Strike The Earth: Recent Activity
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Mechanics | Skeleton | White Decklist |
Recent updates to Strike The Earth: (Generated at 2024-05-02 02:53:05)
Strike The Earth: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | White Decklist |
Recent updates to Strike The Earth: (Generated at 2024-05-02 02:53:05)
move to second land cycle
make code basic again
Now if it hit enchantments, artifacts and tapped creatures, that would be a utility spell I'd want 4 of in every deck. Like Oblivion Ring and Faith's Fetters.
Ok, I'm thinking...
- Sorcery - Destroy target artifact or tapped creature, it's controller gains life equal to its CMC.
Brings back the "You have to get hit by it" part; a shame I can't hit it when it attacks (which is kinda white's thing) but it does power it down quite a lot.
And it feels REALLY odd to not hit enchantments too; but there's only actually 2 enchantments in the set.
If you drop the artifact hit as well. It'd probably still need to be 4 if it's hitting artifacts or creatures. See Last Breath, which was only creatures, very restricted on power, and still gave the opponent life.
Mmm. Not thrilled by removal that costs that much, though.
How about with controller of the target getting lifegain? Can that bring it down to 3 again?
Yes, very. I mean, that's fine; there are a variety of good utility spells. I guess it's like Iona's Judgment, which cost 5 and was a sorcery.
Actually, you know what? With the "tapped" option, the "attacking" one doesn't add much; only really the ability to hit vigilant guys and avoid getting countered by untap tricks. So "target artifact or tapped creature" would do. (And would probably still have to cost 4 or 5.)
It's nicely versatile though - I think I'd probably run it in a lot of white decks.
(Context: the discussion on Masterwork Sword about wanting common artifact destruction.)
You could probably have "Choose one - destroy target artifact; destroy target attacking creature; or destroy target tapped creature." That'd need to cost if not , though.
Ok, green has one at common, red has a creature with a tap ability at uncommon, and white has an odd disenchant semi-sorcery at uncommon.
That's hopefully enough; especially with this being common people ought to realise they need them.
Can I make this 'or artifact' ?
Also, yeah, needs a better name.
Ah, dammit - making this kill tapped artifacts won't let it kill the equipment, which makes it pretty much usless in set anyway, since all the other artifacts sac.
Oh, hang on - this guy has artifact destruction too, though not at common.
So only white is missing it - and white has an indestructible wall and lots of protect and generally doesn't care about power so much.
Logic table time! My intent is: If we BOTH have 4 dead lands, no sac. If YOU have 4 lands, I don't sac, you do. If I have 4 lands, I sac, you don't. If neither of us do, both sac.
Green has naturalise... but, uh, that's all right now.
Maybe I should swap the mountainwalking goblin out for a "Goblin Artificer" or something (sac to blow up an artifact)
That's a reasonable approach. Just be sure there's some artifact destruction at common somewhere.
What do you mean by "opponent"? One of that player's opponents, or one of the Demon's controller's opponents?
Um. Now you've confused me.
What I want is For each player, does opponent have lots of dead lands? Yes? Do nothing. No? Sac a creature.
I don't think I mind that too much - the format has a LOT of creatures with high toughness and bog all power.
I think I'll try it out. Still - warning noted; and this is likely to be a very desirable pick. Which I think is good - gives people a chance to pick up some of the more interesting things at later rounds.
The costs on this are pretty much perfect: see Darksteel Axe or Trusty Machete. However, note that those are both uncommon. Equipment giving +2 power should almost always be uncommon (or higher) these days; it'll be format-warping (or at least format-defining) at common.
fix frame to hybrid frame
Just a quick note: I think this works out as the whole ability shuts off if any one of your opponents has >=4 lands in gy. But it could easily be read as "for each player, that player sacs a creature unless one of that player's opponents has >=4 lands in gy".
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.
Oh, also, have you thought of making utility lands that don't do much the round after their played? That way you'd have lands you can easily sacrifice without worrying too hard about it. Maybe something like:
This Land is Expendable
Land
This land is expendable enters the battlefield with 3 mining counters on it.
, Remove a mining counter from ~: Add to your mana pool and gain 2 life.
While I agree with Alex on power level issues, I've still got to point out that you probably want them to sacrifice untapped lands. Otherwise, the turn you play them will come with a bonus mana, which does make them a little better, but it doesn't make the card look better, because many people won't notice that... and player perception is kind of important...
Well, one purpose of these things is to get lands into graveyards. I don't actually care where they come from.
How about if I search them out of your library? That makes it almost pure upside.
Hmm. Still not acceleration, and still only one colour of fixing; i. e. less effective fixing than a Plains. They're like 1/5 of a Mana Cylix, which I always felt bad about playing. And it can turn into a copy of Vigilance, which was a 15th pick.
I do fear that for as long as you keep trying to make these sac a land, these will still be unplayable.
Was some lame 'everything has +1/+1' silly rock. Now it's a sword of pointiness. I blame the dwarves. In fact, let's use that as flavour.