I like the sound of an emerging "citizens in revolt" theme. But nonetheless, perhaps consider making this card produce three 0/1 tokens, just so it's not strictly inferior. (Or alternatively it could cost just , but that pushes it to a different slot.)
repeatable Tome Scour on a 1/1 Wizard body. Much like its inspiration it costs and a card from your hand each time you activate it. Good for mid to late game if you have a land flood or draw your cheap creatures that will have no effective impact on the game.
Also will work well with Gravecast cards that appear in later sets. Endless Legion is kind of a Gravecast preview and I may update it to have the mechanic once I'm happy that it works properly.
repeatable Tome Scour on a 1/1 Wizard body. Much like its inspiration it costs and a card from your hand each time you activate it. Good for mid to late game if you have a land flood or draw your cheap creatures that will have no effective impact on the game.
Also will work well with Gravecast cards that appear in later sets. Endless Legion is kind of a Gravecast preview and I may update it to have the mechanic once I'm happy that it works properly.
Is the last ability enough of a drawback to justify 2 mana of any colour?
Then again, unless you can add more mining counters, you can only dio that three times. Unlike the other mines, this doesn't destroy itself when it runs out of counters.
This card is representative of all regular manastones. A degenerate cross of the Moxen and Black Lotus, their casting cost reflects the difficulty in obtaining them and the exile cost keeps them from being broken.
Added an extra rider putting new mining counters on this whenever another mine enters the battlefield under your control. Thematically, this represents the fact that as new mines are opened, older mines are being abandoned/decomissioned.
The way I figured them is that you can get a slow, steady trickle of generic mana or you can wait for the land to 'charge up' (as your mechanic is named) and get stronger, colour specific mana every so often. I can always remove the colourless mana option but I feel that, without it, they would only ever see play in limited (probably true anyway).
I like the sound of an emerging "citizens in revolt" theme. But nonetheless, perhaps consider making this card produce three 0/1 tokens, just so it's not strictly inferior. (Or alternatively it could cost just
, but that pushes it to a different slot.)
Fair enough then.
I thought the power level on this was fine, but repeatable flickering should probably be uncommon, yes.
repeatable Tome Scour on a 1/1 Wizard body. Much like its inspiration it costs
and a card from your hand each time you activate it. Good for mid to late game if you have a land flood or draw your cheap creatures that will have no effective impact on the game.
Also will work well with Gravecast cards that appear in later sets. Endless Legion is kind of a Gravecast preview and I may update it to have the mechanic once I'm happy that it works properly.
Better, but it still needs to read "creature cards". They're only creatures on the battlefield.
repeatable Tome Scour on a 1/1 Wizard body. Much like its inspiration it costs
and a card from your hand each time you activate it. Good for mid to late game if you have a land flood or draw your cheap creatures that will have no effective impact on the game.
Also will work well with Gravecast cards that appear in later sets. Endless Legion is kind of a Gravecast preview and I may update it to have the mechanic once I'm happy that it works properly.
, pay
sounds eminently plausible.
Is the last ability enough of a drawback to justify 2 mana of any colour? Then again, unless you can add more mining counters, you can only dio that three times. Unlike the other mines, this doesn't destroy itself when it runs out of counters.
This card is representative of all regular manastones. A degenerate cross of the Moxen and Black Lotus, their casting cost reflects the difficulty in obtaining them and the exile cost keeps them from being broken.
Added an extra rider putting new mining counters on this whenever another mine enters the battlefield under your control. Thematically, this represents the fact that as new mines are opened, older mines are being abandoned/decomissioned.
The way I figured them is that you can get a slow, steady trickle of generic mana or you can wait for the land to 'charge up' (as your mechanic is named) and get stronger, colour specific mana every so often. I can always remove the colourless mana option but I feel that, without it, they would only ever see play in limited (probably true anyway).
Thanks
Must've had a brain freeze (darned blue mages) fixed. Thanks for the catch.