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Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2024-05-13 11:52:43)
Constant Philosopher was too big, and probably rare. This devil turncoat has a kinder drawback (though, admittedly, still a problem in block.) and smaller stats. Got to be honest, though. I have no idea what's fair for casting cost when a drawback like this is added nowadays. We see so few of them...
Mm, 6/6 first-strike is a bit too big for uncommon. "Sacrifice at least one flying creature every turn" is a pretty meaty drawback. A lot meatier than your Demonic Taskmaster alternative.
Also, philosophers are supposedly 2/2 :)
Alex mentioned that we could still use a non-removal Black/Red creature. I figured it would be interesting if Enlighten was bad... I also find it funny what happens when you target a player with draw spells when they play this.
Originally, I was going to say "these are the stats that feel natural to me. But we can sculpt the casting cost and p/t to what feels correct." But, you know, I chose this p/t vs. cc for a reason. I don't think this would feel right on a 4/3 for 3. I guess I designed a rare. Back to the drawing board.
templating
Ah, then let's ramp this up a tad. When I first made that comment, I costed the activation at one black mana, then thought twice against it, assuming players would pile through their decks too fast. But I nerfed the creature. Back to activation, and upped to 4 power. You're right, Alex, in that a card like this only works if it appeals to Spike.
I wanted it to last slightly longer than until the end step, and I wanted the player to also have some ability to play around with it to make it last longer.
Indeed, this is quite fun and interesting.
Sends good to me. Red gets fire breathing, white gets shieldbreathing. This combines those in a green way.
Hee! That is a fascinating ability. Wacky, yet fun.
Hm. This looks quite a bit worse than the usual Greed / Erebos, God of the Dead ability. I particularly don't like the "at random". Blue and red can loot; black can pay life to draw cards; but this seems to be a curious case where the three colours working together do something worse than any of them could do individually.
I'd also dispute that a two-colour Snapping Drake is "costing this creature aggressively".
A second pass at the tri-cards that didn't quite stick the first time: Curio Hustler, Aeran Opportunist and Morgan Charger. I had a WuB card in mind while I was half-asleep at night, too. No idea what it was. It sounded great at the time, but I'm sure it was probably absolute rot when taken out of the context of a good dream.
I'm not sure if this creature flys past the Link test, to be honest. It's a white/red ability, sure, with a Rootwalla tag. Green also cares about having a critical mass of creatures... just doesn't seem to care about them attacking. I don't know. Seems fine to me. And, like I said, I don't like off-color activations when they're perfect.
I tried to go not-so-obvious with the black-green connection, since I've had enough of those two dredging up the graveyard. They also both love to search the library, so I slapped a red tutor in between them.
Second pass at the tri-cards, this time maintaining Link's ideals. It seems to me that the easiest way to accomplish this goal is to look at what the two colors like to do together, and figure out a way the third could potentially get in on the act, rather than try to think of something all three could equally do. After everything's said and done, I still feel that these cards stretch the boundaries of what's admissible on a three color card. Otherwise, why not just make them tri-color cards and get it over with?
The ability here is potentially very good. Still, I think you can cost this creature aggressively, since the ability is hard to use right.
Done.