Wilds of Muraganda: Recent Activity
Wilds of Muraganda: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Wilds of Muraganda: (Generated at 2025-05-01 17:47:11)
Wilds of Muraganda: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Wilds of Muraganda: (Generated at 2025-05-01 17:47:11)
Renamed to "Bonfire Burst"
Renamed to "Fire-Frenzied Seer"
Renamed to "Consecrate in Flames"
Renamed to "Exuberant Recruit"
Renamed to "Herald of Salvation"
This is about as good as pacifism when you're attacking, but pretty miserable on defence. Might move to 2 after playtesting, but I suspect 1 is fine.
The red and green factions are adjacent in the color wheel for the block (WRGBU), and the green mechanic, harmony, cares about vanillas. So, for the moment, this avoids granting menace to avoid messing with those synergies.
--CF
Clocked->blocked
Nice! Almost a pacify in red; by doing the exact opposite. Thou shalt attack, and be good at it! Probably needs to cost a bit more, due to that flexibility; but nice.
I do wonder why '3 or more' instead of just menace, though. Not that you can't, it just seems odd not to use the fairly-similar keyword.
Corrected minor capitalization error and fixed the mana cost to be 3WUU
Loyalty abilities have an inherent restriction to 1 per turn that this text does not circumvent -- compare to the emblem of Teferi, Temporl Archmage. Also, the ultimate is noncreatures -- a throwback to Narset's KTK legendary incarnation.
That said, I agree that it is VERY pushed right now. We've decided to start playtesting the PWs at the high end of powerlevel and then bring down as needed. Right now the main play patterns are: a) freeze two guys per turn while effectively building two loyalty a turn b) freeze a guy, counter a spell, freeze a guy, hold up countering a second spell c) freeze a guy, after she is attacked suicide her to look at 5 cards.
Those might all be reasonable for 6 mana (especially since the cost was actually supposed to be 3WUU), but I suspect that at least the -X will be changed to work with noncreatures that cost X or less and/or changed to only cast 1 spell.
-- CF
Uh; so no opponents creatures ever untap, and you counter all of their spells? I think you might want to add "Only once per turn". And it's still remarkably potent - because you case it, tap a creature. In their turn, tap another one - and then in your turn get up to 6 cretaures directly into play.
Stupid good.