Shattered Kingdom: Recent Activity
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Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2024-04-19 05:47:34)
Shattered Kingdom: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2024-04-19 05:47:34)
I added the child creature type back in Eluim because it felt flavorful and helped create the place I wanted Eluim to be. Now, I occasionally use the creature type when I can't think of an appropriately sized fauna body and go for reducing a bigger creature's body to smaller stats.
I would really be against adding a "Child" creature type. Are we gonna have "Adult" type next? We might as well as have "Elder" type at that - wait a second...
Seriously though, the name here already implies that this is a fledgling Manticore.
You could try to tie the scry into the card mechanically. For example:
> name
> Instant
> Scry 1, then if you keep the top card of your library, up to one target creature gets -1/-1 until end of turn. (Otherwise, draw a card?)
... or something like that.
I think there has to be some artifact related thing in there since otherwise this being an artifact itself doesn't make that much sense IMO.
I was playing around with something like, but it's really wordy as well, even without reserve:
> When ~ ETBs, look at the top four cards of your library. You may reveal an artifact or creature card from among them. If that card’s converted mana cost is 1 or less, put it onto the battlefield. Otherwise, put it into your hand. Then put the rest of the cards revealed this way on the bottom of your library in any order.
I think the switch is a decision I'd undo. Why set up people for the eronous assumption that they can scry before picking a target?
Reduced cost from to
Mmm, granting abilities seems safer than granting P/T. Lots of different abilities, and you might sometimes want one, sometimes another. Once you're granting power, it's much more "Well, why would I ever use this for anything else? Dot he obviously best thing."
I just worry that if wildmight is instant speed, it'll eat up all your common design space. Free, instant-speed on-board tricks seem like a definite red flag to me
Took SecretInfiltrator's advice and cut the part about surviving the fight.
Updated Wildmight
Updated Wildmight. Was originally Wildmight 3.
Updated Wilmight
Updated Wildmight
Updated Wildmight
Updated Wildmight. Originally was Wildmight 2.
Updated Wildmight. Original creature was Wildmight 2 with a power of 1. To power was increased from 1 to 2.
Updated Wildmight. As the original was Wildmight 2, the cmc was reduced from to
Wildmight writter as the activated ability its intended to be. Begins shift of Wildmight being a static +1/+1 counter rather than a varied number dependent on the creature.
If I ever playtest I'll see if Wildmight is too good at instant speed. One of the intentions was that Wildmight was a combat trick mechanic.
But the point that Wildmight being N instead of static from creature to creature is valid. I'll change Wildmight to only a single +1/+1 counter per activation.
As written you can also do it any number of times? I suggest "Exile a creature card from your hand: Put N +1/+1 counters on this creature. You may cast that card from exile for more." I also think this should definitely be sorcery speed only. You could try moving the extra mana to the ability, so wildmight costs and the creature doesn't cost extra.
Activate abilities use a strict template involving a colon ": " - even in reminder text.
If it's an activated ability, it would also be instant speed unless otherwise noted - which is a concern with wildmight N, N>1.
You have an unnecessary line break in the automatic reminder text - it's still visible on Swirling Smoke. If you just enter reminder text manually, then the line break obviously disappears, but you also lose access to all the comfort of automated replacement.
Note also that the keyword itself should not be italized.
Here.