Clash on Beledin

Clash on Beledin by acheron_xl

300 cards in Multiverse

107 commons, 90 uncommons,
53 rares, 15 mythics, 35 basics

42 white, 42 blue, 42 black, 42 red,
42 green, 15 artifact, 75 land

16 comments total

A set designed for complete-set out-of-the-box play, Based on a custom ruleset.

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Skeleton | Clash and the rules of Pile Magic | Set Mechanics

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Recently active cards: (all recent activity)

 U 
Creature – Soldier Wight
First strike
Whitecharged — When Pale Recruiter enters the battlefield, create a 1/1 white Solder creature token for each {w} spent to cast it.
2/2
3 comments
last 2018-12-29 12:46:55 by acheron_xl
 U 
Land
Turric Quarry enters the battlefield tapped.
{t}: Add {c}.
{2/u}, {t}: Create a colorless Sapphire artifact token with “Sacrifice this artifact: Add {u}.”
7 comments
last 2018-12-26 13:04:24 by acheron_xl
 R 
Creature – Archon Husk
Flying, first strike, lifelink
Morph {7}{2/w}{2/w} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Archon of Hyletia’s morph cost costs {1} less to activate for each other creature you control.
6/6
 U 
Land
Thorned Thicket enters the battlefield tapped.
{t}: Add {g}.
{3}, {t}: Add {g}{g}{g}.
 U 
Land
Sunswept Prairie enters the battlefield tapped.
{t}: Add {w}.
{3}, {t}: Add {w}{w}{w}.

Recent comments: (all recent activity)
On Pale Recruiter:

A rules insert with the set would spell out that, yes, you can choose the {2} and pay {w}{w} for extra goodness.

It's twobrid for flavor and theme reasons. Also every colorcharged card in the set is twobrid.

And yeah, I was thinking this card could probably get a boost on my next development pass through the set.

On Pale Recruiter:

Yay, time to cast Coiled Tinviper with +0/+1 for {8} xD

I don't really see the purpose of twobrid mana here.

On Pale Recruiter:

Umm. Well, apart from starting the argument "Can I pay the {2/w} using {w} which is coincidentally {w}?" this seems very strong, and thus the mechanic seems very narrow.

Can you really fit 12+ "create X soldier tokens and do something else as well" cards in a set?

On Turric Quarry:

"wonders aloud about changing the activation cost to 'tapping an untapped on-color creature'"

On Turric Quarry:

Storage lands such as Calciform are slower and glunky af. If you place a counter on it and then remove it on the next turn, you essentially get nothing. It has to have at least two counters on it even to produce more than the already {1} mana.

A big part why this is so strong is the instant speed as well so Icatian Store hardly compares - it also doesn't produce mana naturally by itself. I mean, this would be a power house in draw go decks as well, as if nothing needed countering you can churn out a token. Fountain of Cho can't even tap for mana itself and has to tap twice to create more than the expected 1 amount of mana in addition to entering tapped so it's quite sad. Besides, those lands are old and tbh, they suck hard.

Other lands just don't compare to this at all as far as power goes. It's wayyyy more powerful, faster, and flexible. It even creates additional permanents. Just crazy stuff. {5}+ on that activation I tell ya.

On Turric Quarry:
on 2018-12-26 12:13:05 by Vitenka (unlogged):

Not understanding the objection - it saves up tokens for a few turns, then can use them up. How is that not a storage land in sheeps clothing?

Arguing power level is a different thing. Looking back; we've got the Icatian Store cycle. Which makes 0, 0, 1, 2, 3 etc. Though the new oracle wording suggests you can put the counter on and choose to untap - 0, 1, 2, 3. Fountain of Cho has the same pattern.

­Calciform Pools and similar instead makes -1, -1, -1, ..., +n But is better coloured.

This one similarly makes -1, -1, -1, ..., +n

It is better in that you can spend the n as needed, use it for other purposes etc. But it's also mono-colour. It's better, I think; but not ridiculously so.

On Turric Quarry:

People keep referring to storage lands in strange places. I really don't care to break this down again, but storage lands take 3 friggin turns and {5} mana in total to produce a surplus of one mana for a single turn. When you tap the storage land to store a counter you are actually using the potential to tap the land itself for mana as well. So for two turns of storaging you get two counters on it. Then, on your third turn you tap to produce two mana in any combination of colors. That's really tame. Doing that multiple times means a time span of tens of turns.

With this, you can churn out those tokens each turn after the initial ETB and they ramp on their own as they are no longer part of the land. They are also artifacts you can sacrifice and god knows do what. The only comparison point you can make for this next to a storage land is just how busted this is. It ramps - or whatever you want to call this mana acceleration - three times as fast at least and only gets faster the longer it runs.

On Turric Quarry:
on 2018-12-26 08:21:17 by Vitenka (unlogged):

It's kinda repeatable ramp? But it's also kinda actually just a storage land, where the counters are external rather than internal.

The ease of using up those counter on demans (many times a turn if need be, can do it even after the land is destroyed) does justify this having a creation-cost beyond just tapping it. But I figure the 1 is enough.

On Turric Quarry:

You might be right. I believe the last time I playtested, there was no cost to tap, and that was quite strong. Would lean toward maybe increasing to {2/u}{2/u}.

On Turric Quarry:

That's repeatable ramp on a land. This is not fine. That activation cost on artifact creation should cost {5}+ IMO.

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