New Mirrodin: Recent Activity
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Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-02 00:50:51)
New Mirrodin: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-02 00:50:51)
Rootwater Snapping Cat is out. As much as I liked it, I figured I can only support one mashed up creature in common.
Instead, I'm throwing in a cycle of replicas, to help ease color constraints in set. It also does a decent job filling in holes in the Mirran flavor without introducing extra characters. The Mirrans made these creatures as a tribute to their original ecology after they arrived.
Switched from
... also used to have flying... now has a more appropriate ability for GWU. I'm going to be hitting the other 'vanilla' hybrid cards like this, though... I don't know... I originally wanted to do this to help out enemy color decks... but wasn't 2H better for them? Number crunch problems.
It's tricky. I was trying to think of some good 'evil doctor' abilities, but had a hard time coming up with anything new. This ability, though, at least supports the 'play as many cards with the same name' theme that's running through the set. It's more a green ability... but with the amount of Legendary creatures hanging around in the set, I'm hoping the black nature of this comes through (I couldn't heal your daughter. So I made you a new one. Have fun.) I'm sure it's broken with some three card combo. That's fine. I'm a bit concerned about how this works with cards like Avenging Angel, but since it only acts like 'indestructibility' with most of those cards, I think I'm cool with it. I also gave it that first ability (each player discards a card) so you can sacrifice multiple doctors as they come into play, if that's what you want to do (while still giving him a feel of 'nobody likes this guy.')
While brainstorming for abilities, I did come up with this one:
, Skip your next turn: End the turn.
Which I thought was kind of cool... but it's obviously too blue. Maybe later.
Teehee. This is cute.
I see where you're going with the samite-corn, but I think I'd rather players had a chance puzzling out the unicorn part, even if they probably wouldn't be able to do it without a Gatherer search for Unicorns. The more I think about it, the less this ability bugs me... it should be part of white's repetoire, but hasn't been seen for a very long time. It isn't innappropriate on a 4-toughness creature, and, if this was a real set, it could inspire design to slip into onto the common sheet a bit more often on weenie creatures, where it makes more sense.
To make it work, go full on samite-corn: 
: Prevent the next point of damage.
And yeah. Foxes in magic are intrinsically linked to Bushido, it seems :) Hmm, the creature type barely exists outside of Kamigawa block.
Foxfire is probably the fox-named card that best captures the European "Sneaky sneaky creature" myths.
Well, you know... the removing counters thing isn't good in Glornica. I haven't been looking at gold, so I forgot about Zebra-corn... but 5-power lifelink. Sac to destroy an enchantment is cool, but not on a 6 cost creature (though, this creature could just tap for
to destroy an enchantment. I wonder if that's okay on a large two-color common?).
Benevolent Unicorn doesn't seem important enough... and by the time you make it good, it's unrecognizable. (Though it might be okay if you stack them, I guess. "
: Whenever an Instant or Sorcery would deal damage to a creature or player, prevent one of that damage." doesn't read like an exciting card to me. But maybe a different type of player would get excited by it? I don't know.
Prized Unicorn is unfortunately green. Wishmonger is now a Unicorn Monger? How weird. There's, like, three reasons why that don't work. I'd much prefer to use Space Unicorn.
I do know, however, that I probably need to change the card as it stands. I like the ability, but it doesn't scream "It's a fox!"... otherwise, we wouldn't keep talking about Wurm Spines. Maybe I'll just make a big dumb


creature with this ability later. I do find it funny, for some reason.
That flavour can work; just needs the right art. Perhaps a horseman being kept at bay, while the hounds do the work.
Unicorn abilities... preventing damage and paying cumulative upkeep not good enough for you? Gain life? Destroy enchantments?
Removing -1/-1 counters would be another flavourful ability for them to have; though not one from a mash.
Alternatively; shoot marshmallow lasers: http://www.parrygripp.com/sotw/2011/Space_Unicorn/
I just wanted people to connect this to Spined Wurm. I'm okay with no one understanding the fox flavor... as long as their cool with it. Truth is, there wasn't much to steal for activated abilities on animals in white. Lots of flying and lifelink which doesn't go well on a large common creature. First Strike... which would come from discarding a white card ala Patrol Hound... that's worse than Arctic Foxes as far as I'm concerned. Oddly couldn't separate vigilance from another keyword ability (most often, flight). I really wanted a Unicorn... but Magic hasn't made many straightforward Unicorns, oddly. Note to self if I join Magic's flavor team: Put a flavorful Unicorn in 5 sets in a row to make up for lack of Unicorns.
Technically, the spines could be shown to keep large predators at bay because the spines are so large. Little guys can slip in between. I agree, though, it's a stretch. I might try to revisit this.
Honestly, I'm not sure I would have got the link. But the sneaky ability seems fine for a creature like this. The spikes flavour is odd though - "Big spines make dragons scared! But cowards can blolck it, they don't fear the spines! Obviously?" They make more sense in the other direction.
Last of the mashed up common animals. This time I took the base stats of Spined Wurm and added... um... I kind of added an updated Arctic Foxes to it. I'm going to assume that people will get that the meekness ability that usually goes with Kithkin, goes with foxes. Obviously, I'm breaking the rules, since a creature with this ability is supposed to have low power to begin with. Green doesn't seem to get the point. I do find it nice, though, that this creature can be taken down with a pair of 2/2s, no matter how many times you activate the ability.
Congratulations, John-Michael... you just reinvented Groffskithur to help solve your mana curve issues. Hmm... was a 4/2 for six... but this needs to deal less to your opponent for the ability to be relevant. 1/6 for five might be okay. Let's do that.
Cat snake haha, i love it!
Agreed. But as long as the rest of the red cards are tilted forward, I figure an exception to the rule is fine. Besides, the set has a few twiddle effects. It could, in theory, be used to punch.
A red/green defensive card? We don't see many of those nowadays.