I don't "get" this card. How many creatures are you casting in the same turn if you have to reserve 2 mana for this spell? I think it could cost just or maybe have another small bonus.
Yep, that seems reasonable. A lot of custom set designers try to make every card tie in with the set's new mechanics, but sets need simple standalone cards too. (They all need to serve the set in some way, but that can be "providing a simple green two-drop while showing off a neat bit of the world in the art and flavour text".)
I'm actually thinking of downsizing a bit, especially the number of commons per colour and how many of them have an ability word. Compared to Khans of Tarkir I got too many cards with new mechanics. Not saying that I got too many mechanics overall, far from it, it's the same amount as in KTK.
Even if some cards focus on basic mana, I think a little bit mana fixing besides the rare lands should be included in the set so that people who really want to play three colours can do so.
I'm just not sure if this mana stone should cost 2 or 3 mana.
Also, the Borderpost cycle of Alara would also fit into the set, although coloured artifacts are a bit weird outside of Alara.
Yeah, I was going to say, good choice on not giving this annihilator :)
And yeah, this is quite notable, but seems within the range of what wizards print at common occasionally. 7-mana for an 8/8 is a little better, but the ability is a little worse, so that's probably about right.
Artifacts are currently not planned to be that many in the set, also not that strong ones either. There will be similar cards to Muraganda Petroglyphs though, so you need a way to kill enchantments.
Hmm, the comparison to Ulamog's Crusher is slightly valid, but since ramp isn't that easy in this set as it was with Eldrazi, so this shouldn't come too early. Reach is also a far cry from Annihilator 2^^
I think this might be OK, actually, because Apex is a cunning condition: you can't have it automatically. Best if you can spend turn 2 playing a 3/1 or 3/2, which I assume the set has.
I can just imagine the Commander deck that plays a Llanowar Elves or Avacyn's Pilgrim on turn 1, and then this on turn 2 when nobody else has a one-drop... yowsers. But, OK, some cards make a minor splash in commander; so much the better if it's a common rather than a rare.
Fills a very similar space. I guess something is gonna be last pick :)
Hmm, that might also be viable.
I like the other version ( Bite Reflex, braucht kein Bild ) more.
Fringe card for a breeding deck with a red splash. With good timing you might get 2+ creatures who could benefit from it.
Yeah, I agree. This card is going to end up as a 15th pick card a reasonable amount of the time.
I don't "get" this card. How many creatures are you casting in the same turn if you have to reserve 2 mana for this spell? I think it could cost just or maybe have another small bonus.
Yep, that seems reasonable. A lot of custom set designers try to make every card tie in with the set's new mechanics, but sets need simple standalone cards too. (They all need to serve the set in some way, but that can be "providing a simple green two-drop while showing off a neat bit of the world in the art and flavour text".)
This does support the mechanics though.
I'm actually thinking of downsizing a bit, especially the number of commons per colour and how many of them have an ability word. Compared to Khans of Tarkir I got too many cards with new mechanics. Not saying that I got too many mechanics overall, far from it, it's the same amount as in KTK.
See Card78204.
Cycle of gold creatures.
Even if some cards focus on basic mana, I think a little bit mana fixing besides the rare lands should be included in the set so that people who really want to play three colours can do so.
I'm just not sure if this mana stone should cost 2 or 3 mana.
Also, the Borderpost cycle of Alara would also fit into the set, although coloured artifacts are a bit weird outside of Alara.
Yes, that works. That makes the check happen once, at the start of resolution.
Most sets do, however, have sufficient support for their mechanics. And this could make room for it.
It is fair enough at a simple, limited application, card.
Yeah; fair enough - not every card gets to do things outside of the set.
That shouldn't stop you :)
Yeah, I was going to say, good choice on not giving this annihilator :)
And yeah, this is quite notable, but seems within the range of what wizards print at common occasionally. 7-mana for an 8/8 is a little better, but the ability is a little worse, so that's probably about right.
I like the name, at least in concept. And yes, it might be fiddly, but it's really really appropriate for this set.
Artifacts are currently not planned to be that many in the set, also not that strong ones either. There will be similar cards to Muraganda Petroglyphs though, so you need a way to kill enchantments.
Oh frack, I knew that one card's name was taken...
Hmm, the comparison to Ulamog's Crusher is slightly valid, but since ramp isn't that easy in this set as it was with Eldrazi, so this shouldn't come too early. Reach is also a far cry from Annihilator 2^^
Yes, I like this.
V: He can't edit the wording, this is a reprint of Hunt the Weak ;)
Hmmm. Worse-than-Rampant Growth into better-than-Cultivate. Tricky.
I think this might be OK, actually, because Apex is a cunning condition: you can't have it automatically. Best if you can spend turn 2 playing a 3/1 or 3/2, which I assume the set has.
I can just imagine the Commander deck that plays a Llanowar Elves or Avacyn's Pilgrim on turn 1, and then this on turn 2 when nobody else has a one-drop... yowsers. But, OK, some cards make a minor splash in commander; so much the better if it's a common rather than a rare.