I can't help noting that you have a few different 'untap faeire' effects (which is fine; perfectly good theme choice) - but only one faerie that taps to actually do anything, and that's scry-1.
This feels like you need at least a couple of faeries with a big tap effect; or perhaps evasive with a nice on-hit effect that you might want to attack and block with.
I have noticed that you tend to fill your sets with many more 1/1 fliers (especially for a single mana) than usual e. g. you just created three of them in the same color in a row. Even slight variances help making more distinct cards e. g. a 1/2 or 2/1 if you have a tribe that tends towards small fliers.
For a cool reference, check out Lorwyn/Morningtide that set because of tribal also featured Faeries, so they did have really many 1/1 fliers, but none of them as similar as your Faerie Flutterwing and Faerie Hopelifter.
And what makes most sense in the ordering of abilities comes from the concept of affordance.. here it has to do with expectations/precedence as well as simple chronology e. g. activated abilities come pretty late (which is why Equip should be at the bottom), because they are optional. I "makes sense" to first read all the continuous static abilities and less evitable triggered abilities as a foundation to evaluate the activated abilities.
"Chronology" means e. g. that ETB triggered abilites come before attack/block triggers come before death triggers etc.
Abilities that influence how you draw (e. g. miracle) or cast (e. g. flash) come before anything that happens to take effect on the battlefield (ETB triggers, combat keywords etc.).
Alternate ways to use a card (e. g. cycling, channel) come after "standard" ways to use the card. After that you only get stuff that triggers from those and "end of lifecycle" abilities e. g. those that work from the graveyard (e. g. flashback).
On this card e. g. there is no reason to be a single line of rules text after equip. The static ability should be on top since it sets up the other activated ability.
You changed the jewel creation ability from tapping equipped creature to tapping Basket of Blessed Shells. That is a significant change, because now it can lie around unequipped for a while and collect jewels or collect jewels while the creature is attacking.
I mean, the card has an unattractive mana cost, so it might be necessary to go overboard with power. But if it is just free tapping of the equipment to get the counters, couldn't you as well just make it an upkeep trigger?
I was sure Equip came first... okay, i'll move it to the bottom. For future reference however, in what order are abilities of different types supposed to be placed?
Also that's right, I should have made that connection, I knew that's how they balanced and dissolved broken combos and such, I often forget to make the relationship between card design and play design :P
This is hilariously bad and doesn't do anything on its own.
I can only imagine the "if it wasn't cast" ability was added in reaction to the comment about Stoneforge Mystic. Don't do that. Stoneforge Mystic is a broken card. You can safely ignore interactions where it's the other card that is already a known problem.
Why not collect jewels in the basket? Right now this looks like a complicated way to create +1/+1 counters.
A minor nitpick: You should put "Equip " lower. Often equip is the last ability on an Equipment. Seeing it at the top despite being an activated ability is weird.
2018-07-03 18:41:44:
Froggychum
created the details page Info
good point will make some of those now
I can't help noting that you have a few different 'untap faeire' effects (which is fine; perfectly good theme choice) - but only one faerie that taps to actually do anything, and that's scry-1.
This feels like you need at least a couple of faeries with a big tap effect; or perhaps evasive with a nice on-hit effect that you might want to attack and block with.
Thanks for the information!
It's growing exponentially because I want it to be powerful, complex and interesting/unique enough for Mythic rare slot
I have noticed that you tend to fill your sets with many more 1/1 fliers (especially for a single mana) than usual e. g. you just created three of them in the same color in a row. Even slight variances help making more distinct cards e. g. a 1/2 or 2/1 if you have a tribe that tends towards small fliers.
For a cool reference, check out Lorwyn/Morningtide that set because of tribal also featured Faeries, so they did have really many 1/1 fliers, but none of them as similar as your Faerie Flutterwing and Faerie Hopelifter.
And what makes most sense in the ordering of abilities comes from the concept of affordance.. here it has to do with expectations/precedence as well as simple chronology e. g. activated abilities come pretty late (which is why Equip should be at the bottom), because they are optional. I "makes sense" to first read all the continuous static abilities and less evitable triggered abilities as a foundation to evaluate the activated abilities.
"Chronology" means e. g. that ETB triggered abilites come before attack/block triggers come before death triggers etc.
Abilities that influence how you draw (e. g. miracle) or cast (e. g. flash) come before anything that happens to take effect on the battlefield (ETB triggers, combat keywords etc.).
Alternate ways to use a card (e. g. cycling, channel) come after "standard" ways to use the card. After that you only get stuff that triggers from those and "end of lifecycle" abilities e. g. those that work from the graveyard (e. g. flashback).
On this card e. g. there is no reason to be a single line of rules text after equip. The static ability should be on top since it sets up the other activated ability.
You changed the jewel creation ability from tapping equipped creature to tapping Basket of Blessed Shells. That is a significant change, because now it can lie around unequipped for a while and collect jewels or collect jewels while the creature is attacking.
I mean, the card has an unattractive mana cost, so it might be necessary to go overboard with power. But if it is just free tapping of the equipment to get the counters, couldn't you as well just make it an upkeep trigger?
Why does this need to grow exponentially anyway?
Alright :)
As in, the jewel counters go on the equipment, and then whatever it is equipped to has +X/+X.
And it should probably have a way of getting the very first jewel counter, somehow.
Ordering of abilities is "Whatever makes most sense" :)
What do you mean by collect jewels in the basket?
I was sure Equip came first... okay, i'll move it to the bottom. For future reference however, in what order are abilities of different types supposed to be placed?
Also that's right, I should have made that connection, I knew that's how they balanced and dissolved broken combos and such, I often forget to make the relationship between card design and play design :P
This is hilariously bad and doesn't do anything on its own.
I can only imagine the "if it wasn't cast" ability was added in reaction to the comment about Stoneforge Mystic. Don't do that. Stoneforge Mystic is a broken card. You can safely ignore interactions where it's the other card that is already a known problem.
Why not collect jewels in the basket? Right now this looks like a complicated way to create +1/+1 counters.
A minor nitpick: You should put "Equip
" lower. Often equip is the last ability on an Equipment. Seeing it at the top despite being an activated ability is weird.
Okay, i'll try that. Thanks!
You could create a separate details page and copy-paste all the information there.