[Alnikar] the Colorful
[Alnikar] the Colorful by SecretInfiltrator
26 cards in Multiverse
7 commons, 14 uncommons, 5 rares
3 white, 1 blue, 3 black, 2 red,
5 green, 7 multicolour, 5 land
33 comments total
A multicolor-/land-themed set
[Alnikar] the Colorful: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Mechanical Themes | Creative/World Building | Card Cycles | Uncycled Cards |
Cardset comments (1) | Add a comment on this cardset
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Affinity for Swamps (This cost less to cast for each permanent of that type you control.)
Destroy two target lands.
Destroy two target lands.
Affinity for Forests (This cost less to cast for each permanent of that type you control.)
Exile target creature if it is attacking or has flying.
Exile target creature if it is attacking or has flying.
Affinity for Swamps (This cost less to cast for each permanent of that type you control.)
Return up to two target instant and/or sorcery cards from your graveyard to your hand. Exile Rekindle the Passion.
Return up to two target instant and/or sorcery cards from your graveyard to your hand. Exile Rekindle the Passion.
Affinity for Mountains (This cost less to cast for each permanent of that type you control.)
Target creature you control gets +3/+3 until end of turn. It deals damage equal to its power to up to one target creature you don't control.
Target creature you control gets +3/+3 until end of turn. It deals damage equal to its power to up to one target creature you don't control.
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Mistprowl Wolf gets +1/+1 as long as you control a Plains.
Mistprowl Wolf gets +1/+1 as long as you control a Plains.
3/1
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Published as mtgnexus Card of the Day 2020-09-02.
Uncommon counteclockwise affinity cycle with Æther Fracture, Drowning Ichor.
Uncommon counteclockwise affinity cycle with Æther Fracture, Drowning Ichor.
Uncommon counteclockwise affinity cycle with Æther Fracture, Drowning Ichor.
See Peatskulk Kavu. Cycled out.
See Peatskulk Kavu. Cycled out.
See Peatskulk Kavu. Cycled out.
See Peatskulk Kavu. Cycled out.
I wouldn't put untapped land there since the restriction is just a stumbling stone. Rather I will reduce the mana paid for to if the mechanic turns out too much.
I want an intuitive & consistent gameplay experience even with lands that produce more than one mana when tapped. Intuitive is that you can cast this if the only untapped land you control is a Jungle Basin.
I agree the original design is on the low end of the power curve. I just have not yet decided whether to got with +1 toughness or -1 converted mana cost.
Interesting idea, should it maybe be an untapped land though? Otherwise each land would pay for 3 mana, which is quite the short term gain. Regardless of the ability, this is pretty much unplayable. 1/3 reach in green should definitely cheaper, for 4 CMC you get 2 Canopy Spiders. Is that the reason why a land could pay for 3 mana, so this effectively "needs" only 2 lands too?