Siluras: Thinking

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Mechanics | Skeleton | Thinking | Background

Encouraging mechanics and how they fit.

Explorer - The basis of this ability is simply being the first to explore a plane that has for one reason or another been completely passed up before now. Having explored more of the terrain and being more familiar than your opponent gives you the edge. (By way of having more lands in play then your opponent.) Most of these bonuses are incremental, but even though a single point of toughness boost can change the outcome of a round of combat, most are not worth working for on their own. To further encourage playing with more lands than usual, I've increased the number of expensive cards by making larger creatures more common, as well as a cycle of {x} spells. Between large creatures, the {x} spells and the explorer mechanic, it should work out that aiming for the late game, or simply playing more lands becomes more of a viable game strategy.

Feral - The opposite of the Explorer mechanic, this is based on creatures that aim more for physical power than brain power. By discarding an instant or sorcery from your hand when you play the creature, it comes into play with a boost in the form of a number of +1/+1 counters. Obviously, this leads to more aggressive decks, while still trying for a good balance of creatures and spells. This would be your typical aggro deck, with cheaper, faster creatures working in damage early, so that they can be finished off with burn.

Tribal themes

Each color has a type of creature that is dominant in it's area, despite some bleed into other colors. (Cats are predominantly White, but bleed into Red. Dinosaurs are predominantly Red, with bleed into Green. Wolves are mainly Green, with some bleed into Black. Insects are strongest in Black, but touch into Blue. Birds control Blue but are also found in White. As well as being a lot of creatures with those specific types, some cards push the tribal theme a little further.

Updated on 28 Sep 2012 by Calus Drakin