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Recent updates to Community Set: (Generated at 2025-12-19 19:36:47)
What if it was just "Whenever you tap a creature for mana?" Then perhaps it could be uncommon.
Gleep! Yes, it is. You could perhaps have a rare with this ability costing perhaps 4. But no way on a common.
Nifty idea.
Mana-washing was just a random idea trying to meet the goals of the set. I'm very happy to drop it if we find a better solution :) And in fact, I rather like the manawash ability as dude1818 proposed on Senate Jurist, and it'd be a bit odd having that kind of effect on both a cycle of big creatures and on a cycle of dual lands. So I'd say ditch the manawash lands idea :P
Intriguing idea. Reminds me of Glissa Sunseeker, or things like Sakura-Tribe Springcaller. Having a mix between finding Forests and finding any basic land would let the colour naturally support multicolour in way natural to the flavour.
Oooh, sunkissed llanowar hawks. I likey.
Wait... this is way too good.
This does not sound common. If you want this effect in green, it should gain hexproof until end of turn. Even then, it should probably just have hexproof.
OK, lets make some simple green creatures. Here's an example of a Fungus which could stand alone.
"Care about mana" sounds like an interesting theme. I'm not sure there's specifically a problem with where the set was going, but I agree it'd be a good thing to suggest some more simple green creatures and some plant theme green cards and see if the mix of stuff makes a good skeleton.
In ~Green Plane~ I've been working on separating Green into two facts: Fungus and Plants. Mechanically, the Plants could provide fodder for the Fungi to take over. I think Llanowar Sentinel types would make a good fit for plants.
to your mana pool (or do something else)," or maybe there could be a reprint of Dryad Arbor or a similar creature.
As for the plants and their own mechanical theme: have there ever been cards that "care" about mana production? I mean, there's Omnath, Locus of Mana, but that's not quite what I mean. This might screw things up, but what a large portion of the plants had mana production capabilities, or searched for land when entering the battlefield? As worshipers of the sun, I see the plants valuing growth and energy. Perhaps there could be a creature that had "Creatures you control with mana abilities get +1/+1," or "Whenever a creature you control taps for mana, add
Anyway, making this a theme in blue will definitely differentiate it from green.
I like the mana washing idea, but I still tend to think the right trade off is to (a) enter untapped and (b) do everything to help people get two colors of mana on turn two, at the expense of being useful for getting multiples of the same mana. Perhaps save the mana washing idea for a set where there's supposed to be more mono/multi overlap (either if we rejig things so that set is the first one after all, or find a reason for it later)?
Likewise, I like the flavour of the tri-lands, but I think coming into play untapped and having a restiction on using the mana for multicolor is better for this set.
Ooh. Hmm. So they're a cycle of more restricted Manamorphoses but with a big creature option instead. That I quite like. It helps multicolour, it helps Enlighten; you take a minor tempo hit for using the manacycling, but you get colour-fixing and a card for it.
Oooh. Hmm. It's definitely a great card. It is unfortunately better than Jungle Shrine, which is a bit power-creep-y. Elfhame Palace is obsoleted ten times over, but Jungle Shrine is a pretty good card (a $1 uncommon, last time I checked).
We could just reprint the Alara trilands, all with Aer flavour...?
I definitely like the idea of focusing green a bit more on "loads of fungus everywhere, don't care whose they are", and I also think it's a very good idea to have a couple of green token makers and/or a Llanowar Sentinel-style card.
I have a feeling the green cards proposed so far are a bit too focused on the "make your stuff Fungi" theme. We don't have a single common in the file yet that just makes mana, pumps P/T, even a French vanilla reach creature. I think this colour in particular is a bit too one-note at the moment.
I like this card, but it pops up at an awkward time, and is getting a freeze until we resolve what happens in Overlap in G and U themes.
As far as I'm concerned, my vote doesn't count. So, so far, we have one yay and one nay for the direction of Mono-Green. That means we need to find a compromise.
I agree with Link that moving the two mechanics together doesn't really solve the problem. In the end, we'll have a bunch of people wondering why blue and green look so similar and we won't have any good excuses for them.
Jack mentioned that we can put more of the +1/+1 counters on your creatures. I think we can go further than that. I do like the creatures that must put a +1/+1 counter on their opponent's creatures, but this could be dialed back a bunch. Meanwhile, green could be spreading a lot more +1/+1 counters, mostly on it's own creatures. Half (or more) of the creatures in green could start off not as fungus, so you have more creatures to turn into fungus. We could also make a bunch of fungus token producers... which would have no analogue in blue, and we could increase the amount of creatures that put creatures on the battle field. Llanowar Sentinel type of cards that could either be fungus or fungus bait.
The net effect would be that green doesn't care where the fungus came from... it just wants a lot of them. The more fungus on the table, the better. As a sub-theme, Green will sometimes not care if the creatures on the table happen to be fungus - a large pile of creatures and +1/+1 counters win the game on their own.
On the other hand, we can push blue in the other direction. Blue doesn't want the board to be filled with islands. Blue just wants its opponent to have one island. That's enough of a beachhead for blue to start manipulating the opponent. It means that we lose Serpent of the Endless Sea, but that's about it. Not a big problem, really.
Does this sound like a workable solution?
Edit: Even though Dude's comment came in 30 minutes before mine, this post was posted before I saw it. I don't think that changes the content of this post, though.
This conversation is moving over to the Overlap in G and U themes card.
That's reasonable. Blue has a similar hang up with moving flood counters after the fact, and we decided that belongs in uncommon there. I'm changing it to an uncommon, but leaving it on the common submission page.
I think it should be "~'s toughness is equal to the number of (other?) Fungus creatures on the battlefield." Since its base toughness is 0, there's no real difference.
Keep them separate. If green only affects creatures, blue only affects lands, and both have very different flavor, people won't get confused.
Mana Leak is actually the other way around: usually a hard counter at the beginning, but by later in the game your opponent has plenty of spare mana.