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Recent updates to Community Set: (Generated at 2025-12-16 05:54:49)
Likewise. In general, I like the variety of including enemy colors, and am frustrated when I can't play the combinations I want. OTOH, if the flavour of the Aer is "normal multicolor", it makes sense to have them spread through the allied pairs.
Doing 10-to-5 makes sense, as does saving enemy color for a hypothetical second set.
I suppose that's the biggest dig against opposite color pairings - we only have so much space, so maybe we should be committing to same color pairs only. But, I'm open to both. There aren't enough opposite in the game, and it adds some dimension to Aer if it existed, so I get the other side of the argument. I think I'd lean to 'only ally' so that we can focus (and because it makes an enemy color planeswalker pop), but could easily be pushed back.
One of the things I like about it is that it fights fungi. I do like the "Creatures with +1/+1 counters on them are Fungus" idea.
Well, this could just as easily be
. I think we could have both opposite and allied color pairs, so if we have 15 Aer cards at common 10 could be allied and 5 enemy and vice-versa. I just though of this as a card to show that they were taking the mono's mana, then saw how it could be color fixing. It is, of course, situational, but it would help a little.
Opposite colors in the Aer. Discuss.
It may be too wordy, but I'd like all permanents that give +1/+1 counters to say that "Creatures with +1/+1 counters on them are Fungus".
"In addition to their other types" is probably too many words, so I'd scratch it... especially considering that removing other types is roughly what is happening, flavor-wise.
Green fighting: No problem with this being a green ability. I agree, the flavor is a bit off for fungus, though. The winner getting +1/+1 helps. "Target Fungus creature fights target non-Fungus creature" also works... though, I don't know how many of those you can print. Maybe a Sorcery, a rare with an activated ability and a Fungus that fights non-Fungus? 3? Did you really need more than that anyway?
This is starting to make me want an "Enchant Fungus", but if these creatures keep changing back and forth between Fungal states, I guess this would be a bad place to introduce the concept...
I just did the Simic thing for fun.
Rourke: thanks. Perhaps something like, expelling the weak members of the tribe? Or putting a +1/+1 counter on the winner, to represent the strength being reabsorbed?
Memo to self: we have to decide if cards are going to key off "fungus or cards with +1/+1 on", or if cards that put +1/+1 counters on are going to say "it counts as a fungus", or if there's going to be static abilities making +1/+1 creatures count as funguses.
I love this card. We can make the flavor work.
Oh, Innistrad...
Anyway, yeah. I don't know about this flavor. I do think the ability is probably the best green removal, but it does seem a bit weird in a fungus hive setting.
I like it. If Fun Guys (Naming the archetype right now!) gets to strong, it will balance it self in the mirror. I like it a lot. As for the flavor, I have absolutely no idea at all.
"Fight" (see innistrad previews) is probably the creature removal that's most appropriate in green. (The example given has a
cost, but it may or may not still make sense for
as long as it's contingent somehow.)
This card may or may not work as is: it's supposed to be useful in a deck which turns opposing creatures into fungus, but it's obviously also REALLY useful against a fungus deck.
I also considered a spell with "two target funguses fight each other" with the dream of getting two opponent's creatures to fight, but that would normally be a 2-for-1 against a fungus deck. (I guess it could be costed at GGG so it can only be played in green decks.)
I'm not sure about the flavour. "Fight" is very green removal, but funguses fighting each other isn't quite "will of the hive". Edit: perhaps it should put a small token into play as replacement, then it could be a bit stronger but not as unblanaced and feel less unfungusy?
Like I said, it was just a concept, not necessarily something we need to carry out. Besides, I think Aegis Angel is a great "aura" creature.
For Aura creatures, how about something closer to this:
When ~ enters the battlefield, choose another creature. That creature gains +1/+2 and gets First Strike as long as ~ remains in play. When that creature leaves play, sacrifice ~.
0/5
I don't know... something about helping the base creature be a much better card seems less like a drawback. Since, as long as your 5/6 First Striking Serra Angel is dead, all you would have had left was an expensive 0/5.
Wouldn't bother me too much, unless you wanted to enchant that card.
I dislike cards with drawbacks and don't often play them unless they're quite good. I just designed this as an exercise.
Could we also make it a theme that the multicolor cards tend to have abilities that activate for colorless mana?
It makes sense. If we don't like all 5 pumpers it could be a looser cycle with 2 or 3 cards that key off the number of basic lands, or spend X colored mana on something other than pumping.
Another possibility for green: GG: +2/+3 :)
I think any could be fine (including things like 1CCC if we want to allow people to splash a little) but CCC is probably the most straightforward so we should probably start there. There'll probably be some CC as well, which is a strong pull into a color itself.
Probably less powerful than Memnite, since it won't get you things like Metalcraft (and of course, the ACC).
Can we have the exiled card return if the creature leaves play? Or, yet another O-Ring?
Honestly, it wouldn't have occurred to me. Especially since it isn't tied to one creature in particular.
I just wrote a paragraph about how making an Aura-Creature is probably a bad idea, and it included the word "Drawback" a couple of times, but screw it. It's probably unwise to go around telling people the kind of cards they should design, and instead focus on what they did design.
I suppose the takeaway is: Cards with drawbacks on them are going to be heavily scrutinized. So make them rock.
Does this feel at all like an "aura" creature, or not?
If we go for an exile theme in white, and have auras interacting with exiled cards, this would be good support for that.
I know "free" cards have bitten in the past, but is this much different from a colored Memnite?