I would just note that Ridge Rannet isn't quite as vanilla as it looks. It's secretly a card with Naya's main mechanic, creatures with power 5+, like the others in its mini-cycle, Yoked Plowbeast and Jungle Weaver.
Good points; and in fact Ridge Rannet suggests that a larger size (and hence more unique casting point) would be fine at common, something my Skeleton doesn't acknowledge. So I could easily beef this up.
Okay... there will be a fair number of players who won't like this ability, since it reduces value from the main card, and, if you activate the ability, you get card disadvantage. That said, though, I'm pretty sure that the players who like this ability will rather like it. Maybe not love it, but like it a lot, yes.
That said, you should probably take a cue from cycling. Most cycling cards are for unique scenarios... if you need to destroy an enchantment, you could cast Clear, otherwise, you can pitch it for an effect. Sandbar Merfolk and Ridge Rannet would both be cast at a specific stage in the game... if it's not that stage, pitch 'em. Hill Giants, though, are a bit more universal, and can be usable at any point in the game. I'd dodge making too many cards like that. Personally, I like the stress of deciding whether I want to hold onto a Shock or Scry 3... but I don't think most people enjoy constantly having to re-evaluate the cards in their hand every turn.
This will be at least able to trade with most other common creatures, and there probably won't be more than about 3 creatures in your deck bigger than it. So in many Limited games this would be just fine. There will of course be many cases where it's not great, which is naturally when you want the augury.
It's a good ability, but .. yeah; ok, it probably is good enough to push it down from 3/3. Hard to see when you'd ever actually cast this though - you'd so very often be thinking either "Can I get something cheaper?" or "Can I get something better?"
Still, I guess it can be a chump now, rather than a better card later.
That's true, although it does have two strikes against it.
It's a bit odd for Red to not have a small Hasty creature.
I rather like a Haste saboteur for the surprise factor.
One solution that occurs is to put Haste back on CR01 Malandian Emissary, and move Intimidate to Sparkrunner. Giving a saboteur evasion feels like it should be worth an additional mana, so I could then up his cost to (if that proves too weak, I could possibly make him remove two counters.)
Flash made even less sense on a dwarf, so removed. Instead went with an upgraded Jackal Familiar.
However, this is now my third creature; and CR01 Malandian Emissary is part of a cycle, while CR03 Sparkrunner probably shouldn't change size as one of only two 1-power red critters.
Upsized
I would just note that Ridge Rannet isn't quite as vanilla as it looks. It's secretly a card with Naya's main mechanic, creatures with power 5+, like the others in its mini-cycle, Yoked Plowbeast and Jungle Weaver.
But nonetheless, yes, I think you could.
Good points; and in fact Ridge Rannet suggests that a larger size (and hence more unique casting point) would be fine at common, something my Skeleton doesn't acknowledge. So I could easily beef this up.
Hmm.
Hmm.
Okay... there will be a fair number of players who won't like this ability, since it reduces value from the main card, and, if you activate the ability, you get card disadvantage. That said, though, I'm pretty sure that the players who like this ability will rather like it. Maybe not love it, but like it a lot, yes.
That said, you should probably take a cue from cycling. Most cycling cards are for unique scenarios... if you need to destroy an enchantment, you could cast Clear, otherwise, you can pitch it for an effect. Sandbar Merfolk and Ridge Rannet would both be cast at a specific stage in the game... if it's not that stage, pitch 'em. Hill Giants, though, are a bit more universal, and can be usable at any point in the game. I'd dodge making too many cards like that. Personally, I like the stress of deciding whether I want to hold onto a Shock or Scry 3... but I don't think most people enjoy constantly having to re-evaluate the cards in their hand every turn.
This will be at least able to trade with most other common creatures, and there probably won't be more than about 3 creatures in your deck bigger than it. So in many Limited games this would be just fine. There will of course be many cases where it's not great, which is naturally when you want the augury.
It's a good ability, but .. yeah; ok, it probably is good enough to push it down from 3/3. Hard to see when you'd ever actually cast this though - you'd so very often be thinking either "Can I get something cheaper?" or "Can I get something better?"
Still, I guess it can be a chump now, rather than a better card later.
Hmm, yes, that could work. It'd be slightly different to the others - it might need to be two lines.
RGU could be uncounterable.
Wow. That's rather balanced! Good job.
That's true, although it does have two strikes against it.
One solution that occurs is to put Haste back on CR01 Malandian Emissary, and move Intimidate to Sparkrunner. Giving a saboteur evasion feels like it should be worth an additional mana, so I could then up his cost to
(if that proves too weak, I could possibly make him remove two counters.)
The Haste on Sparkrunner seems unneccesary, you could drop that and make it cost
which would solve this issue.
I'd already named the region.
Managed to name a black faction and a white mystic the same...
Dwarfify
Flash made even less sense on a dwarf, so removed. Instead went with an upgraded Jackal Familiar.
However, this is now my third
creature; and CR01 Malandian Emissary is part of a cycle, while CR03 Sparkrunner probably shouldn't change size as one of only two 1-power red critters.
Remove flash, dwarfify.
Name; make Dwarf
Name; make Dwarf
vacillate. Dwarf again
Compare to Back to Nature. This is fine.
Mmm, yes, a red Dwarf with parrying doesn't feel as wrong as a red Goblin with parrying. Fair enough.