Duel Deck: Dungeon Keepers
Duel Deck: Dungeon Keepers by amuseum
48 cards in Multiverse
21 commons, 5 uncommons,
5 rares, 1 mythic, 16 basics
14 black, 15 green, 1 multicolour, 18 land
14 comments total
Part of Duel Deck: Dungeon Crawlers vs. Dungeon Keepers
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Mechanics |
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On Duel Deck: Dungeon Keepers (reply): |
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Duel Deck: Dungeon Crawlers vs. Dungeon Keepers Each deck has:
Dungeon Keepers:
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Exile target card from a graveyard.
[Splice onto Arcane
]
[Splice onto Arcane


+1: Create a 1/1 black Rat creature token.
-7: CLIMAX--Create X 1/1 black Rat creature tokens, where X equals the number of Rats you control.
-7: CLIMAX--Create X 1/1 black Rat creature tokens, where X equals the number of Rats you control.
2
+1: Create a 1/1 green Insect creature token.
-7: CLIMAX--Create a X/X green Insect creature token named Queen, where X equals the number of Insects you control.
-7: CLIMAX--Create a X/X green Insect creature token named Queen, where X equals the number of Insects you control.
3
+1: Up to two target creatures get a deathtouch counter. You gain 1 life.
-3: Create three 1/1 black Snake creature tokens.
-8: ULTIMATE--You get an emblem with "Creatures you control get +3/+3" and "Creatures your opponents control get -3/-3".
-3: Create three 1/1 black Snake creature tokens.
-8: ULTIMATE--You get an emblem with "Creatures you control get +3/+3" and "Creatures your opponents control get -3/-3".
4
Frostbite (When this deals damage to a permanent, freeze that permanent.)
Respawn (When this creature dies, manifest the top card of your library. Turn it face up any time for its mana cost if it's a creature card.)
Respawn (When this creature dies, manifest the top card of your library. Turn it face up any time for its mana cost if it's a creature card.)
3/1
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Replaced by Protect the Colony
Replaces Queen Bee.
Proposal:
Each Duel Deck shall contain:
Prizes will be converted to Scenes.
Successfully coded into Forge:
Todo:
Flavorwise it seems like a Trap should be conditional, though I can see how this is mechanically taxing. On the other hand this version of the trap seems already thematically weird like it can stay around indefinitely being a creature.
The card text on most of your cards is formatted incorrectly due to too many line breaks.
I like this use of an attackable permanent.
The reminder text length of respawn means that these cards that are not french vanillas should be redflagged at common.
The reminder text of respawn uses another keyword action to explain what it does and then explains the keyword action... so why not cut out the middle man? Either commit to manifest or respawn.
This card shows the flavor problem of the (super?)type prize: Flying creatures. I think it's mechanically sound to just ignore that discrepancy in flavor, but thematically creatures without flying should have an issue attacking this one.