Mashup: the Gathering Alpha: Recent Activity
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Recent updates to Mashup: the Gathering Alpha: (Generated at 2026-01-11 19:45:59)
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Recent updates to Mashup: the Gathering Alpha: (Generated at 2026-01-11 19:45:59)
Chandra can block creatures? lol
How about:
Sacrifice all creatures you control, then put [x] 4/9 red and white Avatar tokens tokens onto the battlefield, they have "This creature can block an additional creature.
were x is whatever final number you decide.
Because of the tutor effect on Dash of Alchemy, it should not be a rare, an uncommon at least. And Hysterical Response should be a rare since it is on near the same powerlevel as Silence/Counter from Dragon's Maze, just one mana more and with a slight drawback, but also monocolored.
Those are both decent suggestions. Unfortunately, both Dash of Alchemy and Hysterical Response are playing a role in common right now (Divination and Hard Counter slots). I can see why you'd think either one could be a rare, though. They're both promotable.
I can also see this as not a rare, but common is too confusing a place for it. I think I'll try to wiggle some cards around and find what can bump up/down out of uncommon. Alternatively, I might force the random generator to make me a new hard counter common or Inspiration. I got some juggling to do.
We've got mashup overkill with this one. I can add more abilities, but generally I try to streamline abilities out if I can, since every ability added takes something else away from the card.
So while sacrificing the creature isn't on the table, giving -2 to the second ability sounds fine. You're right amusuem, consistent, repeatable, flying, doublestrike is a bit insane. Changed over.
As for 3 4/9s with block two creatures... hmm... it's not that I'm against the idea. I just wonder if that's enough of an ultimate to get the 'wow' effect. That, and the length of text required for 'with the ability "~ can block an additional creature"' means that I'd be taking up a lot of space for those words.
Bah, screw it. I'll add that, too (except makes four). We'll see how players respond to this when they ultimate. I'm keen to see how much information is too much, so I'll run a few leading questions past some players and see who bites.
2nd ability should sacrifice the creature at end of combat/turn, or cost more loyalty.
Maybe reach too?
Make the ultimate tokens down to 3 4/9s that can block two creatures each. It then seems like it took a third of that power to make each token; instead of some fractional 6/9 thing :D
sorry, slight OCD there. But I think it fits better. A trio of stout defenders.
Switch the rarity slots of this and Dash of Alchemy or Hysterical Response. (I'd suggest Hysterical Response; case and point being the UW counter from Dragon's Maze with silence attacked.
Glad I could help :D
You know, Joz, I'd argue that the game needs a few more low-costed Mythics, but you're right. Timebomber Giant feels more Mythic. I'll probably switch it out tommorrow after I've thought on it a bit.
Now this is a fun common, even if the abilities are a little bit of a mashup; I think it would be a better card as multicolor 2UW or 2 (U/W) (U/W)
But hey, a lockdown is a lockdown ^_^
Also, Battle Cry, Call to Glory and Reveille Squad. Green only had "Untap all creatures" around the Tempest block with Vitalize, Awakening and Mobilize. It's out of color pie in green today.
Feels like a good uncommon; I like how its a nod to the Skull of Ramos cycle. :D
Hmmm, doesn't feel like a mythic. More like a top-end rare, especially with a double white cost (and one colorless), if you're looking to fill in for the mythic for white, switch this with Timecomber Giant, remove and drop its cost to 5WW as a 4/5.
Good point, Chris. Correcting... in a dubious manner. I don't know any other card that asks you to 'remove all damage' from a creature, like the clean up step would ask you to do, but I'm guessing the wording is fine. Also dropped to

... Why's Wizards got to print so many stupid-good mythics? Bear Umbra is 4.389 stars, but Angelic Destiny demands that this card must be better. Well, now it is. Good job Wizards.
I'd be sick of Mythic, but at least it's more honest than making occasional rares absurdly powerful without explanation. Ah well.
However, as currently worded, the enchanted creature still dies to damage since you don't remove it as part of the replacement.
Hm. I thought "Untap all creatures you control" was green: Vitalize. I thought To Arms! was an exception. But Village Bell-Ringer and Aurelia, the Warleader seem to suggest that nope, it's firmly in white.
Interesting card. It's one of those slightly-dubious mythics... it's sortof trying to be like Angelic Destiny but without being as absurd, but without being so absurd it doesn't feel quite mythic.
It's a fine card though. And I might prefer not to see it give +3/+3 or higher. Maybe drop it to 2 or 3 mana?
(Or make this rare and look for an existing white rare to promote to mythic?)
Random Generator gave me Bear Umbra and Plains, shifting it white. The only white card I have left is a Mythic, so I'm stuck. This has got to be a Mythic White Bear Umbra.
That's why the Totem Armor ability is much more effecient. My first thought was to have the creature return from the graveyard, then have the Antaumbra return from the graveyard enchanting any creature... but I couldn't think of a way to do that without ending up with Ashnod's Altar problems. This is fine, though, since it does give a good 'shield's down' moment... it's just that the shields won't be down for long. It should be noted that Demystify still does an excellent job of keeping this card off the board.
Oh, and for those who are wondering, an antumbra is a lot like a corona... except maybe wider.
Yeah, I thought about the Flicker problem, but decided to leave it alone. If a person wants to go out of their way to make this 'abusive' by combining it with Boomerang, then more power to them. Similarly, it could dump the creature on the battlefield when it left play... but that would only serve to make the card less fun (or, at least, less people would want to play that card). I'd rather adjust the mana cost to whatever the simplest and most open-ended purpose of the card is.
Though I still don't know how much that is.
seems somehow too good, and too god-awful at the same time. The card will always be a Remove Soul+ for all-five colors... but would 6 mana (
+
) for a Remove Soul really be broken in Green? Oh, and this is an uncommon. Does that matter? No idea. I think I this is one of those "got to playtest it" cards.
Funny thing is that even playtesting it doesn't really answer the question. Truth is, I could see development both streamlining a card like this so that more players got a chance to play with a 'fun' card; and, I could see development making it cost too much, because many players would play the card at any casting cost, just because the card is fun. They've done both things in the past. Needs of the set, mostly.
Five seems a huge amount to keep up as a threat. But it's a pretty strong threat, and pushes creature removal into, um.. colourless I guess. Maybe could be a bit less? Although... does it lose its memory if you flicker it? (It strikes me as one of the few things that don't also restore when it itself leaves play)
Random Generator gave me Scroll Rack and Remove Soul. Hey! That makes an old card I designed in the 20th century called 'Damascus' Carousel'! Well, not really, since Remove Soul really wants us to counter the creature, but I'm game. As a funky side effect, you can use Soul Wracker to get around your opponent's counterspells... though that's a rather expensive way to use the thing.
The card seems powerful for colorless, but I wonder how many players will be willing to keep
untapped? Especially if they've already caught a mediocre creature with this card? Hmm...