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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2026-03-14 05:14:37)
For me, that is.
Evoke and Channel don't fit flavorfully with non-Spirit, non-Elemental creatures.
Lets playtest the current version, and see how it goes?
Well, other colours get stuff like "I think I've give everything intimidate" at that cost.
On the flip side - white gets anything from rot like "Gain 7 life" to awesome game turnarounds like "Attackers don't deal damage this turn"
So.. I've no idea how to judge it. Slightly better than a pair of giant growths sounds not unreasonable.
Really not sure. Your guesses sound plausible to me, but I agree, 2GW has to give one heck of a combat trick, and yet not be so overwhelming it dominates limited completely.
Another point of comparison is travel preparations; that was often played as "Put two +1/+1 counters on each of two target creatures" (with the benefit that you could split it across two turns or >2 creatures). That suggests that two temporary boosts of +3/+3 might be about right.
Is this too good now? "You thought you were not blocking a 3/2 and a 1/1, but actually now I'm going to hit you for TEN and gain ten life!" Maybe should be down to one single target but that gains +3/+3, flying and lifelink?
add lifelink
Oh, sorry, I forgot to say, I assumed the "equal to its power" would be dropped to 1/1 (with whatever CMC and activation cost), so the increase in power mattered, I wasn't going to suggest ping-for-3.
In fact, I was surpised to see such a big pinger to start with. I quite like it, but its unusual, since you can't really use the power and the activated ability at the same time.
I've added a few existing cards to red uncommon and rare. There's still a few holes, but I think we're at the point where it would be ok to make a deck from 2x each red common and a few uncommons and see how it plays, and I expect to shift things around based on the playtesting.
We still need uncommon non-creature spells. Looking at the uncommons in recent sets, probbaly some of the usual red staples of:
Good idea. It should probably be two colors max, else it'll unfairly hose 3+ color lands, which are not usually worse than 2-color lands. I'm still not quite sure.
This might be better phrased like Primal Forcemage (with "Whenever ~ or another creature ETBs under your control"). I think this size is fine, but it wouldn't want to be any smaller.
Was going to put this in at uncommon, but there's other creatures we want more for the moment. Could also add another ability so it's less of a "less good elite vanguard or diregraf ghoul" and put it in rare.
Either seems a reasonable option. A 3/3 Spikeshot Goblin would already be pretty board-dominating, so I think there aren't actually many sensible sizes for that; you'll note that even recent sets' 4-mana 2/2s that repeatedly ping for 2 need some kind of sacrifice or depletion of resources to do it, even if that's quite minor as on Hatchet Bully. So perhaps you have more flexibility with the "if you control no untapped creatures" version.
Channel is another possibility for the "mana fixing or multicolor card that can be played as mono" slot. (See also Loretower Guard, Senate Jurist.)
I'd like to make the channel effects somewhat more useful than the Shinen from Saviors of Kamigawa, which means the channel cost would need to be higher.
I'd piggy back off cycle / landcycle and have it "Manacycle"
I kinda like this ability.
Another alternative for the "mana fixing or multicolor card that can be played as mono" slots, rather than the Loretower Guard cycle: instead we could have a cycle of cards with this ability. It's an interesting contrast to the Jhessian Zombies ability: this way is card disadvantage, but it gives you both colours of mana, and on the turn you use it. It's probably not very high-powered, but that seems okay for a Limited colour-smoothing mechanic.
The ability word isn't necessary; I'm not sure whether this is cleaner with or without the "Manawash - ".
A third option is Gloomriding Warden.
We should have this at uncommon or rare. I'm not sure whether to leave it with the "if you control no untapped creatures", or make it a "damage equal to its power to target" card so it can indirectly benefit from the other pump effects?
One drawback to this idea: It means Evoke is "one of our returning mechanics", and there aren't many spaces for those. Other possibilities for this slot are Senate Jurist and Gloomriding Warden.
Other possibilities: one target gets +3/+3 and prot colour? One target gets +3/+3 and flying (cf Mighty Leap)? Target gets +3/+3 and you gain 3 life?
Put into skeleton as uncommon. Not sure whether this should be a little creature (so you can play it alongside another creature the same turn) or a big creature (so it stays alive longer).
I thought this slot (common noncreature
card) could be a combat trick, and I wanted it to be at least 4 mana to drive up the cost of the gold commons a bit.
Turns out it's really hard to come up with a pump spell that's worth 4 mana while still suitable for common. I mean, Sigil Blessing is pretty awesome and is still 2 mana; and I think giving +5/+5 shouldn't be done at common (without some major hoop-jumping to make Gaea's Might get there). See also Gerrard's Command.
Fiddled numbers (2R, 2/1, +1/+0 -> 1RR 2/2, +2/+0)