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Recent updates to BandaBox 3: (Generated at 2025-05-01 11:02:39)
BandaBox 3: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton | Cycles | Skeleton ver. 2 | Ver. 2 Changes |
Recent updates to BandaBox 3: (Generated at 2025-05-01 11:02:39)
This is indeed cool. I like Soultrack.
This is very cool. It's cheaper than Rebuke normally goes, but I do love that soultrack will naturally trigger in combat to let you take down anything that attacked you that combat - but only after it hits you. (Unless the opponent was foolish enough to attack with some creatures with first strike and some without.)
Yes, this is a haunt-y mechanic, because I figured
would want card advantage that played into its style (throw a Lingering Souls or Blade Splicer into your deck to hold creatures more easily).
I didn't want yet another mechanic that rewarded dredge-style decks (I already had dredge, unearth and flashback), so this triggering off the graveyard and going to exile was a no.
But when I got to templating, I knew this would feel a bit weird. Rebound is much more understandable because it's the next upkeep no matter what, while this waits for something. It could have said "When", but I didn't want people to believe that if they didn't cast it at the first opportunity, soultrack would stop working, so I went with "whenever". Maybe I could have added "Then it goes to your graveyard.", but it's already very wordy.
I'll be updating this thing after Journey into Nyx, so hopefully I'll clean the reminder text a little.
Last comment about this card in particular: it's cool that the same creature dying to trigger this can be retrieved.
Oh! You're right, it works like rebound (Staggershock). I misread Soultrack as well.
Heh... which means Soultrack is actually Haunt (Cry of Contrition) in disguise! I completely hadn't realised :)
Oh, eww.
But when you cast it from exile, it goes to your graveyard...
I know, not intuitive. Maybe it should just say that in the reminder text. It is, after all, reminder text..
But after the first soultrack cast it's still in exile, and ready to soultrack again?
Actually, it doesn't, though I had to read it twice the first time I saw the mechanic. "If you cast this spell from your hand" means it will only trigger once. Though, I admit, a number of players will miss that. A number of players misinterpret Rebound, though...
I'm of the opinion that the Soultrack should have a cost too... seems to me that you can get more powerful effects that way... but I get why Umbreon would want otherwise.
Yow, yes. Otherwise this card practically reads "For the rest of the game, whenever your creatures die, they go to your hand instead of the graveyard"
Very nice start of an idea for a mechanic, though.
Hmm, that Soultrack keyword is a neat idea but seems waaaay too potent to me at no casting cost. Maybe let it be cast from exile at cost, or with another drawback? Soultrack X, for example, cast from exile by paying X life.
If you aren't aware, this is a closed Limited environment, which is why some things can be pushed in a certain way. Here, it's more about giving
card advantage, and giving dredge decks a way to get Fragile Minds or Spiders' Carrion. But if you do set up some sort of rituals with this to cast End of the Interlocus three times, go for it.
I find it interesting that this is such a discount, compared to Call to Mind/Déjà Vu. I know I read, somewhere, (was it Mystic Retrieval?) that Wizards tried to make cheap sorcery retrieval, but a few playtests against a deck that cast Time Warp every turn showed them the error of their ways.
Still seems strange, though, that Call to Mind costs 3, while Raise Dead costs 1. I know it has something to do with the fact that the creature has value tied to its p/t, and that creatures doesn't go straight to the graveyard to be retrieved again... but it still seems strange.
Like Rising of a Sapling, this was one of the first cards made to fit into a Dredge like deck. I figured I wanted some spells that could use the graveyard, but I didn't want them all to have flashback or dredge, so this was going to be an important piece. It made sense alone, and it made sense for Dredge. It didn't matter that it was red because the flashback was blue.
Like Rising, interestingly, this changed from a generic flavor to the Chandra-Jace conflict very late.
This card is very broken in Constructed, but it's a cool build-around here. I knew I wanted Tendrils of Agony, that I wanted it in red, and that I needed it to be 3 damage, so the card kinda made itself. At some point, I thought it should be an instant (so that the storm part can be used anyway), but it was too good there. And since it was already a victory condition, it could stay as sorcery.
When I made the flavor of this card, Dragon's Maze hadn't come out yet, and I didn't know what the Izzet's project could be, so I decided to reference it vaguely. While the maze didn't involve Niv-Mizzet burning the city, I think the card still works.
The threshold cards are meant to be representative of Otaria: an aven, a cephalid, a (mutant) Wizard, an illusion girl similar to Escape Artist, a (bear) Druid, a snake that references nantuko, slivers, and this.
There weren't wolves in Otaria, much less Kamahl's, but the flavor fails because of the simplicity of having juts one kind of green 2/2 token.
Originally, the set had one that added blue and another that added black. But things had to be cut down, so I decided to support the allied colors. While green-blue ramp is a fine idea that works, red-green is a bit more difficult if you don't give it enough support.
In my mind, this card alone looks like part of a cycle, referencing one of the Invasion dragons in its name and flavor text, even though it would only work again with Treva.
I've always wanted black-red to have a very good removal spell. In the last format I made, there was a card that destroyed two creatures for

. But here it was a bit too insane, so I had to find something similar in a more subtle or conditional way.
Although I liked the card a lot, it did steal some design space for a black-green card I wanted that could deal with any permanent, because it kept being too similar to this.
This was one of the first cards made in the entire format. I was picking up the themes, and quickly saw off-color flashback and a graveyard-centric Dredge-like deck as possibilities. I liked that this made sense in a vacuum (Disentomb in black, graveyard-based card advantage in black-green, and a graveyard-activated Narcomoeba-ish card for green to bring back something like Splinterfright or Tarmogoyf.
While this was one of the first cards to be mechanically defined, it was one of the last flavored cards.
Considering Devastation Tide, this is a fairly simple card that doesn't exist yet. Although, maybe, they wouldn't cost it like this to avoid obsoleting Evacuation, even if it's not strictly better.
There are some subtle spells like this that serve as narrow and expensive answers (for example, coupled with a counterspell) for problems that blue normally can't deal with. It's not particularly exciting if you're playing white and Day of Judgment, but it is something to be treasured by other decks such as green-blue ramp or blue-red combo, especially because it's a unique effect among the other 600+ cards in the format.
Finally, this is part of a flavor cycle with a quote from Bolas, the other two being Definitive End and Lavaquake. It's funny that they are all some sort of board-altering effect, but I think it's fitting for him.
It's too hard to find a soldier-kinda-protected-by-an-Angel-ish picture to be nitpicky about hairstyles. :P
I would play this card, though not if it had that art. What's up with that hairstyle?