Pemberly Revised: Recent Activity
Pemberly Revised: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | Archetypes | Creature Types |
Recent updates to Pemberly Revised: (Generated at 2025-05-01 06:05:03)
Human -> Cat
Balancing seems okay for all the lands but I would say that the
one is definitely the best.
Ok the fact that these are dual lands that have extra nonmana abilities means they should probably be rare.
lol neat.
That would be much safer in terms of both power level and color pie.
Changed from Inspire to embolden, seeing as how inspired is already an ability word. Might change it back to glory and have bonuses provided if you control a certain number of token creatures. (Probably 3)
Somehow every faction mechanic ended up being an ability word.
Was Manic Spelldancer; Had prowess and wasn't triggered from draws
Yeah, I literally just nerfed Beautiful and Foreboding estates before asking for feedback.
I think I'm okay with the stretch in this case. The WB faction cares about having more life than other players
Hmmm. A good point about the color issues. Perhaps this could grant a creature deathtouch instead.
This doesn't need a power upgrade. It's like moving Desolate Lighthouse sideways: You made it better in some ways, and worse in others.
This, the
, and the
option are the best fits for their color combinations.
I think most of them are either okay at their power level or too strong. It's hard to say without testing.
The only issue I have with this card is that it's allowing mono-white access to drain effects. It does get those occasionally, but it's rare and it always feels like a color pie stretch.
The power level is probably fine. Look a Leechridden Swamp.
This isn't weak at all. It's probably in the best place, power-wise, out of the cycle. Beautiful Estates and Foreboding Estates are possibly too strong.
This is a nice fit into that new mechanic of yours...
But might be a tad weak... maybe not, honestly not sure what the power level of this set aims to be, so this might all be fine.
overall, this is a solid cycle, i've just been nit picking to give some extra thoughts because it wouldn't be much to just say ''this is cool'' on five cards straight.
Yikeees that's weak.. I mean, I know magic lands are notoriously shitty at making creatures but.. wow.
This is ONLY useful very late in the game... and a token deck doesnt necessarily want to stall...
Why not make two 1/1s? Or maybe if that's too much, make a 1/1 and have some secondary effect related to how many tokens you have.
Hmm... doesn't feel super green at all...
Also, this ability is probably the strongest in the cycle, but it might be neater to have the cost be to exile a (or two) creature card from your graveyard, that would feel more green or at least black green rather than just mono black, and would also make it a little bit more powerful (unless you want the sacrifice synergy)
I'm very ok with this card either way tho.