Adventure Set 2.0

Adventure Set 2.0 by lklklk124

50 cards in Multiverse

1 with no rarity, 32 commons, 10 uncommons,
5 rares, 2 mythics

1 colourless, 9 white, 8 blue, 9 black,
10 red, 9 green, 3 multicolour, 1 artifact

16 comments total

RPG Adventure set take 2.

Adventure Set 2.0: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
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Recently active cards: (all recent activity)

Creature – Elephant
Momentum – At the beginning of your combat step, if you control at least two green creatures, creatures you control gain trample until end of turn.
1 comment
2018-03-21 21:10:47 by Tahazzar
Creature – Beast
last 2018-03-21 21:08:44 by Tahazzar
Target creature gets +2/+2 until end of turn.
1 comment
2018-03-21 21:05:51 by Tahazzar
Creature – Kobold
1 comment
2018-03-21 21:04:22 by Tahazzar
Creature – Dwarf
Creatures with +1/+1 counters on them get +1/+1.

Recent comments: (all recent activity)
On Herd of Elephants:

Meh, this mechanic doesn't feel like it brings much to the set as a whole.

On Quokka:

Traditionally I would expect something like this to be a 2/1 artifact creature. Not all colors get 1C bears, so colorless shouldn't either, especially at common.

On Potion of Might:

Maybe swap the colors of this and Potion of Lignification? This could buff more in that case as well.

On Frenzied Kobold:

Missing rarity.

On Ephemeral Phantasm:

I always like them flying blinkers.

Versatile and cool compared to e. g. just activated hexproof.

On Potion of Experience:

No use of experience counters? Ie. Ezuri, Claw of Progress.

That would prolly throw the focus of the set off, but it was kind of implied with the name...

On Potion of Experience:

This evokes experience gain much better. :)

On Potion of Experience:

Changed the design completely.

On Potion of Ambrosia:

Yeah that was poor wording on my part. EDIT: Changed to check on each source of damage for clarity.

On Bold Adventurer:

I get that this mechanic has been traditionally linked to vampires and bloodsucking flavor. Putting that aside though, the mechanic is essentially the idea of growth through combat, because the creature is literally growing after combat. My main issue with this mechanic is that it discourages chump blocking, which accelerates the format and pushes out decks trying to stall to later in the game. I’ll try to explore a way to make this mechanic more interesting or to come up with a better +1/+1 counter mechanic.

(All recent activity)
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