> At the beginning of your upkeep, target player loses 1 life.
then it shouldn't use the Curse type. Curses are deciduous btw so it wouldn't be a huge issue either way. Unless I'm mistaken, Shadows over Innistrad has exactly one curse and Amonkhet only has two.
I was designing for a common slot and am not interested in uncommon designs. 2 life could be a bit strong, so maybe I should just convert Curse of the Pierced Heart to a black card and drop the curse subtype.
The jackal is from the present, not from the time of dinosaurs as denoted by its lack of fossil supertype. For that, note that no humans in the set have the fossil subtype.
Each player randomly choosing one card from their hand whenever this attacks can get irritating pretty fast in practice (as in throwing dice to choose the cards or so), but whatever; I don't think it's a huge issue.
Why combat phase. That's an added complexity due to nonstandard timing and it doesn't really seem worth it. Is there a life loss triggered mechanic in this set that makes this reasonable?
Random Jackal in a dinosaur world. You can never have enough Jackals and feasting on milling your owner is a neat way to get life gain into black.
But in essence this is all upside on that bear considering how neglgible the risk of milling yourself is compared to the average reward of unlocking graveyard interactions.
Feels like one of these planeswalker deck commons that are just much better than what you are getting in the set proper for Limited balance.
2018-03-21 04:38:39:
Sorrow
commented on the cardset Gaddgar
Emblems are troubling. I'd go with that Chandra, Roaring Flame's emblem does not reference fossil turns in any way, so it would any other emblems acting in a similar way would not be recognized.
How do you avoid discard with Sundial of the Infinite? I'm asking because I don't know. Anyway, the effects wouldn't trigger since they're not considered present or existing during the fossil turn.
Hmm. Interesting to have a bounce card that makes you want to use it early rather than save it for something nastier later.
But it's a bit trinket texty, isn't it? I mean, if it's early enough that you can bounce them up to 7 card in hand, then it's unlikely they'll have the lands in play to recast anything anyway.
A temporary exile effect. Ignorant Bliss makes me think this could be red. In this case, the effect hits both players as an attempt to punish. As a single, random card, the effect is not likely to be useful (the dream is for combat tricks to be exiled this way]]]. This seems a very weak ability at uncommon, but I didn't feel red would get to target what to discard. I know that choosing to have the card say that spells couldn't be cast during combat a la Basandra, Battle Seraph would work for just wanting to hate on combat tricks, but my goal is to figure out what could be done with temporary discard.
I'm unsure if this ability is common or uncommon on its own. Daring Saboteur and Wharf Infiltrator are rare, but both have evasion. Jeskai Elder sits at uncommon, but also contains prowess. Looter il-Kor and Blurry Beeble are both common and have evasion, but coming from Time Spiral and an unset may not be good points of reference.
Forgot to add flying.
While I don't mind curses, I don't think there's any reason such an effect needs a nerf for multiplayer.
That sounds fine.
Also, if you make it
> At the beginning of your upkeep, target player loses 1 life.
then it shouldn't use the Curse type. Curses are deciduous btw so it wouldn't be a huge issue either way. Unless I'm mistaken, Shadows over Innistrad has exactly one curse and Amonkhet only has two.
I was designing for a common slot and am not interested in uncommon designs. 2 life could be a bit strong, so maybe I should just convert Curse of the Pierced Heart to a black card and drop the curse subtype.
Maybe something like
> At the end of each opponent's combat phase, if that player attacked with a creature this turn, they lose 2 life.
... and then possibly decrease the mana cost a little or add life gain to compensate for the fact that it's possible it won't always trigger?
Actually, that would be quite similar to Blood Reckoning / Hissing Miasma.
Suggested rarity is uncommon.
I needed a phase and combat phase leaned towards a good name.
The jackal is from the present, not from the time of dinosaurs as denoted by its lack of fossil supertype. For that, note that no humans in the set have the fossil subtype.
Black has bears with upsides: Dhund Operative, Dinosaur Hunter, and Khenra Eternal.
Each player randomly choosing one card from their hand whenever this attacks can get irritating pretty fast in practice (as in throwing dice to choose the cards or so), but whatever; I don't think it's a huge issue.
How about a higher number of cards, so the chance to exile that combat trick at an inopportune time gets increased?
Is this a kind of randomness acceptable for Constructed?
Why combat phase. That's an added complexity due to nonstandard timing and it doesn't really seem worth it. Is there a life loss triggered mechanic in this set that makes this reasonable?
Random Jackal in a dinosaur world. You can never have enough Jackals and feasting on milling your owner is a neat way to get life gain into black.
But in essence this is all upside on that bear considering how neglgible the risk of milling yourself is compared to the average reward of unlocking graveyard interactions.
Feels like one of these planeswalker deck commons that are just much better than what you are getting in the set proper for Limited balance.
Emblems are troubling. I'd go with that Chandra, Roaring Flame's emblem does not reference fossil turns in any way, so it would any other emblems acting in a similar way would not be recognized.
How do you avoid discard with Sundial of the Infinite? I'm asking because I don't know. Anyway, the effects wouldn't trigger since they're not considered present or existing during the fossil turn.
Considered 3 life instead of 2.
Hmm. Interesting to have a bounce card that makes you want to use it early rather than save it for something nastier later.
But it's a bit trinket texty, isn't it? I mean, if it's early enough that you can bounce them up to 7 card in hand, then it's unlikely they'll have the lands in play to recast anything anyway.
A temporary exile effect. Ignorant Bliss makes me think this could be red. In this case, the effect hits both players as an attempt to punish. As a single, random card, the effect is not likely to be useful (the dream is for combat tricks to be exiled this way]]]. This seems a very weak ability at uncommon, but I didn't feel red would get to target what to discard. I know that choosing to have the card say that spells couldn't be cast during combat a la Basandra, Battle Seraph would work for just wanting to hate on combat tricks, but my goal is to figure out what could be done with temporary discard.
I'm unsure if this ability is common or uncommon on its own. Daring Saboteur and Wharf Infiltrator are rare, but both have evasion. Jeskai Elder sits at uncommon, but also contains prowess. Looter il-Kor and Blurry Beeble are both common and have evasion, but coming from Time Spiral and an unset may not be good points of reference.