Mounting Misfortune: Recent Activity
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Mechanics |
Recent updates to Mounting Misfortune: (Generated at 2025-05-01 15:46:35)
Mounting Misfortune: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Mounting Misfortune: (Generated at 2025-05-01 15:46:35)
Hey, you might know this, but IIRC 'color hate' isn't really used much anymore...
I personally don't mind it, but it's generally good to make sure cards like this are always useful, and get an extra effect against certain colors. That way they're playable not just in a sideboard (also sideboard will probably want stuff to deal with more than just two of the five colors, even)
May I suggest making this an instant? That at least allows you to save a creature from lethal combat damage or Murder effects? It would be quite a bit stronger, but doing this at instant speed if you're facing a
deck is completely pointless. You can't play sorceries in-response to anything, because the stack has to be empty for them to be cast.
Anyway this card is decent, though I don't understand the flavor? Are druids, elves, or something else cornering the enemy? Is it wild beasts, werewolves or even dire wolves? The flavor just seems a bit sinister for
, but that's just my first impression.


-> 

This should probably be mono-red. Nothing about this is mechanically blue.
This is a rather brutal way to use brutal... see what I did there?
I love the flavor of this card.
Cool card! Love the mechanic!
One thing is I don't know if you meant to write this as "Whenever a creature dealt damage by Orion, Vengeant Rebel this turn dies, [...]" but if so: you switched 'this turn' and 'dies'
Because, whenever a creature dies it will always be this turn, when it does... The issue with that is it leads to memory issues. It's pretty hard to remember every single character that was damaged by a specific card in play, especially considering Magic has a clean-up step (unlike, say Hearthstone, where damage isn't removed)...
I strongly suggest you word it that way. You might have intended to originally, though.
Anyway, pretty cool card. It's probably not Overpowered but it's definitely powerful. Well-done :)
Side note; have you considered giving him a class type? Maybe rogue? Or if you're feeling wild, maybe rebel?
Yeah, it's a bend because blue isn't supposed to get planeswalker removal. Source
Black has never given the transmutation/polymorph vibe though. I did another, though not exhaustive, search and the ability appears on other white and blue cards. Kenrith's Transformation, suggests that the ability can still be green, though green cannot turn the creature too small. Imprisoned in the Moon isn't a bend, unless you mean that it can target a planeswalker, land, or be used as an unideal source of ramp, as blue gets Frogify, and One With the Stars.
100% a break in green, but only a bend in black, imo. Black is the creature removal color after all. I think Imprisoned was also considered a bend
I don't believe this ability appears in black (if I'm wrong, feel free to link cards). It's been inn blue, white, and green (though debate as to whether or not it's a color break there).
Sources: Lignify, Song of the Dryads (the one that I've seen called a break), Darksteel Mutation, and Imprisoned in the Moon.
reduced mana cost to reflect other members of the cycle
added first strike; but i'm still not sure if it should be always on or only when control black permanent
nice idea @Froggychum, thanks for the detailed criticism!
I like the flavor of this card a lot. Though, I don't know when you'd want to instant-cast a 3/2. I'm not even sure you could use this as an emergency blocker, but maybe that's possible.
Though, i guess you could cast this at your opponents end step to have a 3/2 with (essentially) haste by the time it's able to attack...
This should be a 3/3, but it could probably get away with being a 4/2. Adding 1 power to this doesn't make it harder to kill, but it does increase it's threat level, giving the opponent more incentive to burn their removal cards on it. Imo, that's a big part of the game that being able to push at common rarity shows a set is well-developed.
All-in-all, this isn't overly weak, but would benefit from one point in power or toughness.
Also, this would go well in a (budget) temur Ferocious deck :)
TBH this might be balanced enough to say "gets +1/+1 and gains First Strike if you control a black permanent"
I mean, 2 mana 3/3 first strike is a bit good, but getting it on turn 3 isn't as big of a deal as on turn 2. to get this on turn 2 you'd need realllly good mana fix. I mean, like, swamp and red/white shockland in that order, or something which can get you any colored mana in significant amounts. If you don't have that in your format, than making this a (possibly) 3/3 first striker for
is pretty balanced. Even in vintage with it's insane mana rocks, lotuses and straight up OG dual lands, this idea wouldn't be that powerful, because you can easily get out something way stronger, even sooner.
The main issue with this getting a -1 toughness is that it becomes the weakest it can be. Literally 1 damage will kill it. there is no 0 damage in the game. If this started as a 2/3 and became a 3/2, it would be less weak, but also still wouldn't be very decent power-wise.
Perhaps you have a mechanic or theme in this set that synergizes with a 3/1 (such as caring about high power or low toughness), but if not, you could probably just give this +1/+1 and first strike, or if you feel that's too strong, +1/+0 and first strike could also do.
Keep in mind,
is more than capable of having first strike, but
+ 
only share (1) keyword (from what I know): which is first strike (black barely gets any). The flavor isn't ideal, but I don't know the flavor of this card TBH either.
It's a neat cycle, but it's both poorly and well designed. It's well designed because it can heavily encourage any tri-color archetypes, but overall the effects are rather weak (you've fixed most the cards though, so grats on that).
All in all, pretty good card idea, but this needs to be tweaked. On creatures, a 2/2 creature is normally way better than a 3/1, unless it has Haste or another aggressive-ability (perhaps Trample) (which aren't in

colors, unfortunately.
EDIT: Alternatively, you could keep the +1/-1 and grant first strike, that would be better (though remember, it would still die to any non-combat damage, since first strike is only for attacking/blocking)