Can't I just activate the ability an arbitrary number of times (e. g. my opponents' life total) and deal an arbitrary amount of damage to my opponents (e. g. my opponents' life total)?
What do I care about future combat steps if I win right now? That's why official cards no longer use skipping of a future event as a cost.
I just hope this set at some point gets enough commons to make a playtest. That's probably the most straightforward way to figure out whether this has merit and which parts of a turn are best skipped.
I mean... you could also rule to just double certain phases or split the battlefield etc.
2017-12-08 13:48:18:
Tahazzar
commented on the cardset Gaddgar
> "Fossil turns are always in effect. I guess players would skip their draw during fossil turns so players aren't getting a bonus draw."
> "The idea is that decks would have to figure out how to split between their fossil and regular cards, as ignoring one would leave too open."
The thing is, this still changes the functionality of emblems. Like Chandra, Roaring Flame's emblem would now deal 6 per turn. The same thing is true for cards with "For the rest of the game".
Also, using Sundial of the Infinite to not to discard for having too many cards or whatever wouldn't work anymore because you would still enter an end step on your fossil turn.
What I'm saying is that fossil turns either just don't work or require a CRAP TON more rules than "only fossil permanents on the battlefield are recognized". Like, "only objects created by fossil objects are recognized" or whatever.
So... I don't understand fossil good enough to understand what this wants to accomplish, but I'll just link to Irrigation Ditch.
Outside of that I can say for certain that Plains reminder text would be a good idea. With so much going on it's easy to forget/overlook the inherent mana ability here.
Followed Vitenka's suggestion and switched to mana costs.
Future combat steps that aren't even a thing anyway. But yes, stick a mana cost on the activations.
The first one needs to be, um, 4 or 5. The second one if it was on its own 2 or 3, but in combination with the first one - I dunno, 7?
Can't I just activate the ability an arbitrary number of times (e. g. my opponents' life total) and deal an arbitrary amount of damage to my opponents (e. g. my opponents' life total)?
What do I care about future combat steps if I win right now? That's why official cards no longer use skipping of a future event as a cost.
Not sure if undercosted
Considered the name Auraclaw Duster. Originally was a 3/2 without vigilance. I'm not sure if repeatable enchantment destruction is fine at common.
renamed to fit flavor text
I just hope this set at some point gets enough commons to make a playtest. That's probably the most straightforward way to figure out whether this has merit and which parts of a turn are best skipped.
I mean... you could also rule to just double certain phases or split the battlefield etc.
> "Fossil turns are always in effect. I guess players would skip their draw during fossil turns so players aren't getting a bonus draw."
> "The idea is that decks would have to figure out how to split between their fossil and regular cards, as ignoring one would leave too open."
The thing is, this still changes the functionality of emblems. Like Chandra, Roaring Flame's emblem would now deal 6 per turn. The same thing is true for cards with "For the rest of the game".
Also, using Sundial of the Infinite to not to discard for having too many cards or whatever wouldn't work anymore because you would still enter an end step on your fossil turn.
What I'm saying is that fossil turns either just don't work or require a CRAP TON more rules than "only fossil permanents on the battlefield are recognized". Like, "only objects created by fossil objects are recognized" or whatever.
Forgot flying. Alternatively, I could skip flying on this and the tokens it makes and make them terror birds.
More readable now.
So... I don't understand fossil good enough to understand what this wants to accomplish, but I'll just link to Irrigation Ditch.
Outside of that I can say for certain that Plains reminder text would be a good idea. With so much going on it's easy to forget/overlook the inherent mana ability here.
Reworded from " For the rest of the turn, white mana sources you control would produced becomes
instead."