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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-15 22:06:32)
I like CCC also. I mean, that requires dedication, too.
I like the idea of green getting the shade ability. That never really has made much sense. Maybe we could still call it a shade, just to give a nod.
I'd also like to see a cycle of 5 cards that operate with dumping a lot of colored mana into them. A single cycle of "French Vanilla" "Firebreathers" should get the idea across, and would open up the rest of design for stranger things. I suggest:
R: Firebreathing
W: +0/+1
B: +1/+1
U: -1/+1, and maybe +1/-1 as well... but I think it might be more interesting if we just had the first half.
G: Profit.
What I wouldn't like to see in green is something that won't be activated multiple times every turn. So in other words, no rootwalla, untap this creature, Trample etc. In fact, I think it would be strongest if it played with the number somehow. We could, in theory, make green the shade ability, and give black +1/-1 for once. You know, like what the color pie should look like if Shades weren't grandfathered in.
I also like it at CCC. Alara had the CDE cards, and this is this set's version of that.
We mentioned this earlier, but I just wanted to make sure it would end up in the skeleton. I'd like to see either a CCC, a CCCC or a CCCCC cycle of common cards in the skeleton, since it never happens (in modern magic design) and we have a good reason to do it here. I think I prefer CCCC, since it requires dedication, but could still splash another color in an emergency, or for 6cc spells. Thoughts?
We should probably do either that or the cycle of lands that do the mechanics. Right now I like lands, since I find the land I designed for Showcase lands interesting, but I could be convinced otherwise.
Could be interesting to do colour fixing that's tied to the mechanics of the colour. Say:
: Add
to your mana pool.
When ~ ETBs, put a +1/+1 counter on target creature.
We'll probably do something like the signets from Ravnica, and maybe this card would fit well in this set.
I assume so.
I'm confused by the wording. Is it supposed to say "Whenever a creature with a +1/+1 counter attacks you, you may untap Greater Sporecap"?
An example creature to show how green could care about opponents having +1/+1 counters on their stuff. We were discussing on Mono Green how it's quite hard to find green effects that care about the opponents' creatures having some property, but this is a good example showing it can work at common.
I think this is good as it is. I don't think I'd want to see a 2-drop any bigger than this even with a drawback. (Heh, Sheltering Ancient is actually an interesting comparison.)
Huh?
Never mind. The counter will be easier to track if P=T, and if +1/+1 for the other guy is good sometimes, this gets that much better.
And until we make the entire set we will have no idea what to cost it. Yay!
We could have a creature that gets +1/+1 for each creature with a +1/+1 counter on it.
A Fungal Behemoth that looks at the whole battlefield sounds pretty cool. I like Greater Sporecap too.
I love this. I can see it being 4/3 though.
"I like tricky. Tricky forces you to be awesome," is a great quote :)
At common, green doesn't get much creature abilities at all at common; trample, deathtouch and reach. Nowadays often shroud. Sometimes landwalk (normally not very exciting). Occasionally vigilance.
Mostly its creatures are just bigger than other colours. But I feel we may be able to find effects which fit, at least at uncommon.
Perhaps, trample, if the blocking creature has a counter on. Something that untap when blocked by or you're attacked by a creature with a counter on? A creature which just gets bigger with multiple +1/+1 counters on the field (or perhaps, to make it less swingy, according to the number of players who control creatures with a +1/+1 counter on).