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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-19 22:54:59)
Multicolour doesn't have enough commons yet to fill the skeleton. In particular, I'd like to see some allied noncreature spells that are suitable for common (I really don't think Truthsayer's Hymn is common), and a few common flyers that cost 4 or 5+ mana. Any allied-colour gold effects you want to make, throw them in here!
"Of course, you could run up a tree. In that case you'll save it the bother of landing before it eats you."
Moved to CR13
Could possibly do something like "At the beginning of your upkeep, ~this~ gains flying UEOT" instead of "Flying".
(Alternatively, "At the beginning of each opponent's upkeep, ~ gains flying UEOT")
Not sure if it keeps it common though.
Flavourfully.... hmm. Maybe this is one of the Aerans which actually land on the demiplanes and do things, and at the beginning of your turn it returns to Aer.
Vertigo reprint from Ice Age. I think we probably don't need this in red (we already have a shock, and green can probably do the "loses flying" thing), but it seemed very appropriate for the set so I listed it here.
I would have called this "singed wings", but there you go.
The P/T/CMC may be anything, but it makes sense to have an "enters tapped" creature somewhere in red this set.
There's always one simple red instant burn spell. (Plus a few more more clunky ones.) I decided this was the simplest possible execution.
I'm concerned a) it should say "tapped creatures on the battlefield" so it's useful on your opponent's 1-drop Birds of Paradise b) in the right circumstance, it may do too much damage to players, so maybe it should be target creature only. But I think we should try the simplest version first.
Edit: Alex, good point. Yes, this is a lot better than dogpile. I think some of that is ok (this set we want to push the "X tapped" effect, but in sets that already have shock, it makes sense for other burn spells to cost 3R) but I do expect it to be powered down or costed up in testing.
Hm. It's not quite strictly better, but only if you only have lots of vigilant creatures :)
Edit: Also, this is the opposite to Directed Rage, so we may try that out instead at some point. I almost want to have both on the same card (tap any number of creatures. deals damage equal to the number of tapped creatures you control) but that sort of caution isn't very red :)
I always thought Dogpile was overcosted. This may end up being undercosted or needing restricting to only target creatures (like Skred), but let's see.
Good, but not overly good, I think. It's no Goblin Guide.
Red usually gets one or two ogre or giant sized creatures (ie. 3/3 to 5/5, not as big as green's, but chunkier than the normal 2/2s and 3/2s at common.)
I decided that could be combined with the simple conditional pump idea to make this set's Gorehorn Minotaurs.
There's lots of room to tweak the numbers.
P/T 2/2 -> 3/3. Moved to CR05.
Hm, maybe this should be an uncommon with +X/-X where X is the number of tapped creatures you control :)
Either this or Passion Rouser moved into red commons. (I assume we'll need to adjust the mana cost as we go along, but this seemed the right place to start.) This could well be uncommon, but since it's the signature of the whole colour, we should definitely try it and see if it works well.
Moved to CR04
We want a good RRR slot as a reward for playing mono-red. The obvious choice is a 3/3 or 3/2, possibly with haste (like boggart ram-gang, but without wither, and accepting RRR as a good mana cost for common in this set), but I wanted to try something different to avoid the two cards stepping on each others toes.
Another possibility would be the "pump all tapped creatures by +1/+0" card, which is likely to also be a mainstay of the aggressive strategy.
I considered trying "attacks each turn if able" on this, as it may be annoying as a blocker, but I felt we should not unless we need it, since red should have plenty of reason to attack anyway.
Moved to RRR slot
I think we want a RR and RRR creature to see how well they play. Frostbite Elemental and Blind Knifenails and several others were good candidates for this slot, or for the RRR slot with tweaked stats.
I decided to make a new creature for both slots where we can fiddle the stats freely to make them fit a curve, rather than repeatedly editing previously designed creatures.
Looking at all the options, I decided to start RR off with 2/2 haste. That's very good for red common, but comparable with some previous red or hybrid commons, and not as ridiculous as some of the cards red has recently got at uncommon and rare for 1 CMC.
I agree, moving this to a creature slot. As with several other cards, it could be common or uncommon depending how much of the effect we want at common.
Moved to CR06
Definitely a red slot for firebreathing. We may move this to uncommon if Intimidate+firebreathing for R is too much for common, but we'll try it at common to see how it plays.
Moved to CR07 (firebreathing slot)
Moved into "creature pump aura" slot. Red doesn't always get that, but I think it makes sense here. We can try variants of this if we need to, but I think it's the perfect simple executation of the "all in" mechanic.
Seething Force would be another good candidate for this slot, but we probably only want one +x/+0 effect.
Moved to CR08
Moving this into a common red slot for "simple anti-flier creature".