Drisdalton Envaulted: Recent Activity
Drisdalton Envaulted: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Drisdalton Envaulted: (Generated at 2025-05-01 03:07:44)
Page 1 - Older activity
Page 1 - Older activity
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."
I was actually thinking to make it exile itself as you were summing up. Im gonna go with that.
Mmm; as I said - the activation cost is what stops this just trivially exploding immediately.
Infinite combo's that win the game are kinda fine (as long as they're not trivial to pull off). Infinite combo's that don't are just annoyinging. But it's not so much that I'm concerned about as "This spell is nice, I think I'll cast it, oh, forty-seven times." Leading to play of the form "Your turn, you cast that again? Sure, fine. My turn..." which, well, it can function - but it might not be very fun. Magic tends to be more fun when there's more variance, and so making graveyard recursion too easy is a thing to be very careful about.
I think; given the cost (and the need to have two copies of the spell you like, or other cheap card draw) it's probably fine as it is. But keep an eye on it in actual usage; because any problems that do crop up will do so in constructed not in limited.
Or play it safe; and have it grant flashback (or non-keyworded equivalent) so that the things get exiled after one recursion.
Wow nice combo. Guess thats what you get for having blue exist :P
Not sure how a designer is supposed to react with that? Infinite comboes happen, this seems like an overly-easy one to do... not sure, i dont know much aboot combo balancing (this may be a more develop than design problem tho...)
Is there a suggestion with that post? Honest question, not a criticism or anything.
"Not stopping anyone else" until you set up a Rewind lock
That makes sense, a little bit of a clause for that (its not much but at least something) is that i already have it saying when you cast another noncreature spell, so you do need to cast some other spells, and for their costs as well.
But still it's not a lot, and you can basically just use any 1 drop cantrips to repeatedly get back your favorite spell.
It's a bit warpy, and could be a bit unfun, but It's letting people do something they want, not stopping anyone from anything else.
This probably won't be very useful for earlier turns anyway, cus activation cost and the other clause. So basically on your last couple turns you try to recast stuff like Omniscience a few times, I mean i don't think an opponent would hate that, they wouldn't really have time to get bored of it yet.
It's a solid uncommon but balanced out I think. I always get a bit uncomfortable exploring abilities that I write down but don't realise the full implications of. I'm not huge into thinking about what environment im creating, im still just focused on layouts and card design, which is a lot more than when i started, damn me.
Mmm, a least the activation cost is nice and steep. Still; this one would need a weather-eye keeping on it, Because it's potentially gonna massively warp the environment.
Because: "This sorcery? Cast it as often as I have the mana, do nothing else" is now a thing. Such repeatability is usually not very fun.
I would up this to an uncommon. Lots of text with card advantage possibilities. Also seems a bit like a build-around as it favors adding lots of noncreature spells, especially low cost ones so you can get the effect off.
Okay i got a fix