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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-19 05:50:09)
I've been thinking about this one some more. I think it's actually going to be really confusing having this as well as some Journey to Nowhere-type cards like Soulcapture Lance. I don't think it's inherently a problem with all permanent-exile cards, but ones like this that exile creatures as removal are just going to get very confused with the Journey to Nowhere effect.
So I think it might be better to have a Mageta's Boon effect, or something like Energize (but toned down), than to have this at common.
"whenever ~ becomes tapped" -> "whenever fortified land becomes tapped"
Hmm... Terraformer and Elsewhere Flask didn't need that reminder text.
add first strike
Sounds fine. Hobgoblin Dragoon was pretty bad and this is gold. The only other 1/1 flying first strikers are Kjeldoran Skyknight and Wild Aesthir, so I think CD is a fine cost for that. (See also Mourning Thrull / Vault Skirge.)
I like how this is very simple, a minor upgrade on Battlegrowth which was quite a bad card, a decent common combat trick, and interacts with the set themes.
Added Cultural Lean, Pod Cloud, Homeostasis and Creeping Mold to the skeleton. That takes care of white, green and black, and leaves me with removing a card from blue, helping to push the final pieces of red together, and selecting 10 fortifications.
Can we tack First Strike onto this guy? He looks so sad... I know I'd never pick him out of a pack as he stands unless something really terrible was happening.
I'd feel bad about adding another fungus non-creature card, but, well, this is the only one, technically. Two others add +1/+1 counters, but they don't call out fungus specifically, so, yeah.
I do feel bad about adding 4 of my submissions in this pass, but there wasn't anything else I could do. These 4 were the only non-creature submissions in mono-green.
The only problem I can see with Creeping Mold is that it might run headlong into Altar's Light if we chose to reprint that instead. Otherwise, Naturalize variant fulfilled.
Originally, this gave +1/+1 for each Fungus in play. That was appropriate when Green was gung-ho for fungus, but now, the color is a bit mixed. That being said, I don't know why I didn't think of throwing an instant that gave +1/+1 counters in the mix in the first place. This is a straight upgrade to Battlegrowth, but I don't think anyone will complain. Battlegrowth was often last picked in Mirrodin.
Alternatively, this could give more counters to a creature for a higher cc, or it could be a lot more like Thrive. Also, also, this could give a +1/+1 counter, make all creatures with +1/+1 counters funguses until end of turn, then give a creature +X/+X where X = fungi... but I suppose that's getting too far into the realm of uncommon + is a bad idea.
"If taget enchantment is a creature, it gets +2/+2 until end of turn. Otherwise, destroy it." Is that the sort of effect you were thinking of, Jack? Funny thing is, you could still cost that at
.
Link happens to accidently be talking about Disempower, which does seem much friendlier to enchantment-creatures. I've never liked Disempower because it compares terribly to Disenchant, but Disenchant is no longer allowed, and, Disempower would make a lot of sense in this set.
Alex isn't pointing at it, but he's getting very close to talking about Altar's Light, It's funny, because the card looks so damn expensive, but tier 1 decks were using it back in Mirrodin. It could easily be a common.
Besides that... yeah, this slot could be artifact destruction, then double back into enchantment destruction in the uncommon step. The unfortunate thing is that red can't have enchantment destruction. Sure, Green's bound to have a Naturalize effect, but I assume some players will call bs if we don't have two answers for enchantment destruction in common.
Temporarily changed it Jack's suggestion because I like how funky that is. Unfortunately, it probably isn't common, since I don't know if new players would understand what that means. Would be interesting to test this card with some new players to see if they grok it immediately, though.
Well after the fact, and mostly has to do with my meddling without everyone else's consent. I like the idea of the only exiling being temporary exiling, but I overstepped a bit with that.
Either way, I think Alex is right that this shouldn't be the lone exception to the temporary exilers, but it seems more appropriate to leave it alone temporarily. Since I don't know what we're keeping and what we aren't, messing with this card to make it align with what the file might look like doesn't seem worth it. Flagged for the future.
Why not "Put target enchantment on top of its owner's library"?
I like "can be blocked as if it had no abilities" if possible, because it sounds really weird, but is mostly straightforward, and I like that for white in this set. Otherwise, I agree the other possibilities would work, but if blue is full of landwalk it would be nice to have an answer to that as well, but spelling out "flying and landwalk" is a bit clunky.
I missed when we decided that temporary exile would be a theme. I thought it was exile in general.
It's too bad "that creature loses all evasion abilities UEOT" doesn't make sense to most people, or the rules.
Surely we can make a white card which is sometimes beneficial to play on your own enchantments but sometimes serves as an answer to other enchantments, as a common or uncommon on-theme replacement for demystify or disenchant?
I'd also argue it seems pretty odd if white doesn't have any way to deal with artifacts, given that black is associated with fortifications and given there'll be a bunch of common fortifications. Perhaps this slot could be a variation on Divine Offering or an artifact version of Erase, and have uncommon be where the anti-enchantment card is in white. (This would mean we need a common anti-enchantment card in green.)
tweak wording
Hmm... how about "That creature loses flying and landwalk UEOT"?
I think I like this, but I note it's permanent exile rather than temporary. Which is fine as long as it's not the only common that does that.