Link's Unplaced Cards: Recent Activity
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Recent updates to Link's Unplaced Cards: (Generated at 2026-06-15 13:57:09)
| 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 13:57:09)
UncleIstvan, I don't understand your ire. This ability DOES do something, and to me, it's flavorful. I'm looking at it like Alex: it has uses.
Vitenka, you're right. This is probably too efficient, especially for black.
Yeah; it seems like it might be useless - but if I see an opponent running this I know they must have a plan (even if just 'whittle my deck down to the correct 20 cards') and so this card is must-kill priority. Which I guess serves it's function even if they don't; a one mana creature I have to waste something more than shock on? Ow. At least make it toughness 2 or less, it's kinda an efficient early-drop wall right now, too!
Ooh. Whereas I see this and think "It's everything Manipulate Fate wanted to be, but couldn't because it was a oneoff". This allows you to seriously tailor your deck. You could play a bunch of prot-colour cards or hosers maindeck, and use this to strip away the irrelevant ones over the course of several turns.
Manipulate Fate, one of my least favorite cards ever, on a stick! I just hate abilities that really do nothing, but also aren't flavorful even as trinket text. Combos with Misthollow Griffin I guess?
Heehee. Fun.
I had it worded that way so that other things regenerating it would matter, but your wording is more sensible.
Check out the Oracle wording on Matopi Golem or Soldevi Sentry:
"
: Regenerate ~. When it regenerates this way, it deals damage equal to the damage removed from it to another target creature or player"
It's weird to reference the damage. I would just have it deal 2 damage I think.
Honestly, I don't know. I thought that things that trigger on rengerating only happened when the "regeneration shield" took effect.
Won't this trigger both when you activate the first ability and when it's saved from death? I mean, the first instance wouldn't do anything, but it still goes on the stack.
I thought the notorious weakness of letting your opponent choose the result of an effect made up for it. After all, his second ability is pretty much useless if your opponent has no creatures for it to affect.
The second ability should probably be a -1, a -2, or at least have it deal 2 damage to target creature instead of each creature, especially because of his low mana cost.
I think bumping this to a

4/4 might be a good idea, except for what SadisticMystic pointed out about Hypergenesis Cascade decks and this: At 2cmc, it messes with that combo.
Not only do you have to not play a 1-drop, but they have to play one: if this ties the count at 1-1 you get to keep it, but not if it gives you a 1-0 lead.
If you were to play this on turn 2, you might have just not played a 1-drop so you can play this 3/3 flying the next turn. The drawback just doesn't seem like a drawback, because it pings. I'm still thinking this could be costed

so that you have more incentive to play creatures on turns 1 + 2 so you don't get attacked.
Huh? This ability is normally quite a drawback. It becomes a lot more of a drawback the more mana it costs. It's a creature that can't be played at all unless you're outmatched (it just turns into Death of a Thousand Stings without the lifegain at that point).
I think you would choose the player because it says "that player". But yes, there some broken combos that can happen with this. Also, why is this 2 mana? 4 mana would be balanced if you remove the Flying, so I guess

would be fine with flying for a 3/3 with that ability.