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Recent updates to Community Set: (Generated at 2025-12-19 07:41:14)
I have no idea how I missed this card on first pass. It was originally a 1/1 for
, but I don't like those stats. It will almost always compare unfavorably to Soul Warden. Changed to 2/3 and made 
in order for it to feel like its own creature. cc and pt subject to change.
I like the first suggestion, and have no qualms with the second one. Since no one argued against it, I'm changing it over. That gives us an enchantment matters card that also plays with exile in common. Good news.
give it a name
tweak wording
Other thoughts:
As several people suggested, it would be nice if non-creature white spells were enchantments where possible. For instance, several people suggested something similar, but the simplest would be a flash "All creatures (or all white creatures) get +0/+1".
There's often a recurring card. Something like Auramancer?
How about a Stave Off variant that targets enchantments? That's basically "target white creature or enchantment you control" which is probably about right for W?
Other obvious simple "enchantment matters" creatures would be "gets +1/+1 as long as you control" or "gets flying/lifelink/intimidate etc etc". Aurora Soother would be a good choice IMHO.
FWIW, most of the other "enchantment matters" cards suggested before I like a lot, but almost all of them I think should be uncommon. (We can, of course, try something at common even if we're not sure to see how it goes, but by default they look uncommon.)
Should this be "when you control no other enchantments"? I like the idea of acting like an aura, but I don't think it really comes through unless we find a way of making it more obvious, but "caring about enchantments" is an obvious on-theme tweak.
Should the ability be "When you control no other X, exile ~. Return it to play when an X enters the battlefield under your control?" Returning from exiling is interesting, but possibly should be on a rare card somewhere and all being one ability is possibly more straightforward for this?
The flavor of the white tribe in this set are "alien-like creatures made of fabric and light". They aren't supposed to have intelligence in the way we think of it (I don't believe), so they aren't quite operating the way Esper does. That being the case, Huntmaster Shimmer seems like a reasonable card to me... although the ability sits close to Wizened Cenn's. Would this sit better with people if it 'one and done'd' like most modern commons do? Enter the battlefield, and puts a +1/+1 counter on all enchantments, almost like a blanket?
Ah, crud. It occured to me that that would be incredibly good for the mono-green tribe. +1/+1 counters just happen to be taboo in this set, Mandroid, but I wouldn't expect you to know that. Back to the drawing board I guess.
Huntmaster Shimmer Here's an idea. Something to think about when designing 'theme-matters' cards. It will help in deciding what kind of effects belong on the theme matters cards if you have a strong idea of the flavor that the cards are based on. I haven't read much of this thread, but for example if this white society is like Esper and are using magic like plastic surgery to enhance themselves then Huntmaster Shimmer's effect can be flavorfully explained as making enchantment creatures even more perfect by making them more powerful.
So I guess if you're trying to coalesce the white commons as a set which develops powerful interactions based on Enchantments, it may help to first focus on the flavor of the society in order to inform the kinds of descisions you're going to have to make when creating cards.
Sounds like we need two enchantment matters commons, then. Try to keep them simple people, but, you know, not boring.
Not quite sure why I didn't comment on Backwards Talker. I quite like the design, I just really hate its name.
I'm fine with a couple of enchantments-matter cards at common - I think it'd look odd having all the enchantment creatures without any commons making that relevant - but I don't think a Master of Etherium/Wizened Cenn is the right choice for common.
Okay. So what I'm getting here is:
Put in two enchantments matters cards in common
Put in three temp. exile or maybe exile cards
Come back at white from another angle.
I'm temporarily throwing out Backwards Talker and replacing it with Folded Light, since Alex mentioned that he liked FL and didn't say anything about the former. It's likely we'll add the latter back in later, but it doesn't get priority.
If I was to pick our two best common 'enchantment matters' cards in common, I'd say that Sharer of Souls should become an enchantment matters card, and maybe Tine and Tine Again is fine. But, I think I'd prefer TaTA to push to uncommon and get a simpler enchantment matters card from the team. Any preferences? Also, is anyone against Sharer of Souls becoming enchantment matters? (It does help out the "Is this card really a common" thingy that SoS has...)
