Community Set: Recent Activity
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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-19 12:47:13)
Originally read "target creature can't block", now has the sorcery deal 1 damage... so your blue sorceries are now dealing blue damage to your opponent. I'm not sure if that solves my problem, but it's a step in the right direction.
Also riffing off of Strider Harness Factory. There's a disconnect here, I know it. I originally was going to have the fortification deal 2 damage to the opponent, but thought a different approach might have more value. But asking for the type of mana should probably change the spell in some way, not just tack on an ability. After all, this could have just been an enchantment, if that's what we wanted.
Riffing off of Strider Harness Factory.
Attempting to get a simple design out of what I suggested in Advance spying post. I like the fact that the bonus is so small that it might not be worth sending a creature out to "remove the defenses". Still this probably costs too much to put out and fortify. Lumithread Field infers that +0/+1 to all creatures you control costs
and comes with a bonus. +0/+2 might be fine, though. That's not normally done at common, but it is a situational defense. Alternatively,
and
might be okay with this card.
All right, changed to something more common appropriate. And it gets the idea of a small bonus across more clearly.
That's fair. I think I like the Terrain Warping Beacon better anyways.
I don't get the point of this being a fortification.
"Fortify to a plains" is probably too restrictive, but checking to see what type of land is fortified seems to get the idea across is a similar way, and is common enough. That ability is probably not good enough at 1 and possibly too good at 2, however. I'd change over to 2 and 3, but gaining 3 life per turn is not common. (gaining 2 per turn was probably too much as it is.)
Another attempt to get a similar style card as the Terrain Warping Beacon. More words, but possibly enough flavor to warrant it. Originally this was blue-white birds, but those mechanics were killing the birds, so I changed it over to imps in black-red. Don't like the fact that this is stopping us from using Imps in set. I'm changing over to Weirds, since it's rather rare for those things to pop up.
A simpler execution of the Mad Machineshop. Good late game potential of closing a game, but certainly not powerful. If our intention for these fortifications is to be wished for, we may want to specialize them as much as we can...
An attempt to get some more creatures into fortifications without them being overbearing. May not be common... but I can get a common out of this.
Hachee Machie. I do like the mechanic, but this implementation is too strong at any cost in common. Also, I'd push for this to say "At the beginning of your upkeep, for each land that shares a type with the fortified land..." I mean, unless we're planning on designing lots of cards that untap lands and/or plan on putting a number of Stasis type cards in the set, it won't be hard to untap every land you control every turn... so why not jump to the point?
I forgot to mention Boseiju and Hall in my intial request for Fortifications. Good pick up Jack. I think this is definately treadable ground. We will have to pick our cards at common carefully, but haste on an individual creature looks fine to me.
Heh. I like this. We probably need this to say "Each other player's main phase". As it stands right now, it will give you an extra untap during your turn... and that's arguably too cheap for
.
I also like how this works with other fortifications. We may want to change the flavor later to reflect this, because I assume that this one is being dropped right into the 'fortification deck'.
Heh. I kind of want this to say "Remove an attacking creature you control from combat: Unnatach ~. Any player may use this ability, but only before the Declare Blockers step."
Get it? Players are choosing their attacking creatures to instead disrupt the spy network. I kind of like that implementation, but can't tell if it's a common ability. It's a neat concept, though... if we don't use it here, I might make a keyword out of it and throw it in my next block...
Perhaps damage to flying attacking creatures? I was going to suggest 'non-flying' like usual, but this set has a flying hate theme going on, and I'm not sure whether we should be supporting that, or give a general gimme to the gold side. Further restricting the creatures it hits, however, reduces the chance of someone killing themselves with this.
Again, I like the flavor in this. Enforcing the attacking restriction does a good job of making these lands 'active'.