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Recent updates to Community Set: (Generated at 2026-03-14 14:22:58)
This ability seems more like it would be seen among the Aer.
By "all of," I just meant to say that Green is generally the color that gets reach. Not that it should have a ton in this set.
Realized there was a shorter way to put it.
I think this is fine in green - we don't need to massively overdo the reach in green; or in white; or possibly in red.
I think this is fine in red. It's Warpath coupled with the Retromancer ability (also seen on Ashenmoor Liege). Inferno Elemental also did this recently, so I don't think this is out of pie at all.
Mmm... certainly hurting things is red, and combat is red. But the consistency of it does feel white. Red would much rather randomly hurt the attackers or the defenders.
I kinda like the "I'm not hexproof, I just EXPLODE if you hex me". That's very red.
Probably the second ability is alright, but maybe the red quasi-shroud is too much.
Changed rarity; removed Mountainwalk.
Agreed.
P/T are just random at this point. I figured I might as well put them on a familiar body. That's not what they have to stay at, though.
Anyway, with all of green's reach, could we pop this ability into red?
The kicker and shade examples do make good contrasts, and it's true, they do make good design choices. Personally, I still like the occasional, goofy, underwhelming, over-costed common. One of the more annoying parts about playing Magic with a collection of commons is the inability to 'punch through' with something big. In many blocks, that huge fireball style effect just doesn't pop up, except in Green, and mostly on creatures.
This makes sense from the point of Magic as a teaching tool. When new players approach the game, they often focus on the most powerful spells, because they have no understanding of effecient mana cost. As they collect more cards, and presumably, get better at the game, they have access to cards with a higher casting cost, but can better appreciate the types of decks that can handle those cards.
Unfortunately, though, this model doesn't take into consideration players who open a lot of packs and play with the cards they open, reduces depth in limited and fights against the new player's instinct to play with the cards he would imagine to be the most fun. It's a balancing act, I know, and making cards like Resounding Silence does a good job of keeping that balance in check. But, on a rare occasion, I like the idea of putting my thumb on the wrong side of the scale, to freshen the game and watch the environment ripple.
I agree. The mountainwalk adds a bit of flavor... but not really. I don't think anyone would notice it was missing if it was gone, and it would be a little punchier if it wasn't there.
It seems fine by me, but you're right in the fact that some people will call this ability too white, and ask for it to talk about your blocked creatures only. I've never been a big fan of letting the color pie dictate player strategies, though, and really like the occasional defensive red card. We'll see what other people say.
Maybe it would be more appropriate to bump Plainswalk to uncommon? It is a very rare ability.
I'm a bit confused about the problem myself. I, all at once, both want a plainswalker because there hasn't been many plainswalkers, and don't want a plainswalker because there hasn't been many plainswalkers. It does seem that Wizards doesn't print it very often, mostly because of flavor reasons (The Plains are wide open expanses! Someone is going to see you!). But if they wanted to do it, they could have made multiple years ago. It's not like there isn't a large list of real life creatures that don't camouflage into the plains.
I suppose its just nice to have one basic land feel more safe than the others, in the same way that, when a creature you control changes color, you should probably make it black, since it is safer that way. Or, maybe it's just one guy who doesn't like it...
So... this creature can block two creatures per turn? That doesn't really bother me. But, in my mind, that makes this much better than Giant Spider... just not for the turn it comes out.
I seem to recall a wizards article saying red always had a minor anti-flying theme, just overshadowed by green and by red's general "anti all creatures, especially non-flying ones" attitude.
Makes sense in red to me - it's kinda like a tank taunting a boss; "Come and hit me!" Makes sense in Warriors, etc
I actually thought about having this in red, since red, as of yet, lacks some special blocking. I wasn't sure it made sense, though.
I like the flavour here.
Wow, yeah, there's really little. There's ten cards that mention plainswalk at all:
But that makes me feel like a card with plainswalk maybe should have a specific reason for having it, not just be a white card with plainswalk.
And white should probably have 2-3 evasion creatures, so it's a good time to use plainswalk if we need it, but we should probably prioritise abilities like "can't be blocked by multicolor" as they're specifically relevant for the set.
It seems a good idea. I wonder, green doesn't really need this because it has reach and we should probably play reach up a bit when there's a big flying/non-flying division. OTOH, stopping attacking creatures by getting into combat with them (or fighting them) is obviously a green way of stopping them, so it fits better in green than any other color.
You could also make similar cards that cared about fungus (by blocking fungus creatures, or letting any fungus creature have the "G, T: block" ability) if we wanted. But it seems a good card ot have in the set.
Sorry for all these cards. I was inspired during class today while I was fighting to stay awake.
The costs on this probably need to be played with, if it's a valid card at all.
Somewhat unintentionally, I've been dividing red into two factions: the devils and the yetis. Yetis use the "all-in" mechanic, and devils tend to care about instants and sorceries. I'll try to lessen this if other people don't like it.
Is this too out of pie for red?
Could probably be a common, if the Mountainwalk was removed.
This would generally be worse than reach, but not when you're using it against something with Forestwalk. Thoughts?
I don't mind having this over Unshaped Aurora, but some plainswalk in the set would be nice, since there's so little of it.