Strike The Earth: Recent Activity
Strike The Earth: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | White Decklist |
Recent updates to Strike The Earth: (Generated at 2025-10-10 04:41:27)
Strike The Earth: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | White Decklist |
Recent updates to Strike The Earth: (Generated at 2025-10-10 04:41:27)
Not really a good card for the set; a bit of a filler.
Fey enough? Unsure. Also, really hard to justify as a common.
This is the card that started it all.
And the set has huge amounts of land and mana washing, even though it doesn't really NEED it. So this is probably safe.
lands don't die, sadly.
Needs a name. Probably needs to be stompier.
I choose this member of the cycle to highlight it exists.
The only flying creature in the set. (Though blue gets a mass-jump)
Prior comments were about "Amethyst Man. This is now a plain blue vanilla flavoured fish.
Moderately stompy though.
Now that dig has changed to not dump into graveyard, this guy needs to change too.
I randomly pick this one to highlight the cycle. They interact with the minerals. Slightly fiddly way to do it, but should still be ok (though clunkily worded) outside of the set.
Yes, but then it's a 4 cost counterspell.
I like proper counterspell :) The problem is that they're not very fun to play against... Hmmm.
But only if you have ways of sacrificing (playing with) lands. And not every punishment for doing that is something you can bounce.
I really really want some retreivable bounce though. How about if the opponent can do something landy to prevent you getting it back, instead?
Um, was that a "It's ok" or "It's a titan" or something else? I'm confused.
I don't know... this looks like a good 5cc creature to me. Sac lands alone should put at least three lands in your graveyard. After that, the card's effect looks on par with the titan cycle. You know, except that the Titan cycle is broken and warps environments and makes it so there are no other reasonable creatures to play that cost 6 (and aren't Wurmcoil Engine).
ok, making this mechanic "Put on bottom of library" as the best compromise for now.
Yeah, but you can't destroy cards in the library...
Uh.. yeah, she looks broken. Ok, since I didn't even give it trample, I think I'll stick. It's a big stompy that can be played by stompy lovers or tricksy artifact lovers, and I've been conviced it's not overpowered.
If it wins every draft, it's your fault :)
Oh darn it. Make it an instant that has "You may only cast this whenever you could cast a sorcery or in response to a land entering or leaving play?"
(With flavour text: ore! ore! ore!)
OK, wording should be something like "Whenever a land enters or leaves the battlefield, if ~ is in your hand, you may reveal ~ and cast it." The game has so far avoided triggered abilities that trigger from a hidden zone though, and there are potential rules difficulties with it.
Sure, but you could do something like that in recent sets with two Etherium Sculptor and a Grand Architect, or some such. Not to mention the brokenness that is Master Transmuter, because she's really best left unmentioned.
Ah - did you check the equipment? Agreed, if they kill the equip you're down, but I put some partial balance in with that being able to gain an ability from the mineral and then grant it to the equipee.
As a cantrip (preferably a next-upkeep one) - you don't lose a card, you do turn a land into an ability and a card, and move lands around. I'm worried it's then too good - I could run all 20 of these - and basically have a 40 card deck instead of a 60. (Making cantrip next upkeep addresses that perhaps?)
Edit: Oh! I meant cantrip-on-craft, not cantrip-on-play. My bad.