Spira (Final Fantasy X)
Spira (Final Fantasy X) by Mal
166 cards in Multiverse
102 commons, 42 uncommons,
10 rares, 3 mythics, 5 basics, 4 tokens
5 colourless, 1 token white, 1 token colourless, 1 token black, 1 token artifact, 26 white, 24 blue,
22 black, 23 red, 23 green, 8 multicolour, 15 artifact, 16 land
19 comments total
Fun standalone set based off of Final Fantasy X's world, Spira.
Spira (Final Fantasy X): Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Special Design Notes | Draft Archetypes | Skeleton |
Cardset comments (3) | Add a comment on this cardset
The set creator would like to draw your attention to these comments:
On Spira (Final Fantasy X) (reply):
on 30 Aug 2017
by
Mal:
Opening this up to the public. Please see "Special Design Notes" for details. tl;dr: This is a set about the world of FFX, not the game of FFX. This set is meant to be played by itself, and doesn't strictly adhere to NWO, so there are a lot of mechanics that are a little more parasitic or complex than they should be. Currently in skeleton filling phase for commons. Other note: Some of these cards may be a bit unbalanced as of right now. General power level is akin to something like a Masters set. |
Recently active cards: (all recent activity)
As long as you control a Summoner, Dutiful Guardian can attack as though it didn't have defender.
Blitz




Ahh, hmm. I don't have a good answer for that second question either, because I clicked on skeleton then decided I was going to make something that didn't fit in the slot that it went in. Adjusted.
Indeed; I'd suggest flipping it for clarity:
Until end of turn, target creature you control gets +1/+1 for each nonland colorless permanent you control.
Although; is it supposed to count permanents when you activate it, or could it change mid turn?
Final note: Why is this a common? It's simultaneously niche and powerful.
Ahh, I see that now. Huh, never read it that way.
He's making fun of the sentence structure, because it could be interpreted as the bonus giving +1/+1 for each permanent with a temporary control effect.
Not sure what you mean. It's an activated ability on an enchantment, so you're paying
for a temporary boost effect that's always available to you.
What happens if you control it for longer than that? :)
"Discard at random" seems a bit strong for repeatable discard at common. This gross injustice will be rectified in flavor text, maybe.
Good point. Right now the main concern of mine isn't the parasitism, it's making
and 
play differently - so your suggestion of making the cards that care about saccing them sacrifice enchantments is territory I'd rather not go down. Your suggestion of making the cards exile creature cards from the graveyard is a pretty good one, and I'll probably explore that if Pyreflies don't turn out so well received. That would require a lot of redesigning of the archetypes in general, though. The reason why I prefer Pyreflies at the moment over that is simply due to the "feel" of the set - I'm a little more attached to the "cyclical" themes than I should be, and dying creatures leaving Pyreflies on the battlefield which are then sacrificed to return the creatures has a better feeling than exiling cards in the graveyard to get them back.
Personally, I find that parasitism, while bad for Magic health as a whole, does give ways to make certain sets stand out and feel unique (the deckbuilding & drafting decisions made with Soulshift and Arcane in draft are my favorite parts about Kamigawa gameplay), which is why I'm less wary about using parasitic mechanics on custom sets. The same goes for creature types, which is why I made the Summoner/Aeon type rather than using something like Shaman or Wizard + Incarnation/Avatar/Spirit. Pyrefly is an enchantment type, not a creature type, so Spirit is out the window. I could make them 0/1 enchantment creature tokens, I guess...
Yeah. I'm going a bit crazier with the color pie and certain effects for this set in general.