Velocity by continuumg

65 cards in Multiverse

1 with no rarity, 39 commons, 17 uncommons,
4 rares, 4 mythics

10 white, 8 blue, 4 black, 13 red,
12 green, 7 multicolour, 11 hybrid

18 comments total

A world where the fast triumph. Loosely inspired by Anime and Action tropes.

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Mechanics | Skeleton | Planning

Cardset comments (1)

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Creature – Elemental Ooze
Whenever a creature enters the battlefield under your control, if that creature has flying, creatures you control gain flying until end of turn. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Evolutionary Accelerooze enters the battlefield with your choice of a flying, deathtouch, haste, hexproof, trample, or vigilance counter on it.
Creature – Goblin Pilot
Sacrifice Manic Pilot: Target Vehicle becomes an artifact creature and gains Haste until end of turn.
Creature – Human Pilot
Whenever a Vehicle crewed by Collision Evader this turn would die, return it to its owner’s hand instead.
Untap target creature. It gains Haste until end of turn.
Draw a card.
Hot Pursuit deals 3 damage to target creature or planeswalker that entered the battlefield this turn.

Recent comments: (all recent activity)
On Drag Race:

So it is intentional that the victor draws a card, but you get the other boon? Symmetrical races like that do have the issue that you spend resources on a spell that ultimately might benefit the opponent, so not ending up empty-handed is a good idea.

I feel there are too many individually complex parts on this - even with a Saga frame I cannot imagine three individual different steps (one of which is three lines of text in even this micro-font-size) being acceptable to grog.

Maybe they could be like quests, where you try to do a single thing multiple times. At most I could see two objectives that advance you differently far through the race e. g.

Rough draft:

"(When a player raced the total distance, they win the race.)
> 1 > Whenever a creature enters the battlefield, its controller races 1.
> 2 > Whenever one or more creatures a player controls attack and aren't blocked, they race 2.
When the race is won, sacrifice it. The victor draws a card. You put a +1/+1 counter on each creature you control.

I actually would prefer:

"(When you raced the total distance, win the race and sacrifice it.)
> 1 > Whenever a creature enters the battlefield under your control, race 1 and gain 1 life.
> 2 > Whenever one or more creatures you control attack and aren't blocked, race 2 and gain 2 life.
When you win the race, put a +1/+1 counter on each creature you control and draw a card.

Just some food for thought, I guess.

On Drag Race:

Imagine this with something like the Saga border

On Steal Skill:

Where in this set do I have to go to find out why there's a common that allows you to shrink the toughness of your on creature as an entirely optional mode?

On Gabriel Thuun, Unstoppable Force:

Ah. I see. Well I can fix that, then.

On Gabriel Thuun, Unstoppable Force:

> The comprehensive rules treat “can’t” effects similarly to replacement effects, so I imagine you simply can’t use minus abilities on planeswalkers targeted by that.

I don't know where you get this, but your reasoning leads you to the wrong conclusion. Replacement effects and "can't" effects are entirely different. You may be confused because resolving effects that are partially prohibited causes you to skip part of the effect and there are certain replacement effects that replace events with "do nothing instead".

To pay a cost you perform the original action with all replacements applied, but consider the post as if no replacement was applied e. g. if a cost involves milling yourself ("put ... into your graveyard") and a static ability causes the cards to go to another zone (e. g. exile) the cost is paid even if no card is put into the graveyard this way.

Another example from a quickly googled FAQ:

> Q: If there’s a Sulfuric Vortex in play, can you cast an Invigorate for its alternate cost?

A: Yes. Sulfuric Vortex replaces any life gain with no life gain, but it doesn’t prevent players from trying to gain life. Even though when you pay the cost, it will be replaced by something much less useful, the game will still see that and count the cost as being paid.

That means this card indeed allows you to chose a cost requiring to remove counters and add one of those counters instead.

As you state that's not entirely problematic on ultimates since you still need to accumulate counters, but it gets out of control on X-costs e. g. Huatli, Warrior Poet and Sorin, Grim Nemesis.

That's why some effects like Doubling Season used the wording "If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead." specifying an effect. Many replacement effects use "effect" or "spell or ability an opponent controls" etc. if they are replacing an even that commonly is a cost (e. g. discard on Loxodon Smiter) to cut out degenerate interactions of this sort.

On Moment Thief:

might up this to rare.

On Quick Retrieval:

Might just make it Mono-Green

On Moment Thief:

This is possibly going to be the recurring theme of {g}{u} in this set.

On Kavu Bully:
On Kavu Bully:

Oh, so that's what you made out of my typo... ^^ Fair increase in stats.

I think, I'm going to steal the idea you thought, you stole from me. :)

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