Core Set M: Recent Activity
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Recent updates to Core Set M: (Generated at 2025-05-03 00:20:36)
Page 1 - Older activity
Page 1 - Older activity
New version of Pestilence. I've always been a fan of the card, but it's been a little too strong and unfun to play against in limited. Not sure if this trigger will be more fun or less fun to play against, but it does limit its power a bit and put access to the ability a bit more in control of the player against it. The power decrease might make it a bit less fun to play against, however.
Yeah, coming up with the name to suit the effect and art is the hardest part, so I ended up using the title of the piece instead. This is a card whose name I'll change a lot in the future.
I like your design. I'm not 100% set on including Scry in the set just yet - or at least in that amount. I've never been a fan of the keyword aesthetically, but it's a good fit for any environment.
Another set of basics because those are the easiest art pieces to find.
Reprint: Shimmering Grotto
Decidedly not using Evolving Wilds because I find that it slots in two-color decks just as well as it enables splashing. With a dearth of fixing, decks will be more encouraged to lean heavily on one color so that the drawback of running this won't be as pronounced.
That name sounds really
IMO. For example, this is my "Far Sight".
Also, is this card 'worth' the name? I don't think a 'yet another variant of these cards' is really. That scry 5 variant may have playtime issues, but it's arguably memorable in how simple it is + it seems like a card you would be interested to reprint.
Strictly better Seek the Wilds. Shouldn't be too powerful or too much of an upgrade. Green and Red spell art is the hardest to find, I think.
Modified emblem to be a little more in tune with the rest of design. Now gets cards from each player's graveyard instead of your own.
I doubt it's too complicated (it's a mythic yo), but I just don't see it as necessary.
Oh jheez, now it really feels like just an enchantment that can be attacked. That ultimate though is... interesting.
Going back to the ultimate discussion, I don't even feel it's necessary that 'walker's have to have an ultimate, but more that they have to have some kind of "gameplan" of their own - something they are building towards. Your Tezz and Lili are great in this way at the moment, but Chandra and Garruk are just kind of... chilling out? Garruk: "Create a Beast, put counters on it" isn't exactly enough. As for Chandra, I've no idea what's her plan is - so kinda works for the character :P. Since those abilities are -X, they might work... And then there's this, oh boy this. There aren't even any choices attached - you just pump out those tokens, then at some point, if you manage to protect her well enough, you get the option to semi-nuke the board. You have to remember that the whole concept of 'walkers was to be as if another player came to your help. Players themselves are 'walkers, right? 'Walkers are kinda playing a deck of their own, you know? So it should feel a bit like that.
Well, this has seen a lot of changes.
The current loyalty abilities look fine to me.
Hooo, that reminds me. I intent to have this card in the eventual LotR set (which would be... 3 sets from now, so yeah, don't keep your hopes up about that one). Obviously, common rarity is out of the question, but it's a super-spikish card so it has lots of appeal in that demographic.
https://www.reddit.com/r/custommagic/comments/7tk7n0/what_are_you_hiding_from_me/
Reprint: Distress.
I kind of wanted this to be:
Target player reveals all but one card in his or her hand. You choose a nonland card from it. That player discards that card.
But it felt like it wouldn't play super cleanly and would lengthen games, so I decided against it. The flavor and art don't match up as well as I'd like for my tastes, but I'll take what I can get.
Bigger and better (effect-wise) Augur of Bolas. Maybe veering on the side of "too strong", but I already have Elvish Mystic, so might as well own up to the power level of the set.
Speaking of power level, I intend to reprint Shock at common and Murder and Reprisal at uncommon. So removal will be fairly strong.
Another uncommon. Can be used with
as a discard outlet for reanimation strategies.
There won't be any multicolor uncommons, or off-color uncommons in this set aside from a cycle similar to Dauntless River Marshal. While they're usually around to signal to new players on what colors to draft, I find that it's better to let players discover the synergies by themselves - either by losing to an opponent who does it, or making the connection by reading the cards. Reanimation is chosen specifically as an archetype because there's a bit more thought going into drafting it compared to other core-set-level strategies.
Different, more generic spellset.
Not sure about the second ability wording-wise, but hopefully it works.
Redesigned abilities to be a little more necromancer-y. Hopefully not stepping on the toes of Ashiok too much.
I might be going a bit too ham with the abilities. Let's see...