This enchants Walking Corpse or your opponent's Walking Corpse so that you get a backup when the original dies. That being said, if you think it's costed too much do tell.
Mechanically the card was white. I just wasn't able to create any white flavor text at the time. Hraki-Hraki was a red-white area if that accounts for anything.
2017-05-31 14:15:14:
Sorrow
commented on the cardset Diaspora
I had more cards referencing the crisis of the Portal Crisis in Quinnesheen. Admittedly I may have to look back, because I don't know how clear I was that portals had always been on Quinnesheen, and that only at time when the set Quinnesheen takes place did the portals move.
Lonely was a top-down ability inspired by being a survivor or the actions of a survivor who had lost their loved ones.
This set tries to tell some story about people settling a new land and encountering stark resistance, but it's a little hard to follow.
I wouldn't have minded a details page to get more information - also about the inexplicable ability word lonely and what Portals are supposed to be associated with. They are a crisis and an opportunity, but never feel threatening.
I don't think giving +1/+0 to the creature with deathtouch is worth adding so much text that you go down a text size - also naming the card four times.
When would this trigger? I think the most rules-friendly way to write this ability would be "At the beginning of your end step, draw a card for each creature you control that has been dealt (combat) damage this turn."
Not exactly the wwhitest of cards - also since prevented damage is not actually dealt this has negative synergy with shirk.
I feel this should spawn a token rather than gain life - though I haven't quite figured out yet whether this set has a specific theme concerning life gain/creature inferiority that would skew this perception.
Simple card that feels like it could have a more general name. Considering this is "Walking Corpse but you have to jump through a hoop" I'm thinking this could be better in some way.
Having gone through the Blogatog search the main points MaRo brings up about absorb are developmental ones: absorb is too good and slows down the game. Having a cost should mitigate those developmental problems since the player must have to decide whether they want to shirk or cast a spell. Additionally shirk only prevents damage on the first time the creature would take damage that turn as opposed to absorb which reduces the damage on each instance of damage.
The reminder text wording may be off or not as clear as it could be; I'm often amiss with that.
So does Shirk actually read: "Shirk 1 (: Until end of turn, ... this turn.)" ? Confusing as heck.
You could just go with ": ~ gains absorb 2 UEOT".
I think it comes back to the "Why doesn't this just boost toughness instead?"
I also have to point out that absorb is a rather bad mechanic. You don't have to scour long in blogatog to find many negative notions about it: http://markrosewater.tumblr.com/search/absorb
Whatever Pestilence combos you have in mind, I highly doubt they're worth all the trouble it would take to salvage absorb.
Self mill wasn't necessary. I can be a bit paranoid and tend to unnecessarily nerf cards.
I believe absorb was considered too strong to use. The mana cost to turn on shirk was my answer to balance absorb. The "2" in parenthesis was just sloppy copy pasting from another shirt card, since I didn't add the mechanic to the mechanics page.
A comma would look weird before "you may" in my opinion. Looking at the text again however, I see I missed the comma after "do."
EDIT: I think at one point I intended multiple uses of shirk to stack. Since you'd be preventing damage and tapping down a creature, I wanted some kind of drawback on the creature.
Why does shirk have a mana cost? Why does "shirk 1" prevent "2" damage? And what does the trigger trigger on? Preventing 1 damage? Preventing 1 or more damage? Arriving at the meximum amount you could prevent in a turn?
Is the additional cost to mill yourself necessary?
Also the missing comma before "you may" makes reading this weird.
Changed from to less.Cost to return her to your hand was changed from to . Changes were made because she was looking crappy next to Baral, Chief of Compliance.
A token doesn't feel right with the flavor of someone making their own last stand.
I ended up trying to give black a token-and-sac subtheme in this set, but neither life gain or creature count were themes.
This enchants Walking Corpse or your opponent's Walking Corpse so that you get a backup when the original dies. That being said, if you think it's costed too much do tell.
As for the name, I probably wont' change it.
