Mashup: the Gathering Alpha: Recent Activity
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| Skeleton |
Recent updates to Mashup: the Gathering Alpha: (Generated at 2026-01-11 19:44:42)
| Mashup: the Gathering Alpha: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Skeleton |
Recent updates to Mashup: the Gathering Alpha: (Generated at 2026-01-11 19:44:42)
Heh, it's a modern Gabriel Angelfire :) No, wait, he was temporary. Um... Flowstone Sculpture, that's the bunny.
I thought mishra was a nation, as well as a person.
Still, if he this, then why did he bother with a war machine Mishra's War Machine? (Maybe he just had a spar apostophe laying around?)
Was a 4/4. Squared its stats. I didn't want the card to compare poorly to Serra Angel...
Also changed the name from "Mishra's Golem" to "Mishra Golem", because he's legendary. A Golem who's property is the aspect of Mishra.
Random generator gave me Thran Golem and Ankh of Mishra. Artifacts have one Mythic slot open, so this is a Mythic Artifact I suppose? I wanted to give the option to the opponent of which of the abilities the golem got. Also possible was giving the opponent the choice of adding more counters, or giving the Golem flying, first strike and trample until the end of its controller's next turn. But Mythic doesn't like playful... it really wants to be direct. So I chose the obvious direct path. There's some memory issues... but Mythic.
Wacky and potentially fun. In other words, eminently suitable for this set. :)
The +1 adds four counters now. I also increased her base to 5 loyalty to make the -9 more likely if you don't have 3 or less life, and allow you to keep Chandra after ultimating if you do have 3 or less life.
Hmm... that's an interesting point. How about if we add 4 loyalty counters? You're right... if you're at 3 or less life, you aren't long for the game anyway.
It bothers me that the first ability only brings her to 8 loyalty, not the 9 needed for her ultimate. Could it be +2 instead of +1?
Random generator gave me Carrion Wall and Vapor Snare. That's kind of funny, since the set already has a 'regenerating matters' sub-theme. Since this card changes control and returns lands, I figured I could sneak this regenerator in blue without too much fuss. Looking at the skeleton... oh... there's only one slot open in blue. Guess this is it. Man, this set is right on the verge of completion.
This card, of course, has the problem that all the 'regeneration matters' cards do... a lot of people won't realize that successful regeneration, not activating the ability, is what matters. Oh well. The tip and trick card will help some... and in real life, I can just inform players before we draft.
My only regret is that this card isn't much better than Torpid Moloch. I mean, it's got some wacky combo potential with cards like Merfolk Looter, and can serve as a way to avoid land destruction, and in set, it can leech out a bunch of "Whenever a creature regenerates" triggers... but, yeah. I'd make it a 4/1... but Carrion Wall. Maybe it's just best to leave it alone.
Oh... heh... I guess it also works well with Pyroclasm. If your opponent doesn't regenerate this when blocking a creature, just do it yourself. Then on your turn, sweep the field and put it back on your side. Okay, I guess it's got a few tricks on the Lizard Defender.
Oo. Rare to find a card with such obvious tension. You have to choose either a 5/3 haste (Skizzik?) or the False Peace, not both.
I do like the potential repeatability, but that's a decidedly odd line. It might be more natural as something like "Whenever three or more creatures deal combat damage to you in a single combat phase" - i.e. when you really need that Island Sanctuary again.
If you do cut the last line entirely, I agree uncommon is the most natural place for the result, but I could see arguing for rare based on the tension.
Random Generator gave me Island Sanctuary and Changeling Berserker. Looking at the skeleton, it seems that I have space for a White Rare or Mythic, and a Red Common. Well, those two cards don't equal common in my mind, so let's see what I can do.
Haste is very irregular for a white creature, but everything else about the card feels white, and it feeds into the mechanic, so I'm hoping that gets a pass. Mostly, I didn't want to have a direct translation of Island Sanctuary, since that could lead to some very boring games. Instead, I played up the "If you want to" aspect and contrasted it against haste.
I would have stopped there, but that just didn't read 'rare' in my mind. So I tried to sneak creature types in, and turned the Champion's ability into a possible reapeatable effect. The Champion's now an odd duck, in that your opponent has to choose whether playing a Human is worth returning this Elf Knight to your hand.
All and all, I think the card's better off without the last sentence. I'll probably end up cutting it in a day. Maybe I can find an uncommon worthy of bumping to rare.
I forgot about targeted card draw. I guess that's a reason alone to have this card draw you only 2 cards when you cast it. I'm still mulling on that.
Or targeted card draw, which is probably the most powerful "target me" spells. It seems to vary a lot whether the best card draw is targeted or not.
It's a sneaky "Sideboard me" card against players who want to enchant themselves, or gain life or similar. Also fun in "Not really my opponent, are you?" formats. and the downside white doesn't care about much. AND you can use it to completely win against creatureless decks... Yeah, this is mythic.
Doubt I'd ever use it, mind you.
Random Generator gave me Shielding Plax and Plains, shifting the plax to white. That's simple enough. Looking at what's needed in the set, I find... that all the white common and uncommon slots are filled. This needs to be a Rare or Mythic white Shielding Plax.
Fair enough. I'm pretty sure someone's going to come after me for putting card drawing in White... but I figure that the color of Reparations and Armistice can hack this at Mythic, as long as it's a very rare event. The idea is you did something for your opponent, and you expect something in return, hence the Orzhov reference. If it really bothers you, at least you can't target a player with a second Palladium Plax until the first one is destroyed.
Personally, I'm not really sure if the cost is fair. Mostly, I kind of hand-waved the cost away with "Well, it's Mythic. I can't make it a bad card.") I'm pretty sure few people would want to cast Ivory Mask at six, and this isn't very enticing if it only drew you 2 cards... I don't know. Maybe this is one of those cards where increasing the white in the cost is justified.