Link's Unplaced Cards: Recent Activity
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Recent updates to Link's Unplaced Cards: (Generated at 2026-06-15 15:32:41)
| Link's Unplaced Cards: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics |
Recent updates to Link's Unplaced Cards: (Generated at 2026-06-15 15:32:41)
jmg: good question, I'd not even thought of that. I guess it's a bit like the difference between producing hybrid mana and consuming hybrid mana. Some people are scientist/politicians, as in their power comes from being BOTH. But some people are EITHER: they would be equally awesome if they spent their whole life doing science only, as if they spent their whole life doing politics only...
Oh, that's really cool. I wouldn't have thought you could find three abilities that fit into too colours, but I think this would make sense in either colour!
And I quite like the ascending loyalty: it's a trick that shouldn't be overdone, but it should happen once and G or W are the colours for it.
I thought the comment on MTG Salvation was way too negative: I'm a bad judge of planeswalker power, and I agree these abilities COULD be problematic, but I don't think it's obvious.
Repeated permanent destruction is risky, but as it's inherently limited by your creatures, I think it's probably ok, the opponent has two answers (just not play non-creature artifacts, or kill some of your creatures).
Repeated recursion is risky because it can make a lock, but also, a planeswalker is probably the place for it.
Huh. This brings up an interesting question of "Can Planeswalkers be Hybrid?". I suppose Shadowmoor had a fair share of Legendary creatures that were hybrid... but it seemed appropriate for them, because they came from a land of dualistic nature. Normally, when I see a straight up hybrid card, I think "This card is as much blue as it is black. I could cast it using blue mana or black mana because it is so generic a thing among both colors." A Hybrid Planeswalker kind of walks against that line of thinking, since there's only one of them in the universe. She's not 'Green or White'... she's both. I suppose that, storywise, she'd have to be comfortable embracing both viewpoints, being equally likely to react in a very green fashion, as well as a very white fashion. It would be a bit like if Captain Sisay was sometimes the leader and captain of the Weatherlight, and sometimes a wildwoman who stalked the jungles of Jamuura.
Yeah, it is, but I don't like spelling out "Planeswalker" on cards. Having her destroy creatures seemed out-of-color, and lands would be too powerful.
I posted this on MTG Salvation and was told that it's too strong. The criticism was that the tokens didn't make sense as Elementals (which is fine, that can change), and that the second and third abilities were too strong. I can agree about the second, but the third doesn't seem overly strong to me. It's certainly strong, but basing it on creatures tempers that somewhat, right?
Huh. Fascinating. Nothing to spend all this loyalty on except staying alive. I'm not sure about the third ability: isn't it just casting Naturalize except that it sometimes randomly zots a planeswalker?
Oh, yeah. Oops.
Right now, you're exiling X creatures. Do you mean exile a creature unless its controller pays
?
I think this is pretty Timmy, yeah.
Dunno, which one is timmy? This is big and splashy, anyway.
Added rarity.
Um... is this a Timmy card? It's meant to be.
Dropped ability cost to
; also, "nonbasic permanent."
These are gross costs, though. Maybe the ability could cost
. For some reason, I don't like
when the cost is
. It's too close, or something.
If you think about it, the second ability potentially makes the first more powerful.
Whoa,
? (Was CMC
and
). Seems overcosted now. Still and all, this is pure removal in colours that don't normally get it, so maybe it's justified.
Altar of Shadows also helps fuel itself and other things once it starts going, which makes me think this can be slightly cheaper than that. I want this to hit nonbasic lands, but while simply writing "nonbasic permanent" would work, I feel that it would lead to criticism. Hmmm... I think I'll bump the costs up to 7, and make it unable to hit lands. It's already a lot more flexible that Altar of Shadows, and I don't think it should be cheaper than Legacy Weapon.
The absence of tap isn't really a big difference; I've played a number of 5-colour decks, and although having WUBRG by turn 4 is easy, having WWUUBBRRGG is actually remarkably hard even if you've got 11-12 mana.
Altar of Shadows is Vitenka's artifact, which is also a good comparison. There's also Lux Cannon which trades time for mana (unless you pair it with Unwinding Clock. As if any evil person would do such a thing.)
Legacy weapon doesn't tap; which is a pretty big difference. And... yeah. You can probably accelerate into this on turn 3, and by turn 5 they have no mana. Nonland, or non-basic permanent would fix that. Using something to mass rename and exiling all their creatures is still evil looking; but hard to do so probably fair enough. Using this to pop one hideously scary thing a turn? Well, it's CMC6, vulnerable to disenchant... probably reasonable. Somewhat painful to be up against... yeah, I can see this.
There does seem to be a CMC7 threshold for this type of effect though; I'm thinking of the artifact that makes black mana per thing it killed.
Legacy Weapon says that the top ability is somewhat undercosted. I don't know how Legacy Weapon stands up to modern standards, though.
Turn 3 Master Transmuter into Spine of Ish Sah says this could cost 4 mana and 1 rather than 6 and 4... except that's supposing Master Transmuter is fair, which is pretty much the opposite of true :P
Is this intended to machine-gun basic lands? I fear the second ability's costs need to go way up for as long as it can hit basic lands.
Oh, shoot. Thanks for both the comment and the correction.
It's an interesting mechanic. It reminds a lot of imprint, but I love the interaction with haunt, especially since it effectively gives the haunt card an extra trigger as well.
P.S. You spelled Iro Voi, Noctiluminescent wrong.
Okay, guys, I need some advice on imbue. Two questions:
1. What do you think of the mechanic in general?
2. I changed the text of imbue. Previously, it worked only with itself. Now, however, it reads "Imbue (2: Exile a creature card from your hand haunting this. When this leaves the battlefield, return that card to your hand.) I like that it references haunt, but I wonder if that's okay. The two abilities just felt like they should work together, since they both represent spirits clinging to the living. This has resulted in a change in text for Iro Voi, Noctiluminescent, Agent of the Unveilers, and Martial of the Edge. Any thoughts on Imbue connecting with haunt, or on these cards and their wording/power level, are appreciated.