Hm, I liked the idea of green for corporate/bioscience, I thought the philosophy seemed to fit. And it was the other colour not yet used. But I'm not sure the mechanics actually fit.
I'm designing three decks, aliens, heroes (or humans/marines), and corporate (with science). The third is U, maybe with some G. I know that's surprising.
I wanted a corporate-flavoured version of cycling. I'm not sure if this fits, the X may be too fiddly, but it feels more like buying something. I wanted it costed cheaply enough it was genuinely useful if you didn't want the card, but expensively enough people don't just ignore their rules text and see them as "free scry" cards.
2017-11-02 10:55:17:
Jack V
created a mechanic in Aliens
I need to cover this iconic equipment. I tried to have a name that was ambiguous between its "loading supplies" use and "improvised mecha" use.
I'm not sure there's any abilities that are relevant, it's mostly just big. But there's still a lot of questions. +3/+3. +4/+4? +2/+4? +4/+2? +3/+3 lets a creature trade with a 5/5 which is probably a large-alien size, or win if the creature has a useful combat ability. Though a smaller toughness would do the same thing.
Not sure about cost. Equip costs are really slow to get online, but equipment is powerful. Vulshok Battlegear is probably too powerful in general, but wold it be right for a splashy card in a theme deck that won't be used in limited/constructed?
I maybe need to think about some artifact removal for all sides.
Maybe "Untap target creature. Creatures you control get +1/+1 UEOT." Although reinforcements is a bit like that, maybe a "two creatures get +2/+2" would be better.
I love how flavour lets me combine two disparate mechanical effects into one card.
Like Crushing Vines if it made any sense :)
I wasn't sure if I should say "with CMC less than or equal to its power", I think it's cleaner without it.
Hm, I liked the idea of green for corporate/bioscience, I thought the philosophy seemed to fit. And it was the other colour not yet used. But I'm not sure the mechanics actually fit.
Huh. Hadn't expected that rider but it seems to fit the experimental-boost concept.
Was "Draw cards equal to power of target creature". Not sure what's best.
I'm designing three decks, aliens, heroes (or humans/marines), and corporate (with science). The third is U, maybe with some G. I know that's surprising.
I wanted a corporate-flavoured version of cycling. I'm not sure if this fits, the X may be too fiddly, but it feels more like buying something. I wanted it costed cheaply enough it was genuinely useful if you didn't want the card, but expensively enough people don't just ignore their rules text and see them as "free scry" cards.
I need to cover this iconic equipment. I tried to have a name that was ambiguous between its "loading supplies" use and "improvised mecha" use.
I'm not sure there's any abilities that are relevant, it's mostly just big. But there's still a lot of questions. +3/+3. +4/+4? +2/+4? +4/+2? +3/+3 lets a creature trade with a 5/5 which is probably a large-alien size, or win if the creature has a useful combat ability. Though a smaller toughness would do the same thing.
Not sure about cost. Equip costs are really slow to get online, but equipment is powerful. Vulshok Battlegear is probably too powerful in general, but wold it be right for a splashy card in a theme deck that won't be used in limited/constructed?
I maybe need to think about some artifact removal for all sides.
Maybe "Untap target creature. Creatures you control get +1/+1 UEOT." Although reinforcements is a bit like that, maybe a "two creatures get +2/+2" would be better.
This effect is definitely better at W than 1W.
Yeah, I have this spell in my files at .
Psst. This is outclassed by both Tandem Tactics, and Break of Day.
Again I like the flavour but I feel like this needs something extra. Maybe a "if they share a creature type" or "if they're attacking or blocking"?
Should marine tokens be 1/1 or 2/2?
Not sure of the ability, I want something with assault shuttle flavour
A little bit of Space Hulk flavour here too.
Obviously repeatable damage is strong here, but needing to attack is a big hurdle. Is there a reasonable combination of cost, damage and p/t?
If I have vehicles, should it be "when it becomes tapped" instead of attack?