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Recent updates to Community Set: (Generated at 2025-12-16 05:45:52)
No, because flood counters are just there as a reminder. Currently, the flood mechanic permanently makes the land an island, regardless of whether or not the counter stays.
Blue has limited mana generation. Though it usually pertains to artifacts, I thought that perhaps this cared enough about islands for it to stretch.
What about a common that floods a land when it ETBs and un-floods the/a land when it leaves the battlefield.
has the removal of flood counters been addressed yet?
You could change the reduction to care about whether a player controls a flooded land rather than an island, would make it less of a blue silver-bullet card as it would no longer care about basic lands.
Maybe wherever possible, replace references to Islands to Flooded Lands instead. Islandwalk could either stay as is or, for this set a variation could be created that makes the creature unblockable if opponent controls a flooded land ???
Just ideas to lessen the impact on blue.
Could we limit flooding to non-island lands ? These would make the blue on blue mirror match more of a slugfest and not just my unblockables attack you, then your unblockables attack me.
Overflood was submitted, though, I don't know which happened first. Personally, I like my suggestion for that card, but the verdict is still out how we want to approach it.
Individual card submissions is going to be rather odd. It seems that there isn't much discussion going on for mechanics, since any mechanical discussions that are left can be argued out on the individual cards (or possibly the skeleton structure). This leaves us in a sort of Wikipedia mode, I guess. I wish there was a better way of handling this, but I suppose we'll just have to make a mess out of the kitchen, if we plan to bake a great cake.
Off that concept, I plan to throw some red card ideas out there tommorow. We still need to discuss what exactly we're doing with Black... but it could probably be done on a card by card basis as well.
A 1 drop that floods a land when it ETBs would be fine. The other ability is too far out of Blue's colour pie to go on a
creature.
If you want a blue Sylvok Explorer type creature why not just have it tap (with whatever costs/restrictions you like) to add one mana of any colour a flooded land could produce.
Flooded Land seems to me to work well as a reference to 'land with one or more flood counters on it'.
They already have a mechanic that triggers off of casting a lot of spells. It's called 'Storm'. :P
I don't think I like the prescribed restrictions on Enlighten. It seems to me that if we're unwilling to use Enlighten in it's most simplest form "Whenever you draw a card" than we shouldn't settle for any other method "As long as it isn't your draw step". Doing so would make the mechanic more wordy, and probably wouldn't make it any less abusive, since we'd have to ramp up the power of the Enlighten cards anyway, to match.
I got a completely different idea. What if we based the multi-color tribe around having a lot of options? That seems to be the number one reason why a person would play with all five colors anyways... because he's/she's trying to toolbox a lot of different 'best of' cards - one for each color, or color combination. It makes sense to me, then, to parallel our design to that common strategy; supporting a strong toolbox design by:
1). Making a lot of strong toolbox cards.
2). Making a quasi-mechanic, or a common method to find those cards in one's deck and
3). Finding ways to reabuse the same card over and over (within reason of course).
Perhaps a mechanic that tied points 2 and 3 together? An ability that either allowed you to tutor a card from your deck, or return a card from your graveyard? Maybe one that could only get cards that were a different color than the base spell to encourage multicolor?
Strictly an Example


- When you cast ~, you may pay
. If you do, either return a non-red, non-green card form your graveyard to your hand, or search through your library for a non-green, non-red card, reveal it, put it in your hand and shuffle your library.
Sorcery
Deal 3 damage to target creature or player.
Toolbox
There's probably too much going on in the example, but you get what I'm going for...
Lots (well several) of Birds hunt fish at sea by diving into the water to spear/grab/scoop up their prey and then take to the skies again so it isn't all that hard to imagine a Drake that does the same thing only with larger fish/merfolk/etc.
I boosted Waterleech to rare, and we talked about not even putting it in. Is there a common 1cc that I'm missing that's not this?
total. Maybe the common can be 
, but probably Waterleech can be that instead.
Edit: Misread. Probably should only be one flood creature at
Flavor-wise, it may be difficult to explain why the flying creature can block a creature swimming through the water... but I suppose there's an answer to many things in flavor. I suppose the real strike against flyers blocking 'pseudo-islandwalkers' is that we're looking for mono to have answers to flyers, not the other way around. If anything, this creature should read "can't be blocked by flying creatures who's controller controls an island".
But I'm not sure that that's the best solution. It would be nice to have one straight-up french vanilla Islandwalker in the the 'Make everything an island' clan. If 3/2 is too good, I'd suggest changing the numbers so that it isn't too good anymore. 2/3, while underwhelming, would probably get the job done.
Seeing as Flood counters seem to be the way things are going, why not a Blue Fatty that cares about them ?
very early concept that popped into my head reading the discussion on Serpent of the Endless Sea.
The last ability is the one I like most - It hits you, It floods your lands AND it makes itself bigger in the process.
Blue normally has a smaller number of creatures than the rest of the colors. If it got another theme, there may not be enough creatures to show it off (since Instants and Sorceries are often more straight forward).
Also, I'm all for a number of commons flooding lands, but there should only be one at 1CC, so, we're going to have to decide what we want there. I think the mechanic plays nicer if it appears on multiple cards spread throughout casting costs, so that you can curve through your flooding. Perhaps this could be a 2/1 for
, or something further down the queque?
This seemed like the most obvious answer to me when I suggested it. It would be spectacular to see this card become #1 common pick in the set, neh?
I'm not 100% sold that this is our marquee serpent, but whoever designs the marquee serpent should notice everything that this card is doing right for us. Namely:
We may be falling into the trap of making every card competitive. I don't see why this card can't just add a Flood counter at Sorcery speed with no extra abilities. It would be a better card than Sea's Claim at that rate, and sets you up to start smashing your opponent with the sets mechanic starting on round 2.
There's this strange problem wheedling its way through the set. I'm a bit miffed at the fact that it is unwise for Blue to play basic lands in this set. While I do think this sort of spell is appropriate, and should be made, we may want to push the focus of this mechanic on having a lot of islands in play, rather than penalizing players who happen to have an Island in play.
I know... that's kind of strange thing to say, especially since I like this mechanic. But, when envisioning the mechanic, I saw huge Sea Serpents attacking, not silver bullet sideboard options against blue. I'm just putting out a warning that we want to keep this mechanic fun, not constraining, so we need to be careful with the numbers.
I'm not sure it matters, though I would put it first so new players don't get mixed up.
As would I. Also, the wording should be "if THAT spell's controller." Also, does the cost reduction need to go before the action, or is it fine where it is?
I'd probably also have it cost
less rather than 

I think it would be interesting to add "Flood target land," but that's probably too much for common, and some people would probably get confused and think that the cost reduction applied to this card.
I originally thought cantrip as well, but it seems almost too straight-forward. OK, I expanded this to be tap-anything (which generally costs
with a small bonus) and "flood" (it normally costs about
as sorcery speed to do "become an island" but is only worth playing if its a cantrip, but this version is weaker as flood still leaves the land all its other abilities.) so this should be competitively costed but not too strong. And "tap anything" is so much more natural than the specific "tap that land" that was here before.
But there's a lot to be said for the straight-forward cantrip version too, we may change it to that.
Changed "tap it" to "tap target permanent"
Lets try that version and see how it feels.
Changed it be 2UU rather than uncastable if opp doesnt' control an island