Enshrine seems like an unadvisable keyword ability. Not because the cards itself are playing poorly, but the fact that it encourages you to put more shuffling in the environment is an issue.
It's like a mechanic that triggers whenever you destroy an opponent's land. By itself not an issue, but as a designer you now are encouraged to put more LD into the environment...
Actually... since enshrine is a triggered ability and the whole casting process happens after the shuffling that means effectively you don't even get to wrap up the two shuffles into one. A load of time would get wasted resolving this mechanic that is esentially a more restricted flashback.
One reason that occurred to me just now as I reworked the white flyer would be that it tightens the theming of why the color-add grants specific abilities when it comes to creatures. What that means here, I’m not sure.
No idea. Not my favorite version of this card. Granting hexproof to a creature with evasion (it started with flying as a constant) seemed overpowered. Flash probably makes more sense.
I’m trying it as a simplified version of the “non-plains basic land” I had yesterday. Dude1818 commented on another card with the theme that it was too complex as a qualifier, and I think it spooked me. Thoughts?
I like giving the ability to playrs to get rid of cards they see from the top of their libraries in case they are useless e. g.
> "When ~ enters the battlefield, scry 1. If the scried card is a Plains or Island card, you may reveal it and put it into your hand instead of putting it anywhere else."
Enshrine seems like an unadvisable keyword ability. Not because the cards itself are playing poorly, but the fact that it encourages you to put more shuffling in the environment is an issue.
It's like a mechanic that triggers whenever you destroy an opponent's land. By itself not an issue, but as a designer you now are encouraged to put more LD into the environment...
Actually... since enshrine is a triggered ability and the whole casting process happens after the shuffling that means effectively you don't even get to wrap up the two shuffles into one. A load of time would get wasted resolving this mechanic that is esentially a more restricted flashback.
Also, see Set Notes in menu above.
One reason that occurred to me just now as I reworked the white flyer would be that it tightens the theming of why the color-add grants specific abilities when it comes to creatures. What that means here, I’m not sure.
No idea. Not my favorite version of this card. Granting hexproof to a creature with evasion (it started with flying as a constant) seemed overpowered. Flash probably makes more sense.
I’m trying it as a simplified version of the “non-plains basic land” I had yesterday. Dude1818 commented on another card with the theme that it was too complex as a qualifier, and I think it spooked me. Thoughts?
Is this theme restricted to green-white-blue as a color combination?
I like giving the ability to playrs to get rid of cards they see from the top of their libraries in case they are useless e. g.
> "When ~ enters the battlefield, scry 1. If the scried card is a Plains or Island card, you may reveal it and put it into your hand instead of putting it anywhere else."
Why does a Forest grant flying?