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Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting

Recent updates to Community Set: (Generated at 2025-12-18 01:17:39)

  • 2012-04-05 04:25:15: jmgariepy created the card Controlling Flood in the Uncommon Slot
  • 2012-04-05 04:23:11: jmgariepy commented on Arc Tail Devil

    I like the {x}{r}{r}, but it does kind of break our, admittedly, no longer running cycle of colored breathers. Maybe I should just accept that. The double red activation already does something which I wanted: move people toward mono, but in a more subtle fashion.

  • 2012-04-05 04:19:47: jmgariepy commented on Dag of Judgment

    I assume Link is cool with the card exiling all enchantments instead. If by everything, Link also is including lands... I'd say that that's bound to be an expensive spell, although, it's roughly just Jokulhaups. I think I like Link's second idea better than his first one, but I don't know whether we want a game finishing 8cc spell, or something closer to my idea. I could see us going either way...

  • 2012-04-05 04:13:42: jmgariepy commented on Cage of Hands

    Ah, well, I just passed the reigns over to you Jack, so the decision is yours now. Also, I'm allowed to argue more. Grrr.

    Unfortunately, I have nothing to argue about. I'm cool with people's suggestions.

  • 2012-04-05 04:08:53: jmgariepy commented on Flamedance Warden

    Tom had a comment that Manacycling doesn't do what we think it does... and he's right. Currently, the mana that gets added to your pool is in the reminder text only. It doesn't really make any sense to have two cards say the exact same thing, but have different reminder texts.

    His solution was to have the card say "When you cycle this card", but that feels bad to me, and would be yet another line of text on a lot of cards competing for the space. It does seem that we can make these cards say "Manacycling - {3}, Discard this card from your hand: Add {r}{g} to your mana pool. Draw a card." Or some other idea along these lines.

  • 2012-04-05 04:02:23: jmgariepy commented on Psychomancer

    Tom got really excited when he used this card with Manacycling as a combat trick. Pay 3, draw a card, use the {2} to activate the ablity. Manacylcing and Enlighten are awesome together. As a matter of fact, in the future, if we are asking ourselves "What is the proper activation cost for this Enlighten ability?" I would say that the proper cost is probably {2}.

  • 2012-04-05 04:00:23: jmgariepy commented on Enlightening Aura

    A good card, made better with Enlighten in the same set. Unfortunately, Soft Filter is also in the set, making these two cards uncomfortably similar.

    I'd ask this card to become +0/+4, but I got a better idea. Why don't we turn this into a Divination slot? Blue doesn't have anything in that spot, and I'm sure we can come up with some interesting variation that involves white somehow.

  • 2012-04-05 03:57:44: jmgariepy commented on the cardset Community Set

    I suckered a friend of mine to help me print up 4x common sheets and put some decks together (Hi Tom, if you're reading this, and thank you). Tomorrow, my league gets together, and I'll be able to get some more feedback. So far, there's only three decks: W-U-G and U-B-R (with one of each fortification), in an attempt to get some feedback on multicolor, and a Mono-White deck for contrast (with the anti-flying cards sporting 3x, and the rest of the cards on 2x duty).

    We did get a chance to play one quick game of the two 3 color decks in before I had to run to work. The good: Manacycling is great. Enlighten + Manacycling is awesome. The bad: A lot of vanilla creatures. Tom didn't seem too distracted by this, since every card was new to him. But these CD flying bears and Manacyclers can be a bit unexciting. That's probably fine, assuming three color decks with a heavy gold concentration doesn't pop up that much in limited.

  • 2012-04-05 03:50:43: jmgariepy commented on Call for Head Developer

    That's a better response than I was expecting, to be honest. I'm more than happy to pick up the slack if you find that you can't keep up with your duties.

    How shall we do this? I assume, from this point on, I am no longer editing any of the common cards, and leaving that duty to you?

  • 2012-04-04 18:13:45: Vitenka commented on Woven Life

    In play this turned out to be fiddly and easy to forget.

  • 2012-04-04 16:59:15: Alex commented on Woven Life

    I think "can't attack or block" is fine, and self-bouncing is pretty odd especially for a common.

  • 2012-04-04 16:56:30: Jack V commented on Cage of Hands

    True. We shouldn't be wedded to this design because it's a nice design, if pacifism or shackles would be better for the set. (There's plenty of other cards that can do enchantment digging if we don't want it here, it should just be somewhere.)

  • 2012-04-04 16:37:32: Jack V commented on Blue Commons Submissions

    If we did tapped-islandwalk, we could try to squeeze a little more tapping in somewhere to give blue a way to break stalls. Overflood is already tailor-made for that :)

  • 2012-04-04 16:35:23: Jack V commented on Giant Hermit Crab

    Did this come up in playtest? Blue only occasionally gets two 4+ power sea monsters at common. I'm not sure what I'd suggest as -1/+1 seems an appropriate firebreathing for blue, and that requires a reasonably high power. At a minimum it should probably have defender?

  • 2012-04-04 16:25:12: Alex commented on Cage of Hands

    Two bouncing each other might not be any worse than Shackles. In fact, maybe this should just be Shackles.

    I agree the costs don't want to be identical, but as long as they're somewhat different I don't think it matters much where they are.

  • 2012-04-04 16:23:33: Alex commented on Dag of Judgment

    Doing different things with my enchantments to everyone else's feels a bit too evocative of old confusing cards like Remove Enchantments.

  • 2012-04-04 16:22:18: Jack V commented on White Commons Submissions

    Alex and Vitenka saw more of the playtest than I did (I hope to try again with Rachel over the easter w/e). I gather the general feedback on white is that it was quite fun, but lacked "oomph" compared the other colours.

    We've still to decide what the appropriate power level is, but it sounds like appropriate tweaks for white would be:

    • Reduce the CMC of the pacifism variant
    • See if we can get a combat trick that boosts power, or is more likely to kill something
    • Introduce at least one evasion creature (or put evasion on the aura, like Spectral Flight)

    I think we probably want to do all that.

    If we want to do more, we can:

    • Boost cutwork knight or another large creature so it's insane rather than just good
    • Introduce another "kill" spell (maybe pacifism variant or tapper, but the board is pretty clogged, maybe just a straight rebuke variant). This shouldn't be necessary because we already have tie in ribbons and soulcapture lance, but in some ways soulcapture lance acts more as tempo than removal? But if we followed my earlier suggestion of making tie in ribbons cheaper but temporary, two temporary removals might not be enough.

    But I don't think we need to do that yet. Does that sound right to people?

  • 2012-04-04 16:13:08: Jack V commented on Call for Head Developer

    I don't have much time I'm able to commit, and I'm not a competitive player so I don't have the background to develop something that would really stand up in constructed. But in the interests of sharing the load, I'd be happy to take it on provisionally...

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