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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-14 14:25:54)
I like both of these effects. I don't mind much whether they're on the same card or separate cards :)
I'd actually be in favour of the Kentaro ability being on a 2-colour card not a 3-colour one, to make it more useful.
Alternatively this could go up to

? Either making 3 mana and cantrip, or 4 mana and cantrip? More expensive rituals are much less dangerous. (Geosurge didn't do much anywhere, as far as I'm aware.)
Hm? Soulcapture Lance is still common both on the card and in its code?
Mm, yes, this might be more sensible as Minister of Impediments rather than Fatestitcher. If we're untapping things we'd probably need to charge mana on the trigger.
Yes, Impulse is a lot better than that kind of card needs to be. But this could go up to 5 cards if you want. At that point it reminds me of a cantrip Index.
"Choose all but four and discard the rest"? Er, so, that's "Discard four cards"? Or should it be "Choose four and discard the rest"?
FWIW I'm definitely fine with there existing a monoblue mass-draw spell in the set. If it's Mind Spring rather than Sphinx's Revelation that's fine.
Hm? This isn't Enlighten - +1/+1, this is just flat static +1/+1.
Mmm. Mostly, I didn't want the same second line that comes with Pestilence, since it has odd timing, and can be an annoying drawback to play around. I tried to make an event out of it instead, but maybe I tried too hard.
Btw, Pestilence used to be a common, in the core set and in Urza's Saga. Absurd. I agree... it's almost too much for uncommon. Pyrohemia can sure warp a Time Spiral draft...
I figured Cut the Knot could use a companion card, and it's been a while since we saw Annihilate. It could use an update.
We need a few Naturalize effects in uncommon and we need cantrips. Done and done.
I'm surprised to see that Pestilence and Pyrohemia are uncommon. I feel like they would be rare if printed today, though perhaps I'm mistaken.
I don't think I like the disjointedness between the Enlighten ability and the sacrifice ability. One damages creatures and players, the other only damages players.
If we decide we like this card, finding a good flavor fit for it might be a challenge.
Well, this draws 4 cards for
if it's the only card in your hand. Otherwise, you're going to have to start discarding. Though, I think I see where the confusion is... altering the text to read more like Breakthrough.
Added
Though, one accidently became a rare, and another a blue card. These things happen.
Originally, I was going to make a 1/3 creature with Enlighten-Pestilence, but I figured this was as good a time as any to point out that we should probably make a few Enlighten enchantments now that we're no longer in the commons. This card seems, not being a creature. But that's the point, I guess.
Looking for ways to "go nuts" on card draw. I went a little too far here, and ended up with a rare. I like it, though. Bit of a risk if your opponent packs enchantment destruction, admittedly. I could add "When ~ leaves play, shuffle your library"... but there are already a lot of words here...
This draws 4 cards for
, which Tidings says is a bit too efficient. I think this would have you discard down to 3.
Oh what the heck. I mentioned this card in Sudden Realization as a failed card, but it makes a perfectly fine uncommon for the set. So I'm adding it.
Originally, I was trying to think of a way to get as much card draw bang for your buck in gold, since I assume players will be looking for it, with all this enlighten kicking around. My first thought was to do "Draw 7 cards, then discard 7 cards" for

sorcery. Then it occurred to me that that was what Tolarian Winds normally did. Enlighten is so good, that I was willing to pay 5 for a sorcery that would normally costs 2 at instant speed in a deck that can abuse it. :o
So I went back to the drawing board and, remembering Breakthrough, decided to make its opposite, giving us a little more card draw than Mind Spring, at the loss of the ability to keep it all. Unfortunately, making this gold either required hybrid, or making it a different spell, so I just kept it blue, and am setting it aside. This should be a warning, though. Any enlighten card that we see coming down the line needs to be fair when cards like this are played right after them.