Used to be Captains Call. Because exploit is being taken out of white, making a bunch of 1/1 tokens makes less sense. This is now another reprint, Call the Cavalry
Nothing other than the fact that it looks really clunky to me and hasn't ever been done before and would require a minor rules update. (at least, to my knowledge).
The fact that it doesn't target isn't the only reason I dislike the mode. Mechanically, the first and second mode are about protecting a creature. The third mode is just some random bolt on generic effect.
In related news, I've pushed around some of the mechanics and this has changed the planed archetypes to a degree. As a result, I probably have to redesign this card anyway to fit better into what the blue decks are planning to do.
2018-07-09 08:01:55:
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edited the details page Archetypes
2018-07-09 08:01:10:
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edited the details page Archetypes
2018-07-09 08:00:14:
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edited the details page Archetypes
2018-07-09 07:58:29:
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edited the details page Archetypes
2018-07-09 05:30:56:
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deleted a mechanic in Vryn
2018-07-09 05:30:34:
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edited a mechanic in Vryn
2018-07-09 05:28:44:
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edited a mechanic in Vryn
I think this card is about as focussed as the black card in the cycle and significantly more focussed than the blue card in the cycle. It is combining a lot of desirable and perpendicular effects that would be welcome in any midrange deck, in particular in a format where green has exploit. My only issue with this design is the fact that some modes target and some modes don't which can lead to counter intuitive gameplay.
Gravedigger has a lot of advantages over this card that justify the relative costs. First and most obvious is that a 2/2 is just worth much much much more than a 1/1. The second major advantage of gravedigger is that it is a creature, meaning you can loop them and just generally abuse gravedigger more easily than this card. The more relevant power level comparison is to Pulse of Murasa. This offers flexibility in the cost and a 1/1 in exchange for less life gained, reduced targeting options, and loss of instant speed.
Yeah. This seems more unfocussed than the other uncommon-11-slot cards that I've seen. This could be something like "Put a +1/+1 counter on target creature; target creature gains trample UEOT; target creature gains indestructible until end of turn." Eh... some redundancy, but it would be cheap otherwise.
Also in comparisson to Gravedigger this is cheap in one combination.
Are you suggesting that it is too difficult to read? If so, I can just remove the X nonsense and let the card give a static buff. Basically change the text to...
"Whenever another Ape creature enters the battlefield under your control, that creature gets +2/+2 until end of turn."
Now a reprint : Mighty Leap
Used to be Captains Call. Because exploit is being taken out of white, making a bunch of 1/1 tokens makes less sense. This is now another reprint, Call the Cavalry
Was a reprint Ringwarden owl. New version was made to fit better with blue archetypes. In addition, prowess is no longer evergreen.
Nothing other than the fact that it looks really clunky to me and hasn't ever been done before and would require a minor rules update. (at least, to my knowledge).
The fact that it doesn't target isn't the only reason I dislike the mode. Mechanically, the first and second mode are about protecting a creature. The third mode is just some random bolt on generic effect.
In related news, I've pushed around some of the mechanics and this has changed the planed archetypes to a degree. As a result, I probably have to redesign this card anyway to fit better into what the blue decks are planning to do.
There is nothing stopping you from changing this to "Target player scries 2.", right?
Make second mode targetted
I think this card is about as focussed as the black card in the cycle and significantly more focussed than the blue card in the cycle. It is combining a lot of desirable and perpendicular effects that would be welcome in any midrange deck, in particular in a format where green has exploit. My only issue with this design is the fact that some modes target and some modes don't which can lead to counter intuitive gameplay.
Gravedigger has a lot of advantages over this card that justify the relative costs. First and most obvious is that a 2/2 is just worth much much much more than a 1/1. The second major advantage of gravedigger is that it is a creature, meaning you can loop them and just generally abuse gravedigger more easily than this card. The more relevant power level comparison is to Pulse of Murasa. This offers flexibility in the cost and a 1/1 in exchange for less life gained, reduced targeting options, and loss of instant speed.
Yeah. This seems more unfocussed than the other uncommon-11-slot cards that I've seen. This could be something like "Put a +1/+1 counter on target creature; target creature gains trample UEOT; target creature gains indestructible until end of turn." Eh... some redundancy, but it would be cheap otherwise.
Also in comparisson to Gravedigger this is cheap in one combination.
Flagged for one mode having targets while an other doesn't.
Flagged for one mode having targets while an other doesn't.
Flagged for one mode having targets while the other doesn't.
Are you suggesting that it is too difficult to read? If so, I can just remove the X nonsense and let the card give a static buff. Basically change the text to...
"Whenever another Ape creature enters the battlefield under your control, that creature gets +2/+2 until end of turn."
My mind shut down when I read that.