Shattered Kingdom: Recent Activity
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Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2024-05-02 02:55:37)
Shattered Kingdom: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2024-05-02 02:55:37)
Where's the line break that needs fixing? I did notice the creature's name otherwise reference to the creature itself is missing after exile.
Efreet do fly on Deshub (unless they've been grounded), but thinking about it they wouldn't have wings.
Wildmight can be activated at any time. It's meant as an activated ability.
Don't use "when" in a static ability - that's a signal word for triggered abilities. You can use "as long as" instead.
EDIT: See Kor Scythemaster.
No counter for attacking planeswalkers? Is it worth keywording a phrase like "Whenever implanted creature tramples over a creature"? On the other hand: Would it really be bad if this triggered also just on dealing damage when unblocked?
When do you exile the creature (card!) from your hand? Upon ETB? That's supposed to be part of the reminder text.
"For the remainder of the game" could be "as long as that card remains exiled" instead - closer to standard wording.
Do Efreet's have wings on this plane?
The reminder text has a line break too much.
Why "as you cast this spell" over "when you cast this spell"? A triggered ability seems just right for the timing of this.
Warning being a pure drawback oviously is an issue.
Link to how survive works?
I have the feeling this could be shortened.
Technically this doesn't even need the "if ~ survives the fight" in the rules text proper.
Tiny text!
"all other cards revealed this way" >> "the rest"?
The text size is so precious that I would probably leave out the turning stuff into artifacts part... or turn things around from "creatures with power 1 or less" + "they become artifacts" to "artifact creatures with power 2 or less", maybe?
I made this a creature because I didn't have enough reserve in the set. Also, I think it the ability supports the flavor of the reserve mechanic, the silahdar bringing reinforcements.
Power is the restriction instead of CMC since it just felt more natural that the silahdar shouldn't be leading others stronger than themself.
This shouldn't tutor a non-creature artifact, the artifact conversion is a by-product of the setting.
"Top two cards" seems like it would whiff most of the time... Maybe make it like 4+ cards, but you choose among them only a single creature?
Why is the power the restricting factor instead of CMC btw?
Could reserve be dropped here? That would really help with the word count.
Bouncing and putting the creature to the library are effects that show up. That being said, I don't think I had any real reason I was generating tokens versus just putting the creatures onto the battlefield, and the latter is slightly shorter.
No longer copies, just OTB.
Usually that thing leaving is still in a graveyard, exile or in some other nonhidden zone. Plus, this can even create multiple copies at once. Regardless, it just feels quite clumsy if you ask me. I think I would have those cards be put onto the battlefield rather being created copies of.
It's functionally the same to having a Clone of something that leaves the battlefield.
In addition to being wordy, creating copies of creatures and then putting the actual creature cards on bottom of library has memory issues.
I didn't have a lot of cards that used Reserve, so I tried to include more. At uncommon rarity a french-vanilla sounded boring so I came up with what I thought was a neat ability for green-white. Admittedly, the ability is very wordy, including making to tokens artifacts to match the set's themes.
Replaced "Ashber's" with "Lead" only because I had too many cards with Ashber's name already.
Words (Words words) Words words words words words. Words words words words words words words words words words...
.Was an aura for GW that was :"Enchant creature Destroy all other permanents attached to the enchanted creature. Then, gain 7 life." Not too great in this set tbh since implants don't attach. Replaced with a new card to add more creatures with reserve.
New card. Was "Vigilance Whenever ~ becomes equipped, enchanted, or implanted gain 6 life and put two +1/+1 counters on ~." 6/6 artifact creature wurm " I wanted more reserve creatures. Wurm remained as the creature type since I didn't have any other creatures that didn't necessitate keywords for GW.
Added "not a token clause" so if two opponents have this it doesn't cause an infinite loop.
The old ability never felt mythic. After changing the ability, I decreased the the power from 5 to 3 and increased the CMC to 6