Shattered Kingdom: Recent Activity
Shattered Kingdom: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2024-05-02 05:08:27)
Shattered Kingdom: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Shattered Kingdom: (Generated at 2024-05-02 05:08:27)
replaced trample with reach
I have to disagree with the EBT timing. My disagreement comes mostly because I envisioned this mechanic being something that could be done multiple times. I would also imagine forcing the decision on etb to be more feelbad than attempting to fury and having your creature get killed.
Assuming we can go ahead with using this ability multiple times, I guess assigning a phase would be the next logical step. Since this gives +1/+1 counters, I would think that the beginning of the combat phase makes the most sense, with possibility of the need to specify your combat phase is using the mechanic on an opponent's turn would be considered too complex or powerful.
As for a different name, maybe Wildmight?
I think etb makes the most sense, although it might be better game play as a replacement effect than a trigger, i.e. "You mat exile a creature card from your hand as ~ enters the battlefield. If you do, etc." Gets around feel-bads when it gets killed in response to the trigger.
Otoh, a monstrous variant is interesting too.
Yeah, it needs something I think. As it's still not obvious when you can activate fury. On ETB? Any time you like?
And I also don't understand the raitonale behind the name. I show you what I'm thinking of, and pay later. And this creature grows slightly larger; and somehow that equates to 'hulk smash'?
I agree, fury does sound like a good name for an mechanic. But.. not for this mechanic. So, if you're not particularly wedded to the name; hmm. How about "Boast"?
Should I give Fury a trigger condition? I also only picked fury as a name, since it sounded like the name of a red-green mechanic.
Followed the suggestion and turned the card into an aura. As an aura I removed the one-off untapment the card gave.
> Fury 1 (Exile a creature form your hand. If you do, this creature gets a +1/+1 counter. You may cast that creature for more for the remainder of the game).
Considering the former variations on fury that seems exactly the intention. It's always been about using a card from hand to boost a creature on the battlefield and at some point added a way to reduce the card advantage.
The current wording implies a special action that can be used at any time though. This means this is an on-board combat trick.
Also there is the "for more" part that seems to be missing an additional cost probably supposed to counterbalance emptying your hand.
From former version it's an ambitious change to go from counting cards to +1/+1 counters.
I think the ability overall has improved, but I still don't really get how all the parts supposedly add up to "fury". I could buy flavors of animal shamanism or ,ilitaristic reinforcements.
"Fury" sounds more short-term.
Mmm. The way it's written now, you can just exile your hand to give this all the +1/+1 counters, then cast the exiled cards as spells whenever you feel like it. I'm sure that wasn't the intention.
What is the trigger condition for fury?
Well, I mean Coalition Flag seems to think it's no big deal. Admittedly, it's been a while, though.
Instant granted the ability only until the end of the turn. An aura would persist as long as the enchantment remained, which I wouldn't mind, except that feels a little powerful for an uncommon spot.