Ruins of Amonkhet: Recent Activity
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Mechanics | Skeleton |
Recent updates to Ruins of Amonkhet: (Generated at 2025-05-02 05:54:29)
Ruins of Amonkhet: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Ruins of Amonkhet: (Generated at 2025-05-02 05:54:29)
I agree with that. Diurnal design space is kind of limited because diurnal cards eat up design space twice as quickly. They're also kind of hard to balance on paper because modal cards tend to be inherently stronger. At the same time, it feels bad to just overcost diurnal cards because at any given time, they're only one side of a card, so they always feel overcosted. Diurnal was intended to be more aggressive during the day and more defensive during the night.
Train was originally designed to target untapped creatures but it works better? by being able to target anything. It's boring to just say put a counter on a creature so making them exerted was less boring and a little flavorful. Maybe it plays better than it's worded.

Cats have wings. Well known fact.
https://balaa.deviantart.com/art/Winged-Sunset-Badge-35706846
https://yogh-art.deviantart.com/art/Wing-Tiger-Niveau-04-407412757
https://yanareku.deviantart.com/art/Flame-Guardian-273812112
https://cazziart.deviantart.com/art/Clad-in-Crystal-156339791
https://yogh-art.deviantart.com/art/Wing-Tiger-Niveau-02-407412517
https://dawndelver.deviantart.com/art/Luhsan-s-Journey-139642360
https://scarletdesires.deviantart.com/art/in-the-woods-385773310
An appropriate illustration should suffice.
Also the effect has been done - and at a significant discount on Footbottom Feast and Gravepurge.
Also, this is rather expensive, compared to Footbottom Feast/Bone Harvest.
Remember the Fallen is already a card.
Pull Under already exists.
You're going to need a very good reason to justify that typeline with that text box.
This doesn't seem White. See Parallax Dementia, Yoke of the Damned.
If this is post-Hour of Destruction, why are they still referred to by their crop names?
Also, since most members of a crop are usually sentient, non-Cat races, you might want to adjust the typeline.
This is not a common. Repeatable free Train effects seem too strong at common, especially because this affects other permanents. Note that every mechanic which involves getting +1/+1 counters over time (at common) only affects the creature that has the ability - Outlast, Evolve, Dethrone. Or, in the case of Bolster, Explore, and other keyword actions, all creatures that have that ability at common have it as a one-shot effect rather than a repeatable effect. This card, as with (((Tah-Crop Cook))), is more suitable at uncommon as is.
Not a fan of the "downside" clause either, especially since Fogwalker caused so much confusion during SOI draft, and exert is usually on creatures without vigilance. If my creature is training to the point of exhaustion so he doesn't untap, how come he can attack immediately after training?
You also might want to remove the "target" from the mechanic so the entire mechanic isn't red-flagged from the start at common. Maybe wording like this?
>Whenever ~ attacks, target creature trains 1. (Put a +1/+1 counter on it. It doesn't untap during its controller's next untap step.)
Just looking at your Diurnal cards, there's no unifying theme among them as to what mechanics or playstyles are associated with Day or Night. It seems like you want Diurnal to be based off of what you need at that moment, rather than what playstyle the deck is going for. For example, Airbourne Raidleader can be aggressive in both modes, while other cards in White lean towards aggression during the day. The same goes for Taj-Crop Sharpclaw - there's no clear "this is more aggressive" mode, or "you want this card to be in daytime" mode. You might consider that an upside, but your spell affects half of my creatures in varying ways, it adds a whole lot to the board complexity while not really adding much in the way of gameplay.
Secondly, decks will be highly encouraged to run day/night changing cards, even if they have little Diurnal cards to take advantage of that, simply because of how it will affect the opponent's gameplay. I don't want to feel like I'm putting a Diurnal card in my deck solely because my opponent is choosing day/night uncontested.
In other words, without a clear mechanical theme binding day and night, there's very little that Diurnal really adds to deck construction or deckbuilding, other than "you get to choose your mode, but your opponent also can change it back too". It's not something you can plan for during deckbuilding or drafting unless you're specifically drafting a Daytime/Nighttime deck. I'd like to see more emphasis placed on Daytime/Nighttime strategies.
Maybe

creatures are stronger during the day? 
are stronger during the night? Nighttime creatures are a little more sneaky/tricky? Something that makes me want to draft cards that are better or work towards a certain goal in the daytime or nighttime rather than work middling-ly in both.
Disentomb should be formatted like this:
Disentomb
(
, Exile this card from your graveyard: Draw a card.)