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Recent updates to Xianlu: (Generated at 2025-05-01 07:24:39)
Ahh, that's the one. I figured I saw it in a custom thread somewhere, and completely forgot about this card.
Were you thinking of Student of Elements?
Yep, magical carps turning into dragons - can't have an eastern set without them. :)
Maybe go for Cannibalize reprint? :P
Personally, since this has nothing to do with the card it was previously, I would have deactivated that card and removed its card code. Then created this card into that freed card code slot. That way you could still easily export the previous design to another set and/or slot if ever need be... Òh, this set doesn't seem to have the "active" option on...
This kinda sucks. Is there a reason for that? For example, Reclaim has been printed as a common in Magic Origins and before that in M12.
Noxious Revival on the other hand...
"from".
It's weird how quickly colors go from "Doesn't get a 2/2 for 1C" to "Let's give it something better than a 2/2 for 1C".
It's fine though. Despite my observation I think this is a good card mechanically.
Needs flavor text - make the casual visitor of your world know things better.
This is an example of a card, where using an unfamiliar term makes you uncertain what the card is. Is Jiangshi a race of undead? Is it a profession like mythical garbage disposal specialist? Is it a proper name? (If you just hear the name, will you assume it's a generic creature or a proper character and hence maybe a legendary?)
Wouldn't the name "Jiangshi Corpseeater" set up a more accurate expectation than "Corpse-Eater Jiangshi"?
For repeated searching loading screen, I feel uncomfortable about this at uncommon in a way I wouldn't about a tribal Elvish Piper.
I don't undertand the flavor text.
This card will only be able to search copies of itself and Clay Soldier in limited.
Yes, I know Blightsteel Colossus and Platinum Emperion are golems. This is intentional. Golem tribal for tier 3-4 in Modern!
Just finished three sealed playtests with (almost) all available commons and uncommons.
Sequence was hard to pull off. May modify.
EDIT: Sequence now triggers off of any spell cast, rather than noncreature spell (much like Surge). This adds a lot of value to red and blue cards so it may end up that Red is the strongest color in the set.
Seals have been adjusted so that players may only "crack" them on their turn. There was one play where my Elusive Spellfist was enchanted with a Neutralizing Seal. Feeling confident that I could block the attacking 2/2, I declared it as a blocker, only to have it get cracked and have my Spellfist die. I want stuff like that. However, later on, casting a talisman only to have it immediately cracked by an opponent felt bad. So it has been adjusted so that players can only crack them on their turn.
might be a little too powerful. Most of their commons and uncommons are solidly playable and maindeckable. I might take away a little power in their suite or make some of their stuff a little harder to cast. No real big changes as of yet.
has a little too much flying, so I'll adjust that a little.
EDIT: One blue flyer at common (Wingdancer)has lost its wings. No more fliers at uncommon will be designed in Blue.
might be a little too weak. I never felt compelled to go into black. Buffing some of the commons slightly to add a bit of functionality.
EDIT: Hungering Claws has changed from deathtouch to lifelink. Ravenous Jiangshi is buffed. Morbid Remedies got a little more functionality. I want to add another deathtouch creature somewhere, but I'm not too sure where I'd put it.
was a little too strong, so some power has been taken away from some of their commons. Most notably, (((Seeker of Death))) is now a 2/1, Wild-Eye Matriarch is now 

instead of 
, and Monkey King's Call is now +4 / +1, instead of +4 / +2. Since sequence is buffed, I may need to figure out how to take more power away from red.
was fine, but a little boring. A couple of cards have been shuffled around in their spell suite (most notably, Bring Down is now Target Practice. I may change Mischief and Mayhem to give four +1/+1 counters to a creature at sorcery speed, but that's more of a thematic change as green is supposed to be building big creatures.
Using removal to kill bequeath creatures is a solid tactic. While I had a Shining Messenger with lifelink racing in the air, my opponent used Upper Hand on his Village Herbalist to give his Sentinel of the Pines lifelink, ultimately winning him the game.
Replacing with a Shrivel effect. Early game removal is fairly key, so this should provide another outlet for black to stabilize.
2/1 -> 2/2. Giving black a little more bulk.
Added an additional "sacrifice a creature" clause. Two alternate additional costs may not be NWO friendly, but I feel like it will make this a slightly higher pick for Bequeath decks.
Getting around to peppering story elements in cards now.
Reprint.
The god-like ability is a pretty good idea and something I'll use if this turns out to be nothing like what I want.
Since this can be played in any deck, I figure I'd remove the haste and trample to separate the creature itself from Green. You're still encouraged to put this in a green deck because it usually generates a number of lands and this can be played as a "free" beater, but control decks "splashing" this card as a free hasty trample beater was a concern. I figure with less keywords and no protection, control decks might not want it (or, if they do, they'd play it as a 3/3 or 4/4 creature while leaving counterspells up for removal).
Its ability being combo-tastic is one of the primary reasons why I want to keep the exiling lands until LTB design, but space is an issue so if it gets too long I'll drop it.
The other consideration for the manland was this:
>
: Add
to your mana pool.
>
, Exile any number of nonlegendary lands you control: ~ becomes an X/X green Turtle creature until end of turn, where X is the number of lands exiled by it.
>When ~ dies, return all lands exiled by ~ to the battlefield under their owner's control.
But it's kind of extra long text-wise.
If you're considering manland, the 'Legendary Land Creature' typeline instantly suggested to me the Theros Gods... what if it's got a God-style conditional to become a creature? Like "As long as you control less than X Forests, ~ isn't a creature."
Well, if I were to turn it into a manland, it'd probably be something like:
>~ enters the battlefield tapped.
>
: Add
to your mana pool.
>
, Exile any number of lands you control: Until end of turn, ~ becomes a X/X green Turtle creature with trample, where X is equal to the number of lands exiled this way. It's still a land. Return those lands to the battlefield at end of turn.
But that seems decidedly less interesting and less combo-tastic than this.
If it had a
cost to animate itself; that would probably be fine.