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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-19 16:10:22)
I think two copies of "makes numerous non-token creatures" in common may be asking a lot. I think Sprouting Nymph could perhaps be a member of a vertical cycle, one each at C, U and R. I'd suggest a token-making instant or sorcery, and a creature that makes a token, something like Ambassador Oak or a 1/1 with "ETB make a 1/1 token".
And when you say "Preferably it's something that you'd like either way", are you meaning you want the ability using +1/+1 counters to be something good for the caster whether the counters are on their own creatures or the opponent's creatures? That seems tricky for common. I've got a couple of ideas, but I think they're more uncommon-worthy.
Yes, I agree it'd be worth simplifying that.
On the one hand, Norwood Ranger wasn't breaking anything. But on the other hand, I don't like obsoleting Wood Elves in two ways at once. I'd rather this cost
, or brought the Forest tapped.
I know what you mean about "number of tapped creatures". I thought of it because often doing 1 or 2 damage is plenty so it doesn't make much difference, and it seemed a more elegant way of implementing a variable shock, but you're right, maybe it's not on theme enough.
I agree, "2, or 4 if blah" is a solid choice -- I didn't want to do that right away, but it's often the correct choice. (It can probably cost R Instant, judging from previous implementations.) Yeah, lets see if we can think of anything we like more :)
"deal damage = number of creatures which attacked this turn?"
Hmm... I'll have to come up with something later. I'm not sure "number of tapped creatures" is a good idea if our mechanical identity is "something happens when all your creatures are tapped". I might be overthinking this, though.
Provisionally, may I suggest:

Sorcery
Deal 2 damage to target creature or player. If you control no untapped creatures, deal 4 damage instead.
I mean, that trick is overdone, but it seems like the standard to beat.
Yes please. I feel silly saying it, but we don't have enough burn spells in red :) We want a few more, one for this slot, and a couple in the uncommon slots.
It seems a set usually has one fairly straightforward burn spell -- shock, lightning bolt, brimstone volley -- and a couple more that are a little more complicated (fling, harvest pyre, etc). I was provisionally counting "damage equal to the number of tapped creatures" or "as an additional cost, tap any number of creatures" as the simple slot, but if someone suggests something simpler, that could probably bump this into CR10 or CR11.
Feel free to suggest alternatives to Seismic Strike as well; it's a reprint that seems appropriate, but we don't have to keep it.
Just increased CMC to
because I realized that the new template allows this guy to be a 3/2 for 
. That's probably a bad thing.
Well, if this card is too texty for common, then we need to drop the whole 'fungus are +1/+1 counters' thing, because the first 2/3rds of this card is just that, and (Man, I hate to quote Mark Rosewater like he's the Dali Lama of Design, but) "If your theme is not at common, then it's not your theme."
Although, having said that, I think I could still see this broken into two parts with some of the fungi distributing +1/+1 counters and the other fungi turning the fungi on. That's going to be tricky to do, though, with roughly 6 cards (four fungus, two non-creature spells that grant +1/+1 counters) split into two categories.
Surely too texty for common. But nice card, possibly at uncommon or rare.
Hey, Jack! Is there anything you would like for me, or anyone else to design for this slot?
Does it bother us that this roughly costs
on every turn after the first turn?
We may want to remove the "without a +1/+1 counter" line. I think it hearkens back to previous conversations that don't mean as much now that this mechanic has been diminished.
The fungus mechanic needs one more creature that puts one or more counters on a creature/creatures and does something to those creatures. Preferably it's something that you'd like either way. The rest of the spore spreading creatures right now are focused on liking your opponent to get the counters (likes to block or be blocked by them in combat, say). Avoid using the counter as a resource, except for making the creature a fungus. (There's nothing wrong with Simple Fungus by the way, but we're strapped for space, and this card is fighting with the simplest execution of the other way of doing things Lumbering Mycoshamble. When we make an expansion, though, I'd suggest coming back and adding Simple Fungus to common.)
The rest are open slots right now, and I'll go back over it tomorrow. We're going to need another "makes numerous non-token creatures" creature in common at some point.
I want this to be a "likely your stuff, but maybe your opponent's". So I'm changing it over to Jack's suggestion, because no one seemed to have a problem with that, outside of power level issues for casting cost, and that can be changed later.
Updated because Dude is right, and also changed the +1/+1 counter to any creature so this one has a chance to get in the file.
All right. So this is how I'm breaking down Green right now:
Green's major mechanics all surround creatures, and green traditionally gets a nudge more creatures than the other colors. That means we need at least 58% creature coverage, since that's 8 cards. 9 creatures and/or a token producing non-creature card would be fine as well.
Of the creatures, half of them should be spreading fungus, and half should be getting fungused. Of the four fungus/fungus spreaders one will only give a +1/+1 counter to creatures the opponent controls. Of the other four creatures, most (or all. Really, 4 isn't a lot of cards) should find ways to put multiple creatures on the board. Creature #9 should probably be the

creature so that we can keep that one relatively simple. Let's see what we can do with this.
Oh, and one more thing. I'm temporarily changing the fungus ability to "Creatures with +1/+1 counters on them are Fungus" because 1). That's not the way you usually do thing, and I'd like to see how this feels." and 2). It's shorter, and we can use the room on these cards. We did talk about this on a random card, and no one objected to it, though I assume that there are objections.