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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2026-03-13 16:29:37)
I think we do want an artifact destruction at common (especially because of all the fortifications), and most of the gold common slots are taken, so I think this is a good space for it. I think I'd like to see something simple (many of our commons are pretty complex) but not explicitly on-theme. To get the ball rolling, how about:

Inst / Sorc
Destroy target artifact. ~ deals 1 damage to target creature.
Whoa. There's only ever been one one-drop firebreather: Flamekin Brawler. There are a few two-drops, most notably Immolating Souleater and Pyre Charger. But I think adding intimidate is perhaps a bit much.
I like the idea, but it seems like a classic example of too complicated for common. It actually reminds me of Agrus Kos, Wojek Veteran or Sword of the Paruns, both of which were rare.
Wow. Hahaha. Yes, I can see why that happened. Manually fixed it for the moment; I'll get the site fixed so that that doesn't happen again.
This is very cool. I think it could work at uncommon or at common.
I think I must have missed your last update. I think if we're having anything vaguely manlandish on the common fortifications, it should be the simplest possible manland, which this comes close to. But I think 0/6 is too big, too fiddly to get past in Limited. I'd prefer 0/4 or 0/5.
tweak wording
I definitely agree this is too game-altering for common. I prefer Dispersal Cannon as the common.
Hmm. I accidently gave this the code of "CA)9" and now it appears I can't edit it. Alex?
Edit: Yes. Thank you.
I'm more than happy to throw Mined approaches in the file. I'm just concerned that, in order for it to fit in the common file, it has to nuzzle up to 'unplayable'. It would certainly be a royal pain if matches came down to "Who is willing to sacrifice the most land". That, and I don't see any reason why we can't put it in uncommon.
But, again, I'm cool with either card. Out of curiousity, Link, do you dislike the 'one and done' nature of this card, or the fact that it destroys as opposed to deals damage? This could easily be 5-7 damage to an attacking creature and fill the same mind-space... but I don't think that's solving your problem with it.
On Combat Trick Enchantment we had a discussion of the sort of things we wanted to see in this slot, but nothing concrete. I threw this together and tossed it in the file. Right now, the most important part of this card is that it's 4cc, since that's the most desired slot. Anything else is subject to change.
I assume Jack missed my comment in my last update. There was a lot of techincal mumbo jumbo in there. None the less, I'd like to move this on, and have one card that cared about the color of mana the land produces.
That being said, I know that this is a borderline useless application of this in Aer... if we're going with the 'all basic lands' model, why not just ask for the land type? I like the idea of having a one of just to say that we spotted this application and for further applications in other blocks (oh, and it also works with blue flooding (kind-a) and the fortification that turns your land into ever land), but I can't help but figure that Wizards would probably just hold the mechanic until it was more appropriate.
Ug. I think I just talked myself out of it.
To nitpick, the land isn't attached to the fortification, the fortification is attached to the land... right?
Anyway, I like Mined approaches better, I think. The damage just feels better than straight destruction.
Added to file. Also switched from 1/1 to 0/2, because it occurred to me that you can move the attachment around to make multiple colored mana. That seems pretty cool, but I don't think we want this to make the fortified land say
: Add one mana of any color to your mana pool.
: Add one mana of any color to your mana pool.
I think it is, but this ability is still rather restrictive given that you have to sacrifice a land. You lose a lot of card advantage. What if it was "Destroy target attacking creature"?
Here's another idea: "Destroy an attacking creature at random." That way it encourages attacking en masse, because your good creature is protected by numbers. The way it is now, it discourages attacking, which is frowned upon at common.
It's supposed to be until end of turn. Thanks, Dude.
No response, so I took the liberty to change it to a 0/6.
No response, so I made Dispersal Cannon.
I had Mined approaches slated for this slot, but questioned if a 'one and done' fortification was more appropriate to common. Noone responded, so I'm going to use that as a green light.