Design Dump

Design Dump by shukkets

48 cards in Multiverse

26 commons, 9 uncommons, 10 rares, 3 mythics

6 white, 5 blue, 6 black, 7 red, 9 green,
10 multicolour, 1 hybrid, 3 artifact, 1 land

50 comments total

what it says on the tin

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Insect, Slug, Worm, Spider, Rat, and Snake creatures you control have menace.
1 comment
2020-06-27 16:43:12 by Froggychum
For each creature you control, flip a coin. If it's heads, that creature gains indestructible until end of turn. If it's tails, draw a card.
Creature – Human Rogue
Whenever you flip a coin, put a +1/+1 counter on Lucky Scoundrel if the result is heads and exile the top card of your library if the result is tails. Until the end of your next turn, you may play that card.
Creatures you control get +X/+0 and gain trample until end of turn and Minotuar, Ox, and Aurochs creatures you control get an additional +X/+0 until end of turn, where X is the number of creatures you control.
1 comment
2020-06-11 18:35:07 by Froggychum
Legendary Creature – Werewolf
Whenever an opponent casts a noncreature spell or activates the ability of a nonland permanent, Tovalar the Mageslayer deals 1 damage to that opponent.
last 2020-06-02 18:51:43 by dude1818

Recent comments: (all recent activity)
On Creepy Crawlies:

Haha cool :)

On Gorehorn Stampede:
On Tovalar the Mageslayer:

The activated ability rarely comes up in practice, and people just stop casting spells once Ruric Thar hits play in my experience

On Tovalar the Mageslayer:

I agree with both of dude's arguments.

I think James is right about making this a 4/2, though I definitely think this shouldn't be pushed to 2 damage, 1 is plenty. It does seem kind of weak to me, but considering this could trigger easily a few times per turn (maybe even several in a round), this is quite decent already. Also, against the right decks, this basically forces them to either not combo, or do as much of their combo as they can without being burned to death (which means they may likely leave themselves in Lightning Bolt range, or Shock range, too perhaps).

This should definitely not have 3 health. I would even say give it 1 health, but that's normally kept for a Spark Elemental style card. This should have low health, so it can be killed in combat, since spells can't be cast on it.

I really like this flavor by the way, and the card mechanic itself is pretty good too.

On Tovalar the Mageslayer:

You could get away with a 4/2 or even 4/3 that deals 2 damage each time.

On Tovalar the Mageslayer:

The body is way too pushed, but I don't think this ability is mythic-worthy. Ruric Thar is way better for that half, and Burning-Tree Shaman has its half as minor upside

On Tovalar the Mageslayer:

I originally made this back in 2016, combining my disappointment toward Ulrich of the Krallenhorde with my virulent hatred towards the Prossh players that made up half my EDH playgroup at the time.

On Adaptive Aptitude:

faze is confusing for both players. more importantly, one must ask questions like how often do you want it to happen, since it's not optional? how often does it matter?

PS there already is a topic for Blue/Red keyword ability in Conversation set.

On Adaptive Aptitude:

looks at faze with wishful eyes

On Adaptive Aptitude:

UB gets flash, although it doesn't always work as well. UR is missing a keyword, and MaRo has said that while they'd like to find one, they're not actively working on it

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