There are some cards having lifegain or something akin to that, all the gold cards are "combo" pieces to support the two "less focused" colour combinations in every mechanic. Like with this one, Blue got more Archaeology support overall so it can play controlly on its own. got some combo cards however that would make you focus more on this card and ignore , unless you want to force tri colour.
Yes, it sure does need focusing, I will try to update the skeleton in the next few days plus a list with possible archetypes to play for most of the 2 colour combos, and then try to edit/add cards if some are lacking too much or way too supported.
If I haven't said, by the way - I really love this set - both in idea and in the main parts of its execution. I think it needs focussing down quite a lot; but I do love it.
Usually if you need non-basic for the mmulticolour; you want to put it into play early. The non-basic in this set doesn't ETB tapped which is tremendously unusual.
It's certainly not a bad card. I think some people may hate it for the decisions it forces them to make; but that doesn't make it bad.
Regnerate is kinda being phased out in favour of "Indesctructible UEOT" but that's minor. The combo of dicthing a card to pay for the regrowth is nice though; if the top card and one of the next two share a cost, you can pay for 'draw a card'. But the "Only if you gain life" trigger is fiddly.
I mean, you have a little life gain but most of it.. Oh. This is another trap to punish anyone foolish enough to play the non-basic lands, isn't it? That's not likely to go down well.
You started to run out of wors for 'lizard' didn't you? :)
Repeatable landsearch. At a non-ideal cost for it, sure - but yow. The Primeval is just overkill given that this means you should never miss a land drop again.
In fact, I'm tempted to suggets splitting this - make it a combo peple discover, rather than a "Do X, then Y, Win" single card. (Seriously, once you've got to 7 lands, the next turn can be spent turning this into a 17/18 creature? This might need to become a game of kick the ouphe.)
Huh; makes kitties. And only if something else already did. Odd.
But who cares, that second ability is ridciulous! It doesn't even tap - so not only am I threatening each of my cratures has double-strike, I am actually threatening ALL of them have it?! I wonuldn't be surprised to see that ability on a mythic!
Wonderful. Appropriate. Lovely creature type. Lovely art for it. Undestated flavour text.
And.. white? White doesn't usually get Suntail Hawk nowadays without some downside. Which is a shame - I hate to siggest polluting the simplicity of this. Could it be blue? The flavour text says it should be blue. Not that blue gets Flying Men any more either. Hmmm. "Sacrifice this unless you have Apex?" (See Glint Hawk.)
Eh, it's lovely. I give it a pass, even if it's a slight stretch - some things in a set get to be.
Lets get it our of the way: Yet another mechanic. If this set has less than 300 cards, this is way too many.
What an odd little ability to keyword it is, too. Encourages playing a limited number of mana costs.
For pure "This turn is taking too long!" reasons, probably doesn't want to live at common. Which, again, means it probably shouldn't be a named mechanic.
Isn't evoke a mechanics word for "Discard a card, get {spell}"?
Anyway, these two abilities don't really feel linked; and the only use for the first one is getting into a bunfight with someone else using the second one.
The second ability feels a bit expensive, given the Apex limitation on it; but is a perfectly sensible ability.
That seems like a really strong cycle of dual lands, compared to the pain lands. Seems in tension with your 'basic lands matter' theme, which may be the point.
There are some cards having lifegain or something akin to that, all the gold cards are "combo" pieces to support the two "less focused" colour combinations in every mechanic. Like with this one, Blue got more Archaeology support overall so it can play controlly on its own. got some combo cards however that would make you focus more on this card and ignore , unless you want to force tri colour.
Thanks, that means a lot to me!
Yes, it sure does need focusing, I will try to update the skeleton in the next few days plus a list with possible archetypes to play for most of the 2 colour combos, and then try to edit/add cards if some are lacking too much or way too supported.
See Prehistoric Jungle.
See Scarwood Grove.
See Sunlit Lagoon.
See Archaeology Site.
If I haven't said, by the way - I really love this set - both in idea and in the main parts of its execution. I think it needs focussing down quite a lot; but I do love it.
Usually if you need non-basic for the mmulticolour; you want to put it into play early. The non-basic in this set doesn't ETB tapped which is tremendously unusual.
It's certainly not a bad card. I think some people may hate it for the decisions it forces them to make; but that doesn't make it bad.
Regnerate is kinda being phased out in favour of "Indesctructible UEOT" but that's minor. The combo of dicthing a card to pay for the regrowth is nice though; if the top card and one of the next two share a cost, you can pay for 'draw a card'. But the "Only if you gain life" trigger is fiddly.
I mean, you have a little life gain but most of it.. Oh. This is another trap to punish anyone foolish enough to play the non-basic lands, isn't it? That's not likely to go down well.
You started to run out of wors for 'lizard' didn't you? :)
Repeatable landsearch. At a non-ideal cost for it, sure - but yow. The Primeval is just overkill given that this means you should never miss a land drop again.
In fact, I'm tempted to suggets splitting this - make it a combo peple discover, rather than a "Do X, then Y, Win" single card. (Seriously, once you've got to 7 lands, the next turn can be spent turning this into a 17/18 creature? This might need to become a game of kick the ouphe.)
Um. Urk. Needs upcosting.
especially if you decide to make 3x 1/1 tokens instead of 1x 3/3 from breeding.
... And it combo's with itself? Get two of them out to wipe out all X/2 creatures for each? Yowsers. Way too cheap right now!
Huh; makes kitties. And only if something else already did. Odd.
But who cares, that second ability is ridciulous! It doesn't even tap - so not only am I threatening each of my cratures has double-strike, I am actually threatening ALL of them have it?! I wonuldn't be surprised to see that ability on a mythic!
So. Much. Cute.
Wonderful. Appropriate. Lovely creature type. Lovely art for it. Undestated flavour text.
And.. white? White doesn't usually get Suntail Hawk nowadays without some downside. Which is a shame - I hate to siggest polluting the simplicity of this. Could it be blue? The flavour text says it should be blue. Not that blue gets Flying Men any more either. Hmmm. "Sacrifice this unless you have Apex?" (See Glint Hawk.)
Eh, it's lovely. I give it a pass, even if it's a slight stretch - some things in a set get to be.
Lets get it our of the way: Yet another mechanic. If this set has less than 300 cards, this is way too many.
What an odd little ability to keyword it is, too. Encourages playing a limited number of mana costs.
For pure "This turn is taking too long!" reasons, probably doesn't want to live at common. Which, again, means it probably shouldn't be a named mechanic.
Isn't evoke a mechanics word for "Discard a card, get {spell}"?
Anyway, these two abilities don't really feel linked; and the only use for the first one is getting into a bunfight with someone else using the second one.
The second ability feels a bit expensive, given the Apex limitation on it; but is a perfectly sensible ability.
That seems like a really strong cycle of dual lands, compared to the pain lands. Seems in tension with your 'basic lands matter' theme, which may be the point.
See Ashclad Volcano.
See Crimson Falls.
See Fang Shrine.
See Gloomy Stream.
See Grove of the Burnwillows.