Shattered Kingdom: Recent Activity
Shattered Kingdom: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2025-06-21 09:58:18)
Shattered Kingdom: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2025-06-21 09:58:18)
That's pretty brilliant Vitenka. Thank you. Now I have to figure out how to template it.
Inspiration drawn from Pestilence and Pyrohemia
I guess it works; it grants unblockableness.
But I'd also make it pure "Reveal a card with X" rather than "and put it on the bottom of your deck". (And cost appropriately). There's lots of space for it; and having to keep a suite of card of various sizes in hand, and let your opponent know what you have, is a bigger cost than it looks. Which is nice.
What if Fury instead had the creature exiled, but could be played ueot for an additional cost (maybe
)?
Potential
mechanic?
Does
work as meaning a single blue and white artifact? I want to want to say you need an artifact that is both blue and white in the simplest way possible.
Maybe it's too narrow? Unless you have many Djinns and many artifacts with CMC >= 4. Even then, it's not that good.
Made stats 2/2 in vain of morph. I don't want a mana activation for the ability, but I'm pen to other options.
Made stats 2/2 in vain of morph.
Made stats 2/2 in vain of morph.
How much do wizards reuse obsolete mechanic names? I would have assumed it was better to avoid the confusion potential, but I don't know what wizards actually do.
There's an argument to say it should include some mana, yes. But even in its current state this is still incredibly niche and weak. In order to be anything other than a 1/3 for
(poor stats), you need 1) to have an artifact of CMC >=4; 2) for that artifact to be in your graveyard; 3) to control a Djinn. And in reward for jumping through those three hoops, you don't even get card parity for giving up your poor-statted 1/3 for
: you get card disadvantage saccing it, and the artifact doesn't go back to your hand, only back on top of your library.
So this is currently very unappealing. I'd suggest it should be a 2/2 or cost
for a 1/3; and the artifact should come straight back to your hand. In exchange, add a small mana cost to the ability like "
, Sacrifice ~:". Or SecretInfiltrator's trigger suggestion is good too.
Yes, it's OK to say "intimidat[e/ing]" in card names now.
But I'd strongly urge you to rethink this mechanic. This asks people to inflict card disadvantage upon themselves, for tiny gains. People will find themselves bored with nothing to cast because they used up their creatures (repeatable damage sources) to get temporary one-off damage boosts, because the card told them to. Then they'll realise the whole mechanic is a trap and you should basically never use it unless it'll take you to lethal damage this turn.
Compare with Bloodrush, the Gruul mechanic from Gatecrash. That also asked you to give up repeatable damage sources (creatures) for temporary damage boosts (+N/+M). But it had two big benefits over fury. 1) It was an ability on the card in hand, not the card on the table. That means players won't screw themselves over by getting rid of all their creatures based on just one card with the mechanic. But it also means it's a surprise, and allows bluffing and mind games. 2) It was instant speed, and could be used after blockers are declared.
I can say intimidate now that it's a dead mechanic, right?
given haste
given haste