Mashup: the Gathering Workbench: Recent Activity
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Recent updates to Mashup: the Gathering Workbench: (Generated at 2024-05-03 05:46:12)
Random generator gave me The Hive and Mons's Goblin Raiders. At first I was excited to get something so straightforward... but was a little put off by how damn obvious it was. I suppose I could have just made a Legendary Mons for , who put Goblin tokens into play for ... but what a waste of a Legend, eh?
Anyhow, I instead focused on the Goblin Raiders flavor text, and tried to get a piece of that in there. The Rundvelt Goblins work like a thundercloud, eh? Sounds a lot like how a hive fights. I wanted to throw something unique about shared intelligence in the mix, but couldn't come up with anything fast enough and had to rely on just boosting the team. Ah well.
Blue very much did get machine-gun ping - just enchant Prodigal Sorcerer (Thornwind Faeries, Rootwater Hunter, Zuran Spellcaster, Mawcor...) with Pemmin's Aura (Freed from the Real) - or enchant Horseshoe Crab (Blizzard Elemental, Morphling, Vigilant Drake, Vigean Graftmage...) with Psionic Gift (Hermetic Study, Viridian Longbow...).
I liked the original take on a blue Shivan Hellkite. Well... I like it given the precedent of Phantasmal Bear and Phantasmal Dragon. I'm not especially keen on that precedent actually... it's a bit reminiscent of "black can do anything if it's a way to win", "blue can do anything if it's got an easily circumvented drawback" (Lord of the Unreal). But anyway.
That is an excellent idea, amuseum. Switching over to 'damage deals mill', and changing the damage to only affect players. Also shaved off a colorless, because, sure, why not?
you already took the dragon form from hellkite. you don't have to copy the activated ability verbatim. instead of damage it could be tap target creature.
maybe a keyword for a new type of damage ala infect. like if phantom damage is dealt to a creature, instead tap it and it doesnt untap next turn. if it's dealt to a player, that players mills that many carde instead.
Oh, whoops, yes, 5/5. I figure if Phantasmal Dragon can be a 5/5 flyer for 4, then this is 'fair' at 6. I'm not a big fan of breaking the rules, then severely overcosting the card so that it doesn't see play. Either be bold or delete it from the file.
I like what you're on to Vitenka. I'm not sure how to do it without including a lot of words, though. "If another creature dealt damage by ~ would die this turn, instead exile it. When ~ leaves the battlefield, return all creatures exiled in this manner." Would be kind of funny. But that feels like a W/U card, really. And this 'challenge' is for a straight blue card.
Maybe I'll take another stab at this. I like the sentiment, but even having created the card myself, I got to agree with Link. It's tough, though. Hellkite is petty much asking me to make a very red ability not red. I don't think I can get anything out of it that isn't questionable.
Also needs a P/T. (5/5 I assume? That's also too big for a blue fatty, 4/5 perhaps?) And yeah, even going back to the good old Prodigal Sorcerer blue never got the machine-gun version.
Now, if you could find some way to make the damage illusuory too? I'd suggest something like the rider "If a creature would die from this, instead return it to its owners hand" - making it like the similar red "Exile it" ability, but now more blueish.
I do not believe that this belongs in blue. Giving something a drawback doesn't allow it to break the pie in this fashion.
Random Generator gave me Shivan Hellkite and an Island which color shifted the Hellkite blue. Tough. I didn't really want to make the activated ability just another ability. There really should be something acting like direct damage there.
Eventually, I stumbled upon the idea of making the Hellkite an illusion, using a similar principle to the punisher mechanic on cards like Browbeat. The idea is that blue is able to break the color pie because what's happening is not really real. You just think there's a giant dragon spouting gouts of flame.
Does that work? I don't know. I figured it was better to raise it up the flagpole and see how other people reacted to it, rather than bury it, though.
Well that all sounded like a good idea. But unfortunately, there's a small wall of text involved. I think I need to cut the firebreathing. That's unfortunate.
Yeah, that was my thought process too. It's pretty much going to be bonkers in a 5 player game. I guess that means there's a minimum casting cost I can work with here. I don't think the dragon can remain a 4/4 if it's going to cost 8 mana or so...
Oh, wait. What if it only dealt double damage to a player who choose to cast a spell. That way, if player A and B casts spells, and player C does not, then damage is only being doubled (once) for players A and B (and regular damage for C). That should do the trick. I'll edit this in tomorrow.
That's a pretty nifty idea. Unfortunately it kinda breaks in multiplayer; if I have 3 opponents who all want to cast a spell, my damage will be octupled on my next turn. I can't see a way to fix it either, because the durations you want for the effects are so different. Hmm. Maybe it's not actually a problem?
I agree that's the unique part. It's the reason why the rest of Pardic Dragon is a 'boring' firebreathing dragon. If it was something fun or important, then Pardic Dragon would go from being frustrating, to being infuriating. I didn't want to design an infuriating card...
...which is not to say that combining those two abilities can't work. It's just a matter of finesse. Maybe a permanent closer to Fatespinner? How about this?
??CC
Creature - Dragon
Flying
At the beginning of each opponent's upkeep, that player chooses one - They can't cast spells this turn; or, Until the beginning of your next end step, whenever a permanent you control would deal damage to a player, it deals double that damage to that player instead.
: ~ gains +1/+0 until end of turn.
4/4
Hmm. The unique thing about Pardic Dragon is its Werewolf-style suspend - it only comes out at night. How about a Gratuitous Violence with a similar "only turns on once two spell-less turns have passed" mechanic?
But yes, there are loads of parts of each card here, so loads2 of mashup possibilities.
Random Generator gave me Pardic Dragon and Overblaze, and there were far too many elements from both cards to get a satisfying mashup of the two. I couldn't even keep firebreathing on a card that doubles damage, unless I wanted the entire card to just be firebreathing on a card that doubles damage.
So, yeah, I suppose I could have been handed Volcanic Dragon and got the same result. Alternatively, I could have chosen to make a whole different card about Splice mashing into Suspend. Maybe it's best I didn't.
The more I've been thinking about this card, the more I think I like cutting Magical Hack and Sleight for more mana washing. That version's text would read:
Target permanent becomes green. All converted mana symbols on that card becomes an amount of mana equal to its converted cost. (For example, if the card has an activation that costs , that activation now costs . These effects do not end at end of turn.)
The benefit is that it would be closer to Lifelace (it turns off the original card's reminder text) while being a more useful trick against a greater number of cards (mostly, artifacts with activations. But it should even hurt three+ color green decks). Alternatively, Lifemesh as it stands might be more fun, and/or easier to absorb. Oh, and Lifemesh as written is more cycle worthy, but I'm not sure if it's worth adding the full cycle to a set. I could go either way. Anyone have a preference?