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Recent updates to Shifting Plane: (Generated at 2025-04-30 11:30:35)
Page 1 - Older activity
Page 1 - Older activity
make the rare lands unless you control a plains AND an island
always write numbers as words except lifegain or P/T or +X/+X
five
Looks a lot like an Angel.
This is really cool!
>
: Draw a card.
... is one of the few things that a boros card especially shouldn't be doing... This dude's an Archivist with +0/+3 and with red's impulse draw as a bonus.
White uses exile as a removal / grave hate much of the time and red has impulse draw so I get where you are coming from with that trigger, but perhaps you should reconsider the reward that's given off it.
What do you do with the number 5?
It'd also be nice to have a 1,2,3,4 progression. Currently you have +2/-2/-2/-3. But that's SUCH a minor point.
The last two items go together - tap, then destroy if tapped. That's pleasing. It'd be nice to somehow make all of them work together in such a cascade.
Alternatively, black could trade something nominal life. "Exile a card in your graveyard. If you do, gain 2 life." might be more palatable to the color pie lawyers.
By the way, I like where this card's head is at. My inner Melvin is screaming, though, that this says "Choose 5" and there are only 4 options. I know that's the point; that you're supposed to choose some things more than once... but it just doesn't feel right that you can never choose one of each.
Personally, I would drop this to "Choose 4" with 4 options, of which you can choose the same one(s) multiple times. But that's just me, I suppose.
Valud point. Alternatively to ditching the mode you can replace it with a drain effect. At five uses that's Stolen Grain though which is above curve...
This can still be used in pure life-gain mode; which seems wrong. Why not just ditch that first mode?
The text could be shortened a bit if the functionality is removed from having the counter and instead it's strictly limited to being a reminder.
Ie.
> You may have ~ enter the battlefield with a charge counter on it. If you do, it gains first strike. Otherwise, it gains lifelink. (This effect lasts indefinitely.)
Sure, you could use something like Medicine Runner to remove the counter, but that's the players' fault really if they want to try to induce memory issues on purpose.
Alternative stupid idea:
> You may have ~ enter the battlefield with a charge counter with "This creature has first strike and loses lifelink."
> Lifelink
I think an 'un' solution would be "When ~ ETBs you may put a card named ~ from outside the game into play instead"
Oh, also, with +1/+1 counters involved, you don't technically need two keywords. A choice between a +1/+1 counter or first strike is interesting, as far as I'm concerned. Just food for thought.
Another, another aside: This mechanic pops up in my set New Mirrodin as well. I made use of 'colored counters' in that set to do the work. It's also a bunch of words for questionable gain, but I like the cards just the same. See also Ionized Beebles.
First strike and lifelink aren't so far apart from each other, power-wise. If it was round two, and I had no information, I would probably always choose the option that came with a +1/+1 counter, irregardless.
Now if the option was between '+1/+1 counter and lifelink' or 'doublestrike' we might be on to something. Costs and p/t would need to be adjusted, of course.
But the real thing you could do - considering how many +1/+1 counters you have floating around - is to have the choice between a +1/+1 counter and one of the two abilities rather than between two keyword abilities.
Wouldn't
be simpler?
There is going to be a lot of confusion about the last ability not going to be able to target something you tap with the third ability.