Shattered Kingdom: Recent Activity
Shattered Kingdom: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2024-05-01 23:49:02)
Shattered Kingdom: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2024-05-01 23:49:02)
Reduced Wildmight from 2 to 1.
This is a horse, but it's equipment. I was inspired by flanking.
I'm looking for my leopard.
Where could he be?
My leopard's probably out there...
Looking for me.
Forgot to include "you may choose new targets for the copies"
I was thinking about Bloodgift Demon and was like "hey, what if one person drew the card, but it hurt everyone?" To fill the rb slot I replaced life loss with the creature dealing damage to everyone.
swapped with (((Taste Sand))) which is now in Quinnesheen
You're right. Additionally, aside from Wildmight, which is limited to the small set, creatures don't have a way to repeatedly increase their +1/+1 counters. My previous two-set block did have two mechanics in the large set that allowed for creatures to repeatedly gain counters. After reviewing Quinnesheen, I came across (((Self-Inflicted Scars))). Without a specific name or even any flavor text, it seems an easy switch. Taste-Sand would hose flagellate and hearty, which would be plentiful enough in limited to justify the narrow ability.
So this looks wonky. I wanted to do a reserve creature with flash. I wanted that creature to be a mid-sized aggressive creature with maybe some evasion. Deathtouch seemed the best route for evasion in mono-green. I didn't want Ambush Viper though, so I added the clause to make deathtouch only when attacking. Essentially, I want the creature cast after combat on the opponent's turn, so that the creature can attack on its controller's turn.
Costing a for to not be strictly better than Shock.
Seems incredibly narrow for a common.