Diaspora

Diaspora by Sorrow

165 cards in Multiverse

60 commons, 60 uncommons, 35 rares, 10 mythics

28 white, 28 blue, 28 black, 27 red,
28 green, 6 multicolour, 13 artifact, 7 land

95 comments total

Quinnesheen pt. II

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Mechanics | Skeleton

Cardset comments (5) | Add a comment on this cardset

Recently active cards: (all recent activity)

 R 
Creature – Elf Shaman
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Explorer of the Unknown is settled to a portal Explorer of the Unknown and that land gain "{t}: Add two mana to of any color to your mana pool."
1/2
1 comment
2017-09-24 19:51:46 by Vitenka
 C 
Creature – Human
Lonely- If Distraught Parent is the only spell you cast this turn you may gain 2 life at the beginning of your endstep.
He knew he would never see his son again.
1/1
3 comments
last 2017-09-14 19:42:47 by Sorrow
 R 
Enchantment
Creatures have deathtouch.
Everything can and will kill you.
6 comments
last 2017-09-14 19:41:52 by Sorrow
 U 
Creature – Fish
Shirk 1 {u}{w} ({u}{w}: Prevent the first point of damage that would be done to this creature each turn.)

Whenever Shoal of Minnows shirks target creature gets -2/-0 until end of turn. If that creature was attacking it gets -4/-0 until end of turn instead.
2/2
2 comments
last 2017-09-14 19:35:14 by Sorrow
 U 
Sorcery
Until end of turn target creature you control gains Shirk 2 {2}{r} ({2}{r}: Prevent the next 2 damage that would be dealt to this creature)

That creature fights target creature you don't control.
4 comments
last 2017-09-14 19:24:45 by Sorrow

Recent comments: (all recent activity)
On Explorer of the Unknown:

That's quite a mighty mana-ramp; and cheap! I guess it does have a downside that it's all dependant on the opponent not pulling out land-destruction; but that's a pretty safe bet. And of course it's vulnerable to killin.

But... yeah; this is +3 mana and fixes two different colours you couldn't previously create. Youch.

On Distraught Parent:

Thanks. I'll edit when I have access to a computer.

On End of Survival:

What do you mean by "what green is"? While I'm not a huge fan of the card, it was all I could come up with to show death and despair in green (is already given white artifact and enchantment removal).

On Shoal of Minnows:

I most likely forgot how I was wording the ability when kung this card. I think I used the wording of of Element Evader's text on the other cards with shirk.

The shirk trigger occurs when you activate shirk.

The additional timing ability may not be necessary.

I know little of design, why is a delayed replacement effect a bad design choice?

On Roughhousing:

I don't disagree; the card would be more appropriate in green.

On Diaspora:

Land discard felt flavorful going off of the name. Would increasing the cmc to 3 or make the cost BB work?

On Distraught Parent:

This should be an intervening if-clause ("At the beginning ..., if ..., you may ....")

Same is true for hearty reminder text, I think.

On End of Survival:

Considering what green is this card should be black.

On Diaspora:

So the eponymous spell is a common?

Discard spells with cmc t allow you to force an opponent to discard land cards since the resulting mana screw strangles games.

You go straight against this with this card and push a desperately unfun gameplay.

On Roughhousing:

I always though damage redirection could be red, but damage prevention seems like one of the least red things to have around.

I could see e. g. absorb go full Bant and even black to an extent (compare indestructible), but red?

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