Yes, green will get a few centaurs and maybe an elf with Horsemanship. Green already gets anti-flying so it doesn't really need anti-horsemanship, especially if it is getting a good dose of it.
As I said over on Debronian Skyguard, there'd better be a lot of creatures in the set like this. Otherwise this will just lead to bad experiences: people find their interesting card doesn't actually do anything except be a 0/3. You'd probably irritate people more than if it were just a 0/3 vanilla.
I think it'd be fine to have no blue horsemanship. It's not flying flavour-wise, and every colour gets some evasion; green probably gets more landwalk than any other colour. Mix it up so that some colours get lots, some get a bit, and maybe one colour gets nothing except creatures with horsemanreach.
Hm. I wonder what the colour proportions should be. Should it be like flying (blue most, white best, black medium, red so-so, green once every ten years), about the same, or in reverse or in another order (you could have lots of white, some black/red/green and no blue if you wanted, but I don't know if it would be unbalanced or not).
Nice card. This wording is fine - the effects for no or multiple creatures are indeed implicit. The only nonstandard templating here is "top 4 cards" which would normally be "top four cards". Compare Faerie Mechanist.
So far it's only been uncommon (and once per set in the artifact blocks) - Power Conduit, Coretapper, Energy Chamber, Vedalken Infuser and Surge Node. But Steady Progress was common, and I don't see quite why this ability needs to be uncommon. Of course, you do need a large quantity of charge-counter artifacts for this to be any good at all in Limited, otherwise they'll collect up at 14th pick.
I considered making this a mana sink and either having it tap to give itself counters and then pay mana to move them around or vice versa. In the end I felt this version best suited the flavour. Artwork would be a dilapidated solar collector artifact that was slowly draining of power.
A test card for using horsemanship in the set. Knights and Cavalry are the obvious choice in White, Knights again in Black, Barbarians in Red (think Mongol Hordes) and maybe wolf or boar riding Goblins) Green would use Centaurs and maybe elf cavalry, Blue is the hardest fit though.
Made it rather than so it is harder to splash. Hopefully the ability is worded properly, wasn't sure if it needed to spell out what happens if there are either no creature cards (put all on bottom) or multiple (you pick 1). I was originally going to keyword this ability as seeker but I decided that it didn't need it, part of a cycle of commons that kind of includes Seeker's Amulet that shows off this subtheme in the set.
cool. Glad you like the card.
Yes, green will get a few centaurs and maybe an elf with Horsemanship. Green already gets anti-flying so it doesn't really need anti-horsemanship, especially if it is getting a good dose of it.
As I said over on Debronian Skyguard, there'd better be a lot of creatures in the set like this. Otherwise this will just lead to bad experiences: people find their interesting card doesn't actually do anything except be a 0/3. You'd probably irritate people more than if it were just a 0/3 vanilla.
I think it'd be fine to have no blue horsemanship. It's not flying flavour-wise, and every colour gets some evasion; green probably gets more landwalk than any other colour. Mix it up so that some colours get lots, some get a bit, and maybe one colour gets nothing except creatures with horsemanreach.
Were you planning on having green creatures with Horsemanship? Are you sure that Horsemanreach shouldn't be a green ability?
Hm. I wonder what the colour proportions should be. Should it be like flying (blue most, white best, black medium, red so-so, green once every ten years), about the same, or in reverse or in another order (you could have lots of white, some black/red/green and no blue if you wanted, but I don't know if it would be unbalanced or not).
Sensible. But in fact this seems overcosted; I think it could be a 2/1 horsereach for .
Nice card. This wording is fine - the effects for no or multiple creatures are indeed implicit. The only nonstandard templating here is "top 4 cards" which would normally be "top four cards". Compare Faerie Mechanist.
So far it's only been uncommon (and once per set in the artifact blocks) - Power Conduit, Coretapper, Energy Chamber, Vedalken Infuser and Surge Node. But Steady Progress was common, and I don't see quite why this ability needs to be uncommon. Of course, you do need a large quantity of charge-counter artifacts for this to be any good at all in Limited, otherwise they'll collect up at 14th pick.
I considered making this a mana sink and either having it tap to give itself counters and then pay mana to move them around or vice versa. In the end I felt this version best suited the flavour. Artwork would be a dilapidated solar collector artifact that was slowly draining of power.
If I do bring Horsemanship in as a part of the set then cards like this that can deal with them will be required.
A test card for using horsemanship in the set. Knights and Cavalry are the obvious choice in White, Knights again in Black, Barbarians in Red (think Mongol Hordes) and maybe wolf or boar riding Goblins) Green would use Centaurs and maybe elf cavalry, Blue is the hardest fit though.
also changed from Rogue to Scout as it makes more sense
boosted P/T from 2/2 to 3/2 because ability can sometimes "fail"
Made it rather than so it is harder to splash. Hopefully the ability is worded properly, wasn't sure if it needed to spell out what happens if there are either no creature cards (put all on bottom) or multiple (you pick 1). I was originally going to keyword this ability as seeker but I decided that it didn't need it, part of a cycle of commons that kind of includes Seeker's Amulet that shows off this subtheme in the set.