Strike The Earth: Recent Activity
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Mechanics | Skeleton | White Decklist |
Recent updates to Strike The Earth: (Generated at 2024-05-17 06:32:34)
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 06:32:34)
I didn't want to play this, but on reconsideration I think it might be fairly good.
This is interestingly symmetrical. The way to break the symmetry is to have lots of first strikers, at which point it's really good. But Douglas pulled off a fantastic trick by killing it with Soul Channel after I'd attacked with first strikers into his board of 1/N Protectors.
I think this is pretty much a perfect mythic rare design.
If it's legendary it should have a specific name. "Grithwol, Blight Knight" or whatever would be fine.
Yeah - true. I was kinda grasping for keywords I could add; and wanted some reach in set.
I think a power bonus rather than toughness - the set does need more things to disrupt the (deliberate) battlefield stall.
The "nonland" change is very sensible.
Also, for clarity, choose one of the templates "land card is put into a graveyard from anywhere" (includes mill and discard) or "land is put into a graveyard from the battlefield" (more explicit that it's only from the field).
Actually, given how I've made it now - could it enter untapped?
cost added. The sillyish way.
Ah yes. The serious flavour is "Dwarf digs too deep, falls down a Hole and gets eaten by a grue.
The SILLY flavour is "A very shallow bed of quicksand. Only dwarves are at risk from it".
It's still unplayable even with the minerals as they stand, because they're double-card-disadvantage and this does nothing.
Look at it this way: in-set this is the same as:
> Equipped creature has ": This fights target Demon of Armok." and ": Target creature is unaffected by Overly Hasty Crane this turn."
It only does anything at all if the opponent has and draws and plays one of two specific cards. Utterly unplayable.
This should grant a small P/T bonus, something like +1/+0 or +0/+2. That'd make it more playable, which would make minerals (fractionally) more playable.
Double card disadvantage? You start with this card and a land. You play this card, and you lose the land - but have this card giving mana - 1 card disad. You craft this card - losing it, and drawing a card. Still 1 card disad (though it's the land)
I'd like to see someone using these; and proving that yes, the disadvantage is that much that making really scary equipment is rubbish before I up power them. Because the flipside risk is making it far too good.
Yeah, still need a LD spell at common. I don't know why you're complaining: MaRo's always pointing out that red commons are the hardest to design, and here's one archetype of red common which is being handed to you on a plate as something the set needs!
Yeah, it worked fairly well. It's defensive, certainly, but the deathtouch and evasion helped counteract that and let games actually end. (Don't remove Scary Mask entirely unless you add some more common evasion.)
yes yes.
Sounds sensible.
fix horrible typeline
It's certainly good for finding your uncommon or rare bomb artifacts or equipment.
The activated ability should probably still have added to its cost.
(The second one. Adding to the cost of the first one would just be silly.)
We compared this to Quicksand crossed with Rend Spirit.
First-strike 3 is, in format, "Kill everything except the awesome stompies, and really hurt them." Although, humm - decent amounts of protector defend against it tolerably well.
Might just make the lifeloss unconditional.
I'm not sure he's that unplayable. Minerals are certainly unplayable, but there are other reasons to sac lands: Dwarven Miner, (CL05), Cistern, Dweller in Lava. I'd consider playing him against some decks.
It's card disadvantage; double card disadvantage, in fact. It's basically unplayable, which is a shame because the interaction with the equipment is interesting. (The equipment are mostly also unplayable, which is definitely a shame. I'll comment on (((Step Ladder))) separately.)
Finding a 1/1 in format is rarely going to be an issue, it's an extra turn delay though. An activation cost isn't a bad idea; but I don't think it would help much.
Such as, perhaps, a red rare.
Also, white does need common removal, and Pacifism-style effects are a classic form of common removal.
Remove the word Aura!
Otherwise, yes.
That sounds sensible.
This is horrible. I can't see any reason why I'd play this. It doesn't get you any more mana than what you draw naturally.
Sakura-Tribe Scout would make an interesting pairing with Redmine.
The flavour is great and evokes the game, but doesn't really match the mechanics. I'd expect an engraver to do something like ": Whenever target land becomes tapped this turn, you gain 1 life."
Um... this wasn't meant to be a creature. Not quite sure why I blatantly ignored my skeleton in this case.
Still, this ability reasonably fills the "Opponent has one less attacking creature" role.
Yeah, that is interesting.
I was thinking this would probably get the norrit ability. (Or maybe the interrupting crab...) Are all the white commons creatures? Ooops.
The set being small was mainly a decision to make it more likely I'd actually finish it.
I'm not averse to adding a few more commons.
Also: Said draft archetype failed horribad. (Partly because there just happened to be very few greens in the second two boosters, including NONE of the combat trick, and partly because it doesn't make green mana)
Still, it seems like it should work, and was indeed a design intent. (Well, it was like, the whole reason I added this card. Having added htis card, I made a couple of critters into elephants.)