Strike The Earth
Strike The Earth by Vitenka
108 cards in Multiverse
52 commons, 26 uncommons,
12 rares, 5 mythics, 10 basics, 3 tokens
19 white, 16 blue, 17 black, 16 red, 17 green,
1 multicolour, 2 hybrid, 10 artifact, 10 land
561 comments total
Dwarf Fortress. Full set!
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Mechanics | Skeleton | White Decklist |
Based upon upon land being a part of the battlefield.
The elves like to keep thins relatively static, working to a rhythm. Red likes to burn things for immediate advantage, and risks diving too deep. Black likes it when you dive too deep, and can really make life a misery when you do - but can only harass a little bit until then.
Blue tends to sneak in the back way when you're not looking. White is city-building dwarves.
The aim of the set is to promote a ground-stall somewhat; leading someone to do something drastic and kick off the horrible disaster. The first part of that works... the second bit? Not so much.
Cardset comments (26) | Add a comment on this cardset
The set creator would like to draw your attention to these comments:
On Dwarven Beast Tamer (reply): | On Strike The Earth (reply): |
On Limestone Deposit (reply):
Hmmm, not sure I can fix an overly weak design by adding more weak cards. And not sure I can trust myself to not accidentally make the lands too good. Right - top down time. Craft. Evoking the sense of building stuff into other stuff as a thing that dwarves DO. In DF crafting is based mostly around stuff you dig up whilst making rooms. (Some stuff from killing things) Some dwarves and it improves the quality of things you can make anyway and makes dwarves happier. Mechanically - it needs to be a cycle of cheap support commons, and in keeping with the rest of the set wants to aim at about 4th pick in every other set desirability wise. Crafting is SO flavourful it deserves a keyword - but at this point that keyword only lives on these 5 cards so it doesn't need to be a mechanical one. It also needs to support the "Put your lands into the graveyard", or some other set of cards needs to do so, because right now the hate triggers don't happen enough. Yeah, ok, writing it all out like that it's pretty clear I'm trying to hang too much on a single mechanic - I need to split it up, and the 'lands into your graveyard' part isn't a bad plan. |
On Mammoth's Graveyard (reply):
on 16 Nov 2011
by
Alex:
Off the top of my head: Common white wants a creature removal spell Common/Uncommon white wants a protection spell like Rebuff the Wicked or Shelter Common blue wants a conditional counterspell (like Mana Leak or Thoughtbind) Common or uncommon black wants a Raise Dead or Zombify card Common red really wants an artifact destruction card Common white or green wants a lifegain card and an enchantment destruction card Uncommon white could have something to grant lifelink or first strike Uncommon blue seems to be missing a card already (ah - this is because the Crane is a common in an uncommon slot), but badly wants a couple of noncreature spells; bounce, counter, -N/-0 or "becomes 1/1", tap and/or doesn't untap, etc Common or uncommon black could have a player-loses-life card Red could have a +1/-1 creature or spell (like Flowstone Blade, Flowstone Crusher etc) Uncommon green (or artifact) wants something to grant trample Common or uncommon artifact really wants an equipment that grants a power bonus! You have none so far! All colours want more noncreature cards, particularly instants - you even commented on this yourself. And flavour-wise, you haven't got much by way of:
There ought to be enough there for at least 20 more cards... |
On Strike The Earth (reply):
Since there'll certainly need to be tweaks made: Here's a note from QQs use of Stifle to kill fetchlands. Blue doesn't get to destroy your lands directly - but it does get to turn them into islands and trick you into killing them yourself. Note: The skeleton view is the best view for the whole set. Unaddressed comments is the best view for what is being worked on. |
On Cinnabar Strike (reply): | On Demon of Armok (reply): | On Scary Mask (reply): |
Recently active cards: (all recent activity)




Whenever a cat dies, either tap target untapped creature or each opponent may tap a creature of their choosing.
Enchanted creature has Haste.
Sacrifice a land: Return Light a Fire Under It to its owner's hand.


When Smo, Akroma's Acolyte enters the battlefield choose a colour; Smo has protection from that colour.
yeahno; I'm not crediting the keyboard I use either.
Yeah, add the base model reference (usually stable diffusion checkpoint), for example "NeverEnding Dream (NED)". I find something like "ai-image" wayyy too generic considering there are hundreds upon hundreds of models out there. Leaving the artist credit blank implies you don't know where they are from or just forgot to put it there.
And it is? Comment upon adding the image is always "aimage".
In other communities, they'd credit the model to indicate it was AI-generated
What little art there is was generated by me, using a local stable diffusion install. Credit therefore is impossible to assign.
Where are the artist credits on the cards in this set? O_o
Ragavan, Nimble Pilferer is quite famously a monkey
It was only a little bit of wrongly-templated wording :)
> "I wonder why official design never explored this as an answer to the whole "I forgot about that, ugh." problem?"
Because (a) the wording on that card wouldn't do what you envision anyway; and (b) the effect of something that would work as you seem to envision would just lead to people actively wanting you to miss your triggers rather than help you remember your triggers to maintain a valid game state.
And in the end you already get punished for missing a beneficial trigger anyway (not getting the benefit) without a designer adding insult to injury.
Usually if you e. g. pass priority and go to the next step/phase missing a trigger that mistake can be resolved by going back and handling the trigger (both players looking out for that), but when you turn maintaining game state into a competition your opponent is encouraged to nit-pick rules and words (famous examples "go to combat" vs. "go to attack").
Is it intentional that removing the target makes the ability fizzle even if the controller wants the board wipe?