Strike The Earth: Recent Activity
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Mechanics | Skeleton | White Decklist |
Recent updates to Strike The Earth: (Generated at 2024-05-17 06:49:13)
Strike The Earth: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | White Decklist |
Recent updates to Strike The Earth: (Generated at 2024-05-17 06:49:13)
I guess it'd be fine to keep this at 5 damage, just upping the cost to .
Oooh, yes - there's a really nasty one when you double block it. I have NO idea how the rules state that - probably the nonintuitive it's only taking damage once? Definitely changed.
made per-damage, then
Probably so. The alternative is extremely explicit reminder text, as on Ajani's Pridemate.
flavour. Musings.
Alex and R and I have now all played this completely wrongly. We both read it as "Put that many 1/1 into play", as nantuko. As written and intended, it puts 1 token into play each time it takes damage. So pinging it to death puts 3 into play; but normally blocking it with one creature or overkilling it for 50 - would only put one into play.
That's a pretty big power difference, but not very often. Should I change it?
(Reply in toothychat was: It makes it quite a bit more powerful. Acceptably so? On a 2/3 for 4, sure.)
The latter would be great. The cards in those slots are, as you noted, not really very interesting.
So you're referring to a desire to make some cards reflecting the strange and fey moods from the game? Presumably relating to the slots in the skeleton which you've labelled "strange" and "fey". What are you wanting to do to the cards already in those slots? Would you like mechanical suggestions for ways to reflect things associated with strange and fey moods?
I'm not really sure myself. The defining characteristics appear to be "Requires strange stuff to make" "Drives dwarves insane" "Really admired" "Usually very hard to see why anyone would, or even could, build it out of THAT" and "It does what? WHY?"
Um. Could you elaborate what you mean?
You don't, really. You've massively oversupplied with creatures already. Each colour could stand to receive a noncreature common, a noncreature uncommon and a noncreature rare and the set would be fine. My 23 nonland cards were 19 creatures and 4 noncreatures! I normally can barely dream of getting that many vaguely playable creatures.
It's certainly plausible that some of your creatures need to be more vanillaish - that's the case in most custom sets. But you've got 2 vanillas in blue that I remember, and at least one French vanilla in red, so you're even doing okay on that front.
Mmm. Yes. It'd be like a mini Niv-Mizzet, the Firemind.
You could just make this a black Air Elemental and it'd be fine. Or give it some minor ability that affects each player equally and cost it at 5 or 6 not 4. Perhaps "each player sacrifices a creature", or even "Each player sacrifices a creature unless he or she has 4 or more lands in his or her graveyard"?
Was this one balanced? It seemed quite good.
Strange and Fey. Really aren't.
Really need to be. Anyone got any ideas?
I'm really more terrified of the stack of common mostly-vanilla creatures I'd need to make to pad that out. Though there are all the nobles and such.
I guess it could do - but :Dig5 is strictly better than :Draw a card, and probably would need to be costed as such.
Still, maybe if I make this the mythic, and make it work that way, it'd be reasonable.
Yeah. I think this guy is probably roughly fair. He's hard to use, reasonably easy to disrupt - but if you get him going he's really rather powerful.
So probably make this a rare and slot something else in the mythic.
Well, I wanted something relatively cheap. I guess I could make this the multi-removal and have the rare be an even bigger flying demon. But then the 'block flyers' stuff becomes REALLY useless.
How cheap am I allowed to make a black flyer with drawback?
And it's really quite bad. Or at least, very restrictive. Unless you can feed it a cat token every turn.
In the draft I found there was less land-sacrificing going on than I expected, so cards which like land in graveyards, like this and Demon of Armok, were less useful than I expected.
Yeah, it basically ended up giving me two untap steps and you none.
OTOH, together with a card saying "T: Draw a card" it would make an infinite free card-draw engine.
This is an example of the bad kind of tension. It's just annoying that his ping doesn't let you trigger his dig.
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...
It's definitely a thought.
That's like a while extra set!
Ah, in that case now that you've finished it enough to do a first draft, and are looking to work on it a bit more, I suggest you do indeed add something like 5-10 commons, 5 uncommons and 5 rares.
Surely the right place in red is to give it "attacks each turn if able" and cost it appropriately? A 3/1 first strike is somewhat tricky to block -- you probably need to double-block it with two 2/2s, or race it. But where it's really punishing is on defence: your opponenet needs a 1/4, a first strike, or dozesn of creatures to be able to get any damage through. Blocking with a 3/1 first strike screams "evil white". But that's hardly very red, is it? But attacking with it is very red, and could probably cost or . Would that give an interesting card, while distinguishing it from porcelain legionare?
made tap, still thinking about making it green.
I think you said you wanted to make this tap as well.