, although the chances for that should be low enough in the late game.
The number of mechanics I suspect is fine. Khans of Tarkir had six - one for each of the clans, plus morph, and then plus themes like Warrior tribal on top of that. I think your Muraganda set is similar, and is fine from that point of view.
This specific mechanic though I worry isn't sensible at common. It'll lead to repetitive game states.
I do like the constraint on deckbuilding, though I suspect it'll lead to people making their decks worse: e.g. if I've got a great 4-mana removal spell or two, and even one archaeology card, this encourages me to play more 4-drops than I usually would. I think that's a trap - it'll hamper me in more games than I get the archaeology bonus.
Sharpshooter was brought up too when this card was presented, another version of her had a "prowess" untap trigger, which could be potentially even stronger. The ping costing should make her not as good as the Sharpshooter though, it adds up quite quickly each turn if you always have to leave Mana open.
Goblin Sharpshooter was incredibly strong, especially in concert with a pile of goblins that can be easily sacrificed. It sports a very impressive 4.438 rating on Gatherer, an equivalent score to Dismember, Lightning Greaves and Stoneforge Mystic. Goblin Sharpshooter didn't untap during your untap step for a reason.
Modulo the tacked-on blue bits, yes. (Which is another sign this needs a change; the added blue just exists to make this not be a reprint) And I recall the sharpshooter being very strong.
It's not another mechanic, it's one of the 5 basic mechanics of Muraganda.
Yes, it is a little complicated and I worry about it, but it fits kinda well for the described "mages studying ancient glyphs". That basically means to use the graveyard and the library to gain card advantage.
If it proves to complicated I might need to come up with a new one.
Haha, you mean because of the "Sauro"? It started out as Saurid Magus, which is kinda too literal since Saurids are a race on Muraganda. Also, Sauromagus sounds like a transformer or a superhero :)
Yeah, this card troubled me from the beginning, have to ask if it would be ok to change it some.
Well, at least one time in three it hits land and fizzles (you don't have 0-cost stuff in the set)
Increased CMC to 4
Kept it as an activated ability, should be ok now.
Changed ability into :2RW, only affects creature tokens.
Khans of Tarkir was the template, yes. Tricolor factions, shardbased, with each having its own mechanic plus a neutral mechanic. We felt it best to have not too many gold cards since the basic land theme would be hard to pull off.
This ability is also under observation, but I want to try it first. It might lead to a lot of feel bad moments if you never get to return a card, although the chances for that should be low enough in the late game.
If you restrict it to tokens then that's much saner, and 3 mana would be fine.
Another way to do it would be to make it once per turn, probably as an attack trigger:
> Whenever Pack Huntress attacks, you may pay . If you do, target attacking creature gains double strike UEOT.
The number of mechanics I suspect is fine. Khans of Tarkir had six - one for each of the clans, plus morph, and then plus themes like Warrior tribal on top of that. I think your Muraganda set is similar, and is fine from that point of view.
This specific mechanic though I worry isn't sensible at common. It'll lead to repetitive game states.
I do like the constraint on deckbuilding, though I suspect it'll lead to people making their decks worse: e.g. if I've got a great 4-mana removal spell or two, and even one archaeology card, this encourages me to play more 4-drops than I usually would. I think that's a trap - it'll hamper me in more games than I get the archaeology bonus.
Blue and white do both get Suntail Hawk/Flying Men these days, sometimes even with upside. See e.g. Aven Skirmisher (common, and had the extremely relevant type Warrior); Faerie Miscreant; Galerider Sliver; Jace's Phantasm; Hypnotic Siren; Mausoleum Wanderer; Topplegeist; and even Judge's Familiar which obsoletes both of them at once!
This is fine, and seems very sensible for the set.
Sharpshooter was brought up too when this card was presented, another version of her had a "prowess" untap trigger, which could be potentially even stronger. The ping costing should make her not as good as the Sharpshooter though, it adds up quite quickly each turn if you always have to leave Mana open.
Goblin Sharpshooter was incredibly strong, especially in concert with a pile of goblins that can be easily sacrificed. It sports a very impressive 4.438 rating on Gatherer, an equivalent score to Dismember, Lightning Greaves and Stoneforge Mystic. Goblin Sharpshooter didn't untap during your untap step for a reason.
Modulo the tacked-on blue bits, yes. (Which is another sign this needs a change; the added blue just exists to make this not be a reprint) And I recall the sharpshooter being very strong.
It's Goblin Sharpshooter.
I mean if you have two; and one of these kills something; both of them untap and are then ready to kill again.
Which is anifty combo - but ouchie powerful. At least it's a fixed one damagek, rather than pumpable.
It's Grove of the Burnwillows as a cycle. We thought it fits onto the plane and was inoffensive enough to make a full cycle out of them.
It's not another mechanic, it's one of the 5 basic mechanics of Muraganda. Yes, it is a little complicated and I worry about it, but it fits kinda well for the described "mages studying ancient glyphs". That basically means to use the graveyard and the library to gain card advantage. If it proves to complicated I might need to come up with a new one.
Hmm, maybe increase the cost dramatically? Or make it only applicable to tokens? Like Veteran Cathar only does it for Humans for ?
So like this:
: Target creature token gains double strike until end of turn.
What do you mean combos with itself? Unless you kill one sister with the other, or what do you mean?
This too needs playtesting, but it just pings one creature which isn't too unreasonable. It was inspired by Blood Cultist.
The CMC will be increased though, don't know yet if just by or .
Haha, you mean because of the "Sauro"? It started out as Saurid Magus, which is kinda too literal since Saurids are a race on Muraganda. Also, Sauromagus sounds like a transformer or a superhero :)
Yeah, this card troubled me from the beginning, have to ask if it would be ok to change it some.