New Mirrodin: Recent Activity
New Mirrodin: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-05 06:37:42)
New Mirrodin: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-05 06:37:42)
Yeah, weird, huh? Planar Chaos chose to colorshift Recycle to black in Null Profusion. The funny thing is, it barely makes sense in black too... and they could have just reprinted the card in green in Planar Chaos, since this dovetailed with Green's colorshifted philosophy nicely.
I think this might be the mechanic I was looking for. Something simple I can put on multiple instants and sorceries, and hey... nothing says this can't go on a creature or two. Salvage is frustratingly good with cards that dump a lot of cards into your graveyard. That's why the activation is a hefty
. I'm trying to make it so the ability is only relevant later in the game, or when you have little better to do... so not too many players try to create some sort of deck cycling monstrosity out of the mechanic.
Wow, I'm surprised that exists, and doubly surprised it is green.
So I'm thinking to myself "I need to get more cards in my set that say 'Recycle'." Yeah. Recycle is an option. That makes sense.
Probably. Added targeting.
Should this target?
I'm still failing to design Beeboop, the last Myr, and having some trouble trying to nail a 'conservation' keyword. In the meantime, have a terrible monster re-purposed to serve the community.
Edited and appreciated.
Having Googled a bit to find out what you were both talking about, may I copypaste the correct spelling as "Neodymium"? As in "Nickel, neodymium, neptunium, germanium".
Reprint of Time of Need. I'd get all gushy about how ToN works perfectly in this set, but, um... yeah. If your set is 50% Legends, there's probably some emergency going on, so I guess it would always make sense in a Legend heavy world.
Also, it's not perfect perfect. I wish it fetched Legendary Artifacts...
Wow. You made me take a quick run through Wikipedia for that. Yeah, evidently, that's a common magnet material. Though I wonder how many people would recognize the name...
It's made of neodynium or something, now.
Couldn't think of anything that had that double-edged knife feel, so I just made this guy a super magnet. I'll have to make at least one equipment in set that you would never want him to have, though... maybe an equipment that includes "Sacrifice the equipped creature" for something. It seems like no fun unless something can go wrong.
Oh, other mechanics that I thought of but threw away:
Doesn't untap as normal + requires two creatures to utap it = a bit mundane... if I could get a quick zinger of a positive, that could be interesting. Otherwise, it could become uncommon.
Beginnng of upkeep, rust counter + 3 rust counters, tap him + tap a creature, remove a rust counter = all down side, but the flavor is good and the interacting with your own deck is fun. Unfortunately... colored ion counters.
I just can't get there right now. I don't want to lose this card concept, though, so I'm putting it on reserve. The ability that makes the most sense to me is "deal ? damage to all creatures" as the Golem goes berserk, but why would you keep that Golem around to protect the last of your people? Wouldn't you just break it down for parts?
Switching life totals when blocking also seems entertaining, but I figure that would just run its course with people, then start being frustrating. Draw cards is the obvious mechanic to give this, but the flavor seems off.
Also, there's probably a thing as "too giant" with the New Mirrans. I'll probably drop this to a 6/6 or so, which is a pity.
Had it made sense flavor-wise, I would have made your comment the flavor text, Vitenka. :D
Heh. Fun. This would get really irritating around a deck trying to make a bunch of 2/2s :P
Heh, definitely. I'm pretty solidly in the camp you referred to in the first comment: I'd love to put Skullclamp in loads of decks, except I'd feel bad because it's way overpowered.
Yeah, this cycle worries me a little, but it seems nice.