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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-19 11:10:20)
I like the highway flavour. I don't see that that has to tie to lifelink? If so, we can easily choose a bonus that suits uncommon, or one better for rare.
(In fact, I think mass lifelink is probably unusual even at rare, because it can really blow up the ability to race. Windbrisk Raptor and a couple of tribal-only examples are almost the only examples.)
Universal lifelink plus any kind of power pump I think should be rare, even if conditional. I do like the decisions that this leads to on defending player's part, but I fear the bonus as suggested here is too strong for uncommon.
Oh, fine. My mind can't stop producing uncommons today, so here's another one. I originally thought to make this landwalk, but realized that "All my creatures are unblockable 65% of the time" was probably a bit much on a non-rare. Now that I look at this card, I suppose that +2/+0 only when attacking might be common. +1/+0 situataionally sure is. Damn good, though... and the fact that this isn't always on might make an annoying rock, paper, scissors game in draft. Okay... better leave this sort of implementation to Uncommon+
True, true. Looked up Earth Surge and stuck it on the end like they did.
Hee hee, I like this. Templating-wise, I think it's required to be "As long as fortified land is a creature, it gets +2/+2 for each land attached to it."
Well, this one is simple enough, but it probably belongs in the uncommon slot as well. That effect probably shouldn't be encouraged in a draft. I wasn't sure if I should even bother to give this one a fortify cost... it's so unlikely you would ever want to fortify this to your own land... Is Fortify
necessary?
Another uncommon that I couldn't help making. This time I'm using fortify to get Kudzus effect.
I... I just couldn't resist.
You might not be able to. I tried Wiki-ing the info, but got very little off the search "Grapeshot Catapult". So I googled it, and kept getting back the Magic card Grapeshot Catapult. I know that grapeshot cannons were some of the most deadly weapons in the Napoleonic and American Civil War, ripping through whole battalions... but it might have required the force of a cannon to make it a practical weapon. Otherwise, a catapult would probably need to bundle up the grapeshot, and expect it to explode on impact... but by that point, you lost a lot of the momentum of the package upon impact. Alternatively, it could explode mid-air... but really, who's going to time that thing?
Um, target fortification you control, perhaps?
Alex says we should have something like a black Brass Squire for fortifications. Well, here's that exactly (except he's a common, and an Ogre, and not an artifact).
The Squire was a pretty good card, and seems a bit too good for common, but many fortifications won't do anything relevant at instant speed, so we might be able to sneak this guy in the common slot. p/t and cc subject to change based upon the needs of the set, of course.
Wow. I think this card requires the reminder text (The basic land types are Plains, Island, Swamp, Mountain and Forest). I don't think that's ever been necessary on a common before.
Paying mana seems like an antithesis of why you would have this card be a fortification. We probably should have it only work if it matches land types with the fortified land, however. That takes advantage of fortify and makes this an artifact that's good for mono.
Hmm... you're right. The first one may not be pretty, but I'm changing it to that for now to make sure it works. While we're on the subject of making it not pretty, but making it work, I took the opportunity to change it to "Defending creatures you control get +0/+2." That may not be common, but it probably needs to be tested. It also gives us a reason to increase costs, and the defending thingy is closer to flavor.
Well, I'm glad we're in accordance with Fortifications being artifacts. I'm up for any amount of wackiness, but was afraid that I was starting a long drawn out debate. Turns out that I misread Jack, and, while it's an interesting idea, that's all it is.
On my card: I think it's probably a fine effect, but not something we want to lead with on our first pass at fortifications. It probably gives the wrong message. Had this been a second block with fortifications, making a few flavorful ones that act like enchantments would probably be recomeneded. This one just has bad timing... but it does a good job showing what not to do.
FWIW, the reasoning behind "seige cannon" is that it shoots over all the normal combat to very slowly batter the ultimate defending place into submission, rather than being used tactically. And sounds more impressive than "grapeshot catapult", I'm surprised you can catapult grapeshot hard enough to do any damage at all, actually :)
But Mined approaches is the Grapeshot Catapult... :P