Mounting Misfortune: Recent Activity
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Mechanics |
Recent updates to Mounting Misfortune: (Generated at 2025-05-01 15:46:38)
Mounting Misfortune: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Mounting Misfortune: (Generated at 2025-05-01 15:46:38)
@dude1818 I didn't mean for this effect to be a downside. But now that you mention it, I can see how you can see it as one.
This is the only one with a drawback for having the third color, which really sucks
So this one has a playable o/t for its mana cost.
But, in each case the ability is already in one of the two colors and doesn't need a third color to turn it on. I'll admit some one Wizards three-color cards are dubious on this themselves though imo. 1/4is a pretty respectable body for two, so maybe letting white turn on the lifelink is okay, even though black by itself can already grant lifelink.
For others, Hooligan Gang, green already has flash, no need for blue to grant it.
card has been a 3/1 flyer before. The stat arrangement may make Languid Wyrm okay.
Industrious Colliers- white already gets 3/1 at common, sometimes with an upside. For comparisons BR gets 3/1 with a keyword. I'm not saying that switch in power and toughness is necessarily bad, but on such a small body it is.
Languid Wyrm- white and blue are the colors of flying. Red turning it on is weird since red it the only above green for flying, but it's a wyrm spirit so it's a bit flavorful and no
Alright those are certainly valid arguments, thanks for the feedback!
Agree, decent idea but a bit high cost for the P/T
Although, if creature type became dragon-spirit, it would see play for theme-only reasons :)
Yeah this is way too weak to see play. The only reason I could see this card existing is because the format it's in is all-together much lower power (or certain things are, like removal or counterspells, or in this case creatures)
If you intend for these cards to be drafted or constructed with other existing magic cards, then I'd put an effort in to make commons a bit less weak. Commons are allowed to be exciting and strong, just not complex (IIRC)
Of course, it's your set, but even the 'junk' commons every set's got to have can generally be played in the right budget constructed deck (in Standard, tbh) and don't make you vomit when drafting them.
That is unless you're looking at early early magic products, which technically speaking, were mostly playable in their time, since they were the majority of the cardbase in any given format (also following design rules like they did in 1995 (or rather, lack of many design rules) doesn't make good sets, though if you are trying to make a non-modernized 'old nostalgia' set it would make sense)
Of course, it's up to you. I would say that this is super weak, but I haven't seen many other cards, maybe in this meta this is playable, because Shock isn't available.
TL;DR: Unless you're meta is weaker than modern Magic, this should be stronger
For WU, you could get a 2/2 that always had flying (e.g. Azorius First-Wing). This is unplayable
@Sorrow the first set in the block was wedge-colored, and for the second set I'd like to start leaning towards ally colors but still have the theme tie into the first set's wedges. Kind of like KTK block. Why are they underpowered commons? I don't know, really. I guess every set's got to have them.
@SecretInflitrator I added the art that inspired me to call it a spirit wyrm.
art
And why is a wyrm a Spirit?
What is the purpose iWhat is the purpose of this cycle of underpowered dual-color commons that get a minor boon from a third color?
menace -> flash
This could be a 3/3 with always menace for that cost, tbh
At dual-color alone, I think a 3 drop creature can be a 3/3 nowadays, especially if green is one of those colors. Why does controlling a blue permanent give menace? Blue isn' particularly related to menace.
art