Madoka Magi-ka: Recent Activity
Madoka Magi-ka: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Madoka Magi-ka: (Generated at 2024-05-06 03:23:22)
Madoka Magi-ka: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Madoka Magi-ka: (Generated at 2024-05-06 03:23:22)
Hi, LordMarlin, and welcome to Multiverse!
There's no direct way to send messages to another user, but most people tend to watch the recent activity pages either for specific cardsets or for the site as a whole. Subscriptions and individual watchlists are one of the most-requested features and one that I'm hoping to roll out within a month or two.
You can make this use the mechanic you defined on the mechanics page by giving it rules text of purely
> [Stubborn]
Yeah, the issue is purely commonality. At rare you do get precisely this-but-better: Terra Stomper, Hydra Omnivore. Generally the highest power at common that each colour will get is: 6 for green, 5 for blue with an attacking restriction, 4 for black and red, 3 for white.
In fact: Quilled Slagwurm
Um, because you don't get a card this huge at CMC 6? Admittedly, the good old Craw Wurm is looking a little underpowered now - but you don't get to go this big.
Also, magic seems to very much dislike printing bombs of any kind at common - it's already too easy to get a deck with a screwed up mana curve. So such a card would probably end up uncommon.
Can someone explain to me why a card with this kind of cost-power balance has not been printed? I've been playing Japanese TCGs going on two years now and the most powerful cards (in terms of numbers) I usually see are common vanilla cards. In an environment with 6-mana monsters like the titans and Wurmcoil Engine, how could this possibly break the system?
@dude1818 I'm new here, so I hope dude1818 sees my reply... I don't see a reply function.
I'm not sure what you mean by Johnny-style land matters/mana flood-on-purpose decks taking advantage of this land ability by having it sacrificed when it enters the battlefield. I'm explicitly trying to make the act of playing the land into a kind of cost since you can only play one Mana Flood every turn unless you can play more than one land a turn.
Mana flood is a nice way to deal with that issue, but I don't think it would need to sacrifice the land. It seems like an unnecessary restriction. Without it, you also get the potential for Johnny-style land matters/mana flood-on-purpose decks.