Pemberly Revised: Recent Activity
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Mechanics | Skeleton | Archetypes | Creature Types |
Recent updates to Pemberly Revised: (Generated at 2025-05-01 06:05:13)
was 3W
Slightly altered middle ability; -9 was an emblem preventing combat damage
That makes it a little too close to Khenrik, King of Pemberly for my taste
Since Sylnor has the dignity mechanic and a legendary theme; Why not make it "Untapped legendary creatures you control have hexproof."?
Now affects only creatures
Kismet+++? But that's theleast of it; giving your everything hexproof is a very very nasty condition, which has no real answer.
I guess you're going to be tempted to tap it because it's quite meaty; but even so.
Now a Noble
Can’t use the same mode twice in a turn; Now a Noble
Dies right away to blocks only if your opponent has 2 power up... and since this may surprise your opponent and clear the field of blockers... that's not a given.
I find it difficult to give a fair assessment of Mythic creatures printed in 2020. I see this, and I think "Well, that's sure one heck of an upgrade to Inferno Titan." But I'm not sure if Inferno Titan is the gold standard for powerful Mythic anymore.
Still, 8 damage split two ways the round you cast this is rough. Heck, creatures you control getting +4/+2, and a bonus hasty 4/2 token on the round you cast that spell makes for a reasonable Overrun variant.
I'm thinking 3 damage and +2/+0 might put you on target. But maybe not. Here's another way of looking at this card. If you had to make the cut, would you rather run this or Palladia-Mors, The Ruiner? Presuming you sometimes had the ability to produce green, but the green in its cost does matter. Because if you would always want to cast Farrah over Palladia, then I'm guessing that Farrah may be too strong.
I think the solution is to drop the ETB if you want to keep haste... My only concern with this is that it activates twice on the first turn... which is pretty good... But also, kind of not what it does the rest of the time... It feels lopsided imo.
Also, being a 4/2 means it will probably die right away anyway... I'd just square those stats so it can at least survive a lightning bolt.
Summon Feedback Request
Hmmm; with haste it's kinda an 8 damage sorcery; with additionally an alt-mode of being a finisher for a token swarm. That's not an amount of damage we've had as a flat-cast, so somewhat hard to cost. Especially on a mythic, which tend to be ridiculously cheap for their effect.
I dunno. It isn't a guaranteed game win. So I can't justify costing it higher than 7. 6+gold is only very slightly less than 7; it's probably ok.
Still; if power is a concern; maybe drop the ETB effect? It's cleaner if it only gets to activate one a turn anyway.
Going to add tribal support for Nobles in all colours
How much would I have to nerf it to keep haste? +1/+1 and 2 damage?
Remove haste and it would be fine.