Zaberoth
Zaberoth by PMega
226 cards in Multiverse
100 commons, 58 uncommons, 53 rares, 15 mythics
39 white, 40 blue, 40 black, 38 red,
40 green, 4 multicolour, 18 artifact, 7 land
195 comments total
The Nightmare Begins - Set 1 of 3 in Zaberoth Block
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Mechanics | Place Names | Concept and Design | MWS File | Changelog (2.06) | Proposed Archetypes |
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Indestructible
Whenever Erthwood Behemoth attacks, another target attacking creature gains indestructible until end of turn.
Whenever Erthwood Behemoth attacks, another target attacking creature gains indestructible until end of turn.
Its unbreakable hide shelters those who hunt underneath its enormous shadow.
7/7
Target creature gets +1/+1 until end of turn and gains indestructible until end of turn.
Psyche (As you draw a card, you may exile it and put a psyche counter on this.)
Ardent Champion gets +1/+1 for each psyche counter on it.
Ardent Champion has indestructible as long as it has three or more psyche counters on it.
Ardent Champion gets +1/+1 for each psyche counter on it.
Ardent Champion has indestructible as long as it has three or more psyche counters on it.
2/1
Dementia (Rather than life loss, damage this deals to a player causes that player to exile that many cards from the top of his or her library.)
Stalking Slasher can’t block and can’t be blocked.
Stalking Slasher can’t block and can’t be blocked.
3/1
Psyche (As you draw a card, you may exile it and put a psyche counter on this.)
Remove a psyche counter from Rixian Infiltrator: Rixian Infiltrator gets +1/+0 until end of turn and can’t be blocked this turn.
Remove a psyche counter from Rixian Infiltrator: Rixian Infiltrator gets +1/+0 until end of turn and can’t be blocked this turn.
2/2
Recent comments: (all recent activity)
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I'd remove the part where it damages the player, and leave the cost where it is. Nobody wants to pay 7 mana for this guy unless you give it haste.
What about a 1/1 that pings both players on your upkeep instead?
> I don't even think they'd print a 5 mana 4/4 with no abilities.
Yeah - they'd never do that. Then they'd never name it Stone Golem and put it in a core set.
This card is awesome, although I'm not sure I buy it as a red card.
I don't think this makes sense in red.
I don't even think they'd print a 5 mana 4/4 with no abilities.
I do really like the idea of Erratic Portal / Crystal Shard on a planeswalker. Making it sorcery speed gets around the end-of-turn-then-start-of-turn double-activation problem too.
The [0] is certainly very good, perhaps a bit too good. What bothers me most about this planeswalker though is that there's no particular synergy between any of his abilities, nor do they tell a story. Perhaps the [0] (or one of the other abilities) can be changed for something else that helps tie the other two abilities together mechanically or thematically.
This is a super exciting uncommon!
These two abilities don't make much sense together. If #1 is going, #2 is pretty irrelevant.
Why not make them pay for each Rift instead?