Necronomicon: Recent Activity
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Recent updates to Necronomicon: (Generated at 2024-05-17 11:27:19)
Necronomicon: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Necronomicon: (Generated at 2024-05-17 11:27:19)
This is why Zombie Apocalypse should have its abilities in the opposite order. This, Mistform Ultimus, and the 26 changelings.
...
The point is, it should be in the opposite order, even though I don't have any relevant examples as for why.
Thumbs up @ new name.
First of all, if you're willing to pump in that much red mana, I'm fine with you activating it multiple times. Second, I like Jack's suggestion of wither. Unfortunately, this would still die to a Rotting Fensnake in that case. Third, the only issue with lethal damage is its interaction with indestructibility. The current interaction is a bit weird, but it shouldn't occur very often. Only 36 cards are indestructible creatures or grant it to creatures. Edit: 37 with the new Avacyn, Angel of Hope.
It's fine. I love your Bizarro mechanic.
Wow, how did I forget the invisible rules text on basic lands?
I am slipping. Or maybe I wasn't radical enough:
Bizarro Forest
Basic Land - Bizarro Forest
(:Add to your mana pool.)
Sorry if this is too unrelated to Ooth-Nargai, dude1818.
For some reason, Wizards seems loath to use "lethal damage" in rules text. There is only one card that does so, and it's a rules quagmire in its own right. (Yes, indestructible cards reference lethal damage in their reminder text, but that is just to tell you disregard lethal damage, which is comparatively safe.)
: ~ fights target creature. When a creature dealt damage in this way dies, regenerate ~.
I worry this has the same problem as my last suggestion.
It's hard to phrase this cleanly, because you only want the ability to damage ~ if the target survives, but you don't know if the target survives until the ability resolves. This puts the onus on the card text to predict whether the target will survive the ability... I am purposely choosing to ignore how deathtouch, protection, indestructible, etc. would interact with any of my proposed solutions for purposes of retaining my sanity.
I suspect that the reason that Wizards avoids the term "lethal damage" is that until the creature's in the graveyard, it's difficult for non-rules-lawyers to tell what exactly constitutes lethal damage. This raises the specter of "You may not sacrifice a creature that is on its way to the graveyard." (See the original Atog if you don't know what I'm talking about.)
I was surprised to learn while reading up on the lethal damage rules that the current version of ~'s ability result in a draw when used on an animated Darksteel Brute. The lethal damage doesn't kill the Brute, but it does prevent it from hitting back. Don't know if that is a problem, but it's something to be aware of.
The obvious solution is to set up a delayed trigger that lets the target hit back if it's alive, but there's a reason not to do so- this creates a window for trickery that makes the ability even less like fight and further muddles the flavor.
I rather like this version:
: ~ fights target creature if its toughness is greater than ~'s power. Otherwise, destroy that creature.
As much as I'd like to whittle this down to one tilde, I don't see it happening. You need a tilde to use "fight" or reference itself to check power/toughness, so you can only do so much. It does seem to capture the flavor of the ability, which I take to be "I ambush things when I can, but I will go full-frontal if I have to."
This is going long, but I also just noticed that there is no printed instance of the "fight" ability that is able to be played multiple times per turn- they are all attached to one-off instants/sorceries or /sacrifice costs.
I doubt your intention was for these reptiles to be able to chew through Wall of Stone for . At the least, I'd suggest "Use this ability only once each turn."
"Whenever a creature is dealt damage by ~, if it's on the battlefield, it deals damage equal to its power to ~".
Unfortunately it changes combat so that First Strike damage gives a blocker twice as much damage (block, survive, deal blocking damage). And Wizards haven't defined "noncombat damage" afaict.
Also, multiple activations of the ability break this :)
The problem is that the other creature can't die until after the complete resolution of the ability, because SBEs aren't checked until then.
That is indeed a very interesting fix. Quite hard to use now, because you need to find some way to tap it. Given which I'm not sure it needs the "Tap another land", which will normally be a drawback unless you find a way to get two of these into play at once.
(BadTouch's version would be instant infinite mana, because having Forest type gives it ": Add " automatically. See the discussion on Islands Are Broken! ;)
Well, that is an interesting way to fix it. Was that an untap symbol before? If so, I overlooked it.
Goes great with Root Maze, and makes me wonder if a cycle of basic land clones like this would be fair and balanced:
Bizarro Forest
Basic Land - Forest
: Add to your mana pool.
Doh, right you are. Haste is redundant.
While I understand its U/W because it's the sum of its parts, the card reminds me so much of Omnibian that the white mana symbol makes me scratch my head.
: ~ deals damage equal to its power to target creature. If that creature did not die, it deals damage equal to its power to ~.
I had a few other ideas, but if this template works, it seems like the best way to get the card's point across.
Humility + Turn to Frog. This was originally going to be a one-shot instant, then I realized that since I was going to call it Curse of Frogs anyway, I might as well make it a Curse.
I don't think the life payment is necessary. By the time I cast this, my opponent should have six mana sources. It will take three turns for them to run out of mana. I should have won by then.
I just realized: Actually, I should have won by then. Though I like your third suggestion, it seems unnecessary.
I'll put your lifelink + life cost on another Elder God or Great Old One. Nothing says griefer mechanic like the omnipotent and indifferent gods of the universe. :)
You should definitely register. You have insightful comments.
templating
lowered cost
It doesn't need haste - transform creatures aren't re-entering the battlefield, so it will only be affected by summoning sickness if you manage to cast this, then take 10 damage, all in one turn before the Declare Attackers step.
I fixed the link for you, but yes, you'll have to register to be able to post links. We get too many spam attacks for me to allow unregistered users to post links - sorry about that.