Oh, heh. I assumed Sharer of Souls was enchantment creatures only. My bad. Not part of the conversation right now, though. I'll poke my head in again later to see if we get any more comments before I start talking.
I haven't thought it through in detail, but for the moment my instinct is:
Absolutely; I think many sets have a minor theme that's only visible in a few uncommons and rares. Heck, Conflux didn't have any common



cards (which was jolly sensible of them). BTW, I don't think Sharer of Souls is an enchantments-matter card - it's just a Glorious Anthem on a stick.
A colourshifted Yavimaya Enchantress is a nice idea for uncommon.
Despite those precedents, I agree this should probably be uncommon.
While I'm still waiting for a few more opinions on exile, temp or otherwise, let's move over to another question.
Mono-white has occasionally had a smattering of talk about "Enchantments are good" as a medium or minor feature. This theme pops up on Tine and Tine Again, Sharer of Souls, Soft Filter and Knit With Life.
Is it important to see "Plays well with enchantments" cards, or is the occasional card fine? Those 4 cards, by the way, really stretch what common does. In a real set, I'd say that any one or maybe two could be common, but not all of them. How many Battered Golems and Glaze Fiends do we need to add, if any? Should we ship this entire theme to uncommon? I know Rosewater has said "If your theme doesn't appear at common, it's not your theme." Is it all right to have a theme appear in uncommon plus, even if it is assumed that it is not the overall theme of White?
In fact, thinking about it some more I don't think this belongs at common at all. I think it should be uncommon either way.
That's a fair response. It seems, to me, that I've organically moved to temp. exile over 'plays with exile'. If we were doing plays with exile, we'd see a lot of cards that did stuff in the exile zone, or moved cards through it into other zones, and we haven't really done that. Instead, there's just been the occasional card that uses exile. I don't know about you, but 'some cards that use exile' doesn't feel like a theme to me. It feels like an author who hasn't realized that she used the word 'effervesce' five stinking times in the same book (Anne Rice's 'Interview with a Vampire'. What the heck?).
I apologize about moving forward with something that makes sense to me, without explaining my point of view. That's not the way to do things. I'm happy to take a few steps back and go back to 'plays with exile'. But if we do, I suggest that we legitimately mess with it. Otherwise... well, I'm one of the designers, and I wasn't picking up on it.
Edit: After having read your response in White Common Submissions, I got agree that, yes, Vested Light isn't really temp. exiling. And neither is Redrat... redraclt... whatever. It's just the word "Backwards Talker" spelled backwards. And, heh, yeah, that's true. But they still feel like O-Ring variations, even if they aren't, strictly speaking, that.
I think 3 or 4 commons, plus a few uncommons and a rare or two, will be plenty enough to be noticeable as a theme. I also note that of your top three, only one actually does the temporary exiling itself; the other two just play with exile. I'd think we'd want about three commons which do exile something themselves, plus perhaps one or two which play with exile in other ways (though I wonder if that might be more suited to uncommon).
In rough order of preference out of all those you mentioned:
You could argue that this should be
, because it's not that much better than Journey to Nowhere and it's a heck of a lot more vulnerable. I'm fine with 
too though.
Is white's theme "temporary exile", or just "playing with exile"? It doesn't seem clear to me that it has to be restricted to temporary exile.
In this case I'm happy to let the exiled card return; it was even discussed 6 months ago. But I don't see that white automatically has to only use temporary exile.
Okay, in my first pass at mono-white, I'm making sure we have enough temp. exile so that it's noticeable. That gives us:
That's 3 that seem like easy inclusions. 3 doesn't seem like a strong enough push, however. Out of 13 cards, I'm thinking that maybe 5 should mention temp. exile? Here are how I see the other options presented to me:
So, voting is now open. Which of two of these do you guys want to sport?