Drisdalton Envaulted
Drisdalton Envaulted by Froggychum
74 cards in Multiverse
28 commons, 28 uncommons, 14 rares, 4 mythics
16 white, 11 blue, 9 black, 12 red, 6 green,
7 multicolour, 2 hybrid, 10 artifact, 1 land
34 comments total
A plane that had it's population split in half centuries ago when an interplanar force attacked and was subsequently locked away
Drisdalton Envaulted: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Cardset comments (3) | Add a comment on this cardset
Recently active cards: (all recent activity)
Whenever another creature you control becomes equipped, you may untap another creature you control that is also equipped. When you do put a +1/+1 counter on that creature.
1/3
Hexproof
At the beginning of your turn, choose one:
-Noncreature spells cost
less to cast until end of turn
-Whenever you cast a noncreature spell this turn, you may pay
. When you do, draw a card.
At the beginning of your turn, choose one:
-Noncreature spells cost

-Whenever you cast a noncreature spell this turn, you may pay

1/1
Whenever Volatile Wizard attacks you may discard a noncreature card into exile. When you do, you may cast that spell for
less, until end of turn.

3/2
Whenever you cast a noncreature spell, you may pay
. When you do, return that card to your hand.

1/3
When you cast your first noncreature spell each turn, untap each Wizard you control. Those creatures get +1/+0 and gain Haste until end of turn
3/4
Recent comments: (all recent activity)
See other cardsets
I don't know the wording to clarify that on the card, and i think i meant other than the equipee although i dont remember why i thought that was necessar
I will add an activate cost to the ability
i guess your right about the inferred use, i dont really remember what i was implying or intending for it...
i could just give equipped creatures vigilance... or i could add a reason you would want to untap it...
maybe get a +1/+1 cntr? that seems okay.
I don't know the wording to clarify that on the card, and i think i meant other than the equipee although i dont remember why i thought that was necessar
I will add an activate cost to the ability
i guess your right about the inferred use, i dont really remember what i was implying or intending for it...
i could just give equipped creatures vigilance... or i could add a reason you would want to untap it...
maybe get a +1/+1 cntr? that seems okay.
Other than that which was equipped? Or other than this card?
Apart from that, and being surprisingly aggressively large for a utility creature; feels like a fairly legit thing. I'd suggest adding some minor activation cost; because otherwise I'm sure people will find some horrible infinite loophole. (e.g. Lightning Greaves + Prodigal Pyromancer)
Oh; also - the obviously intended use of this (pseudo vigilance) is really weird; because it means attacking with things equipped the wrong way, then equipping them to untap them.
Two abilities, easy to fluctuate, put at rare. Feels better for more rarity sprawl and also the two other cards i made in response to Esteemed Wizard a nice pair :)
I've read all the comments, but they all suggest different card changes and fixes..
Here's my all inclusive plan:
Make this an enabler, and remove the prowess, because like vitenka said it makes more sense for the card.
I'm also going to go with the "put into hand thing" because it feels more blue than anything.
That exile draw UEOT thing is super neat but feels red, and I have this archtype in that color so I will make anothher card for that.
Tahazzar's idea removes repetition, but is kind of an entirely other card, but I wanna make that one too...
Having 3 enabler uncommons seems a bit condensed but also that's kind of my favorite thing to do at uncommon, that I am allowed to.
The way I'm reading it, these spells get exiled by a trigger before they can even resolve, so that replaying them isn't actually good for anything except prowess and similar triggers.
Maybe move the card to exile to be cast UEOT instead of hand if you want to only be use-it-lose-it with the spell?
Well, it looks like maybe it's intended to enable its own prowess. (But that's silly, you'd never risk this enabler getting into combat).
I dunno. I suspect the huge
cost means this isn't actually gonna cause many problems. Once you're in a place you can get this going every turn, you could be doing better with almost anything else instead.
This is turning up into a mess. Why do you even want to go with recursion? That tends lead to repetitive gameplay patterns.
Maybe you just want something like:
> Whenever you cast a noncreature spell, you may
. If you do, draw a card.
That doesn't actually work. Once it's in your hand, the game loses track of it and doesn't know when you cast it again. The simplest way to avoid just getting the same spell over and over again is to make it a triggered ability, so it can't get back itself.
"Whenever you cast your first noncreature spell each turn, you may pay
. If you do, return target noncreature card from your graveyard to your hand."