A Link to the Coast: Recent Activity
A Link to the Coast: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to A Link to the Coast: (Generated at 2025-05-03 00:14:37)
Page 1 - Older activity
Page 1 - Older activity
Currently it's pretty much Updraft Elemental which in itself is quite an upgrade over Horned Turtle.
It's more like huge jumps. And Aven get away with lots of armour.
The in-game art is, um, about 8 pixels high and monochrome. So no help there :)
Certainly doesn't look like it should be able to fly, armor and all
Yeah; fair enugh; 1/4 instead
2/4 flying for
seems a little strong.
To be honest, there are some creatures that you don't really need to spice up if you're aiming to structure this like an actual set. I don't think these guys are particularly memorable at all to warrant anything special being done, but Exert works well if you want to focus on swing/charged swing. Careful about mechanic overload, there's a lot of various mechanics that could/should be represented in a Zelda set and focusing only on the most popular/resonant ones should take priority over adding random flavor bits for accurate representation of everything represented on a card.
Nasty customers; but pretty much vanilla flying creatures.
They do have a ranged attack; not really sure how to represent that. Maybe it should be a mechanic for the set; actually - lots of creatures and weapons have "Swing or charged swing" options. Maybe use exert?
Funny name though.
The issue is that if I see the word "Secret", I'd expect something that I'd keep to myself that my opponent does not know. Double-faced cards, given the fact that you have to announce and reveal them during draft, seem to be the opposite of a secret. Not to mention the fact that double-faced cards must be unique to each other (one front must have the same back at all times).
If you want to do secrets, then you can do something with face-down cards from your hand or library. Something like:
"Exile the top card of your library face-down. You may look at it and cast it."
But that's essentially just drawing a card. Alternatively, you can do something with 2/2s and some sort of morph/manifest variant, but that doesn't seem right to me either.
Mildly hidden secrets is most certainly a thing we should find a way to represent though.
Yes, Alex is right. But like I said, it's not a great idea.
The secret is that this land can be transformed. But you need to use a Bomb Bag or similar to get at it.
See Suspicious Wall. See Fire Temple.
Since going through dungeons/rooms to get a reward seems to be a common theme, why not tie it into a card type with extra rules baggage?
Um... I honestly don't know how to respond to that.
What's the secret?
See Bomb Bag.
Apparently bad, parasitic designs are the result when I try to be flavorful.
See Bomb.
See It's Dangerous to Go Alone!.
Something to donate :) Also possibly actually useful for an aggro deck.
A pretty awesome concept, though I agree with dude1818's comment.
I wouldn't have gotten the flavor of this card had you not spelled it out for me Vitenka. Hmm.
Are you planning on doing the various stages in a similar vein to Fire Temple? What if we did something like this?
Hyrule Castle
: Add
to your mana pool.
Legendary Land
Whenever you play a Temple, put a quest counter on Hyrule Castle.
Remove four quest counters from Hyrule Castle: Transform Hyrule Castle.
//////
I ain't got nothing for the transformed side yet. But I think this conveys the feel a bit better. You want to play Hyrule Castle first, so you can play the temples into it. That's the beginning of the game. Once you played four temples, Hyrule Castle flips, and we're at the end of the game.
The "you can't lose" is fine, but should the life total clause be more like Angel's Grace? Especially if you're losing for some other reason.
yeah, lets also reset life so you don't just die at the start of your turn
Where the journey starts, and where the journey ends.
I kinda wanted it to be something you fight over; but I didn't like it having an alt-win in the end.
So this, I guess, kinda represents the traditional escape passage behind the throne.
And yes, intentionally a non-mana land. I know we don't have those nowadays. So this needs changing hugely.
Love it.
:)
Functional reprint of Harmless Offering. I just couldn't resist the idea of people saying this line while offering something terrible.
(Obligatory comment about hexproof not being Red. Other obligatory comment about this card being too expensive. Failure to see the irony that this card is too expensive because hexproof is not in Red.)
Just make phasing unhorrible. It isn't difficult.
"At the beginning of your upkeep, exile this creature. Return it to the battlefield at the beginning of your next upkeep."
Why wizards hasn't gone back and remade phasing is beyond me. Probably something about not wanting to keyword negatives.
Immune to magic, teleport around to be annoyingly hard to hit.
But squishy and not very painful either.
They come in red and blue versions. This, obviously, is the red one.
Blegh, the blue ones probably ought to have phasing; but phasing is horrible.