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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-18 19:45:35)
I thought they were just planning on moving to "discard, then draw", rather than Faithless Looting's "draw then discard".
That's my hand at work. I've been a big fan of red pulling off that hellbent trick. I know Wizards has hinted that while red is pure filtering in Innistrad, they plan on doing filtering a little differently later in red. I wonder if they're thinking what I'm thinking...
Card advantage for red at common? :) (Hellbent - when ~ attacks, draw a card). Haha.
typo
I think that's pretty unprintable, but it's at least well-defined in the rules, which is good enough for playtesting. It'll have to change before we declare the set done, but it's an okay state to leave the card in for first playtest. I guess.
You know, I've got one more option up my sleeve, which includes a line like "Whenever you attack with an enchantment creature". Right now, though, I personally prefer the when/if clause, even if it is awkward. Most people miss the stray 'if' anyway... it bugs the designers more than the players. Keep an eye on this card, though. That's not a final decision.
Other possibilities, none of which I like:
I think most of the obvious ways in the rules lead to two of this staying exiled. I think it would be more fun if two of these could support each other, although we need to go with what works in the rules.
When this returns it will have summoning sickness. Will that be confusing?
Mmm... it's not a legal triggered ability because it doesn't use "when", "whenever" or "at".
One option would be to make it a triggered ability with an intervening if clause, which would do what you describe, but look pretty bizarre:
> Whenever you control an enchantment, if you control an enchantment, return ~ from exile to the battlefield.
Perhaps the way to do it is to alter the trigger condition from 1 to 2. It may still be possible to hit the infinite loop, but rather harder:
> Whenever you control two or more enchantments, if ~ is exiled, return ~ to the battlefield.
OK.
Good question. Probably not. I think I'll leave it as is for the first playtesting, since "red all in" is what we want to test most, but it would probably be better to give the card more options.
Thank you, yeah that sounds right to me. I was going to switch in Final Charge, but only because I liked it and wanted to test it, the current skeleton has everything that we definitely needed at common, so should be fine for playtesting.
Good point. It kind of sucks if you're not already very aggressive. I agree we should leave it as is for now (but that's a probable change when we've seen how it plays).
I changed the 'when' trigger to an 'if' trigger. I got to admit that I'm not certain that that does the trick. The idea now is that the ability triggers, goes on the stack, then when it resolves, continues to look at what's in play. If there's no other enchantment in play, nothing happens and it remains in exile. Is that... is that right?
This is quite interesting now. It's a bit like a white Orcish Conscripts or Scarred Puma: you cast it on turn 1, and it sits there unusable until you get another creature out, when it comes back.
The infinite loop is a problem though. What do we want to rule for playtesting purposes? I think we should pretend it's worded such that that doesn't happen, but how should we pretend it works instead?
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