Community Set: Recent Activity
| Community Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-14 14:25:53)
Hmm. Mercadian Bazaar infers that you need to wait two turns before you can get one mana out... and even then, it's one color, doesn't put creatures on the battlefield that can block/always provide equipment bait (or be killed... but I think this is a net advantage.), and can be used to produce a mana per turn as per normal (the Bazaar can only give you a mana per every other turn, if you aren't saving up.)
Fungal Reaches is a lot more lenient, I know. I only point out the bazaar because it's easier for my brain to process, and still seems 'fair', if not a little underwhelming. The key point is that this is a hell of a boost on most storage lands. In fact, if we were to play the "Most 2-cost signets can be non-basic lands" game (which may or may no longer be appropriate), then what do we expect to pay for an additional drawback when the non-basic land is Diamond Kaleidoscope (which still seems like a fair card to me)?
Maybe double Karoo? When it enters the battlefield, return two untapped lands to your hand? Not sure. You should be set back for all the versatility this card is handing you. I'd almost say "skip your next turn", but I'm sure a number of players would hate that.
At two mana it would be so much worse than Manamorphose. It would literally be the same card but with a much harder to achieve casting cost. It's a color-fixing Pyretic Ritual or Desperate Ritual that requires two colors to cast. I suppose it should probably either be a sorcery or not cantrip, when I think of it that way.
It doesn't need to be. Impulse is very strong. This seems just about right.
I get the impression that a little playtesting will go a long way. Round 1 Flying Men, Round 2 Flying Men, Round 3 Nightwatch Officer, Round 4 Concentrate sounds awesome. But I honestly have no idea if that's broken, or just plain solid. Guess we'll have to wait and find out.
Because it's one of the highest rated red and/or green cards in Magic, According to Gatherer. I fear Cloud Aria is too good, for a similar reason, but I'm not sure how to calm it down. It would be a great card if it just made two mana... but people would ultimately compare it to Manamorphose, which is "just a common".
Really, really wants to double up with Archivist... which does get reprinted every now and then. I don't know if this combo isn't stoppable... but I think this might ability might be too dangerous... there's bound to be something scary to do with this. Even with Merfolk Looter, it roughly says "Put as much of your library into your graveyard as you want. Build a perfect 7 card hand. Have fun."
That said, just tapping stuff should make a perfectly fine card.
Don't need to. Enchantment Digger is already in the skeleton. We had an extra, extra slot open, caused by moving the lance into uncommon.
Mmm. Yes, that cycle were quite pushed themselves. I guess since Lorwyn we've had some tribal lords being uncommon (Imperious Perfect, Merrow Reejerey, Wizened Cenn) and some being rare (Scion of Oona, Timber Protector, Mad Auntie) - and that last link shows that some of those rarities shift up and down :)
So uncommon and rare are both viable for this card.
Like I said, it's based off of Drogskol Captain and friends, which is why I thought it was acceptable for uncommon. I could very well be wrong, though.
This is pretty comparable to Sprite Noble, and that was before the recent amping up of creature power, so it may well be fine. I don't know if it should be rare rather than uncommon though.
Ah, yes. I was actually thinking of Ponder and Preordain. I suppose this could probably be an instant.
After browsing my unplaced cards and Cards with No Home, here are some cards from those sets that could potentially belong in uncommon Aer:
Obviously these aren't all perfect fits, and I just made a quick perusal. It's just a list of more options.
The idea of this presumably being that it's an Impulse variant that properly draws the card for Enlighten?
I'd have thought so, but Manamorphose was uncommon in Modern Masters for some reason.
I just went by the cost of the Innistrad lords. We'll have more flying creatures (I think?) than there were tribal creatures for those lords, but this doesn't grant an extra keyword, so maybe it's safe? I don't know.
We'll need a rainbow land for Aer, and I came up with this last night. I wonder if it's appropriate. We just need to think of a suitable drawback.
Oh yes, very nice. There should be an anthem creature. I don't know what the cost should be -- pump effects can be really good.
I'm not sure what colour. UW is an obviously good choice, because flying + pump. But if we end up with too many WU creatures it could maybe be a different combination, possibly with slightly different stats (eg. WR +1/+0).
I like the flavour.
It's really just a twist on Dominus of Fealty, so I changed the wording slightly to sync up with that. It probably needs to be more color-intensive, if not cost more.
Wow. Yeah, that's pretty snazzy. It's ridiculously good, but the variance of still being vulnerable to attack during their turn balances it somewhat, so it's probably OK (don't know exactly what cost). Maybe even mythic rather than rare depending on stats.
I've added Nightwatch Officer, Makeup Artist, Architectural Re-Imagining, and Cloud Aria.
Added creature type and removed silly watermark.
LOL. Yes.