Planescape: Recent Activity
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Mechanics | Planescape Details |
Recent updates to Planescape: (Generated at 2025-06-21 09:58:20)
Planescape: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Planescape Details |
Recent updates to Planescape: (Generated at 2025-06-21 09:58:20)
Changed 2nd part to "you gain that much life" instead of "you gain 1 life".
Yes some of the other colors like Blue are more defensive or otherwise less interested in weenies. The relative balance feels off most for the Blue and Green ones to me, especially with Trample feeling off for a weenie creature and Hexproof clashing with the offensive feel of what the cycle does. Black and Red feel decent enough to me.
I think the largest problem of this cycle right now is that a 1/1 for 1 is just not what this would want to be in every color. Surely in white this can be a key card to enable an aggressive white weenie strategy, but other colors have different needs.
That's an interesting point about the interaction. Portal in general does leave open some complexities with anything relating to exile. This does seem to create an interaction problem for cards like Planar Journey and Into The Maze. I wouldn't inherently find it worrisome with regard to more general interactions with the rest of MTG. But it does bug me for Portal creatures (of a non-returning variety) and these cards to be in the same set.
I'm not sure if a way around it could be built into the mechanic itself. Definitely gives me something to think about for the set, since it's a fairly fundamental issue. Not sure how to address it short of either completely changing or scrapping Portal or leaving all flickering out of the set.
As far as this card in isolation from that, I have some trepidation about the first ability in general here. I guess there are cards like Astral Slide, but repeatable flicker with no hidden costs is pretty significant. Cycling at least has an implied cost. Gates are lands though and don't.
I just realized that flickering is hard removal against creatures cast with portal.
This is the one I'm least sure of. Removing a counter is nice but somewhat specialized/circumstantial. The life draining fits but is a little weak for the cost.
Raised cost from 2U to 3U.
Forms a cycle with Modron March, Blood War, Will of Zerthimon and Planar Expedition.
Not overly fond of having to bring in a keyword for this, but it does fit the theme.
Most direct comparison would be Triplicate Spirits.