Mechanically the card was white. I just wasn't able to create any white flavor text at the time. Hraki-Hraki was a red-white area if that accounts for anything.
I had more cards referencing the crisis of the Portal Crisis in Quinnesheen. Admittedly I may have to look back, because I don't know how clear I was that portals had always been on Quinnesheen, and that only at time when the set Quinnesheen takes place did the portals move.
Lonely was a top-down ability inspired by being a survivor or the actions of a survivor who had lost their loved ones.
This set tries to tell some story about people settling a new land and encountering stark resistance, but it's a little hard to follow.
I wouldn't have minded a details page to get more information - also about the inexplicable ability word lonely and what Portals are supposed to be associated with. They are a crisis and an opportunity, but never feel threatening.
I don't think giving +1/+0 to the creature with deathtouch is worth adding so much text that you go down a text size - also naming the card four times.
Hearty feels weird in blue - especially after going through all of white without encountering it even once.
When would this trigger? I think the most rules-friendly way to write this ability would be "At the beginning of your end step, draw a card for each creature you control that has been dealt (combat) damage this turn."
Not exactly the wwhitest of cards - also since prevented damage is not actually dealt this has negative synergy with shirk.
Is this missing an "if"?
I feel this should spawn a token rather than gain life - though I haven't quite figured out yet whether this set has a specific theme concerning life gain/creature inferiority that would skew this perception.
"Zombie".
Simple card that feels like it could have a more general name. Considering this is "Walking Corpse but you have to jump through a hoop" I'm thinking this could be better in some way.
Hello, flavor text that sounds like you are describing a distinctively black-aligned character, what are you doing here?
Forgot p/t
added "or block"
Having gone through the Blogatog search the main points MaRo brings up about absorb are developmental ones: absorb is too good and slows down the game. Having a cost should mitigate those developmental problems since the player must have to decide whether they want to shirk or cast a spell. Additionally shirk only prevents damage on the first time the creature would take damage that turn as opposed to absorb which reduces the damage on each instance of damage.
The reminder text wording may be off or not as clear as it could be; I'm often amiss with that.
So does Shirk actually read: "Shirk 1
(
: Until end of turn, ... this turn.)" ? Confusing as heck.
You could just go with "
: ~ gains absorb 2 UEOT".
I think it comes back to the "Why doesn't this just boost toughness instead?"
I also have to point out that absorb is a rather bad mechanic. You don't have to scour long in blogatog to find many negative notions about it:
http://markrosewater.tumblr.com/search/absorb
Whatever Pestilence combos you have in mind, I highly doubt they're worth all the trouble it would take to salvage absorb.
Self mill wasn't necessary. I can be a bit paranoid and tend to unnecessarily nerf cards.
I believe absorb was considered too strong to use. The mana cost to turn on shirk was my answer to balance absorb. The "2" in parenthesis was just sloppy copy pasting from another shirt card, since I didn't add the mechanic to the mechanics page.
A comma would look weird before "you may" in my opinion. Looking at the text again however, I see I missed the comma after "do."
EDIT: I think at one point I intended multiple uses of shirk to stack. Since you'd be preventing damage and tapping down a creature, I wanted some kind of drawback on the creature.
Why does shirk have a mana cost? Why does "shirk 1" prevent "2" damage? And what does the trigger trigger on? Preventing 1 damage? Preventing 1 or more damage? Arriving at the meximum amount you could prevent in a turn?
Is the additional cost to mill yourself necessary?
Also the missing comma before "you may" makes reading this weird.
Yeah... I almost think this should actually just not sacrifice in general, but only if you find your destination.
Cost dropped from 3 to 2
Changed from
to
less.Cost to return her to your hand was changed from
to
. Changes were made because she was looking crappy next to Baral, Chief of Compliance.
Changed from
to
less.Cost to return her to your hand was changed from
to
.
reduced p/t from 7/6 to 6/5
This is so bad. At least either put the land onto the battlefield, or make putting the card on bottom optional.