Community Mashup Set: Recent Activity
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Recent updates to Community Mashup Set: (Generated at 2025-07-06 12:19:29)
Community Mashup Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Community Mashup Set: (Generated at 2025-07-06 12:19:29)
Adding "When you gain control of enchanted creature, untap it" to the end it fixes your problem and doesn't seem un-blue.
Thank you both! OK, I agree with the downsides of a mostly-defensive enchantment, but I can't remove it without removing the card entirely.
But at a minimum I need something that fixes the untapping problem. In fact, I quite like that you gain control of it during their turn, and vice versa (so in multiplayer you split the other turns according to turn order). But it would still need to say "untap it", and if it were "at the start of upkeep" it would let either of you use instant-speed abilities first which is a bit confusing.
Or maybe "at the end of each player's turn, they untap ~ and gain control of it"...? But it's feeling less blue by the moment :)
Nope; hope you stole a creature they can't trivially tap :)
That's also red: Custody Battle :)
Good point about tapping though... in fact, hang on, does this let the creature actually ever untap at all? I think it does't.
It's a nicely blue take on pacifism. Sightly annoying for the stealing of utility creatures; as opponents need to remember to tap them, the card won't prompt; and having to pass the card back and forth could get annoying.
I think I'd suggest you consider "At the end of its controllers turn, they choose an opponent to control enchanted creature." Which kinda does the same thing; but makes it silly in multiplayer rather than a lot better.
Weird. Most conditional Mind Controls have still been
(or at least two coloured mana) in the mana cost, though Vapor Snare is the exception. Given that the principal use of Mind Control is attacking with the creature, I think this could probably go a little cheaper; I'd say 

.
Having jumped straight into the nitty-gritty details, I should say this is a fascinating idea. It does work against letting games actually finish (in a way that vigilance doesn't), and a set doesn't want too many cards like that, but occasional ones are fine.
Mashup of Control Magic and Ardent Militia.
Hm, what's vigilance on mind control? I'm not sure, but I went with "mind control that can block" (although since mind control can already block, I had to remove the control during your turn instead).
I'm not sure if this works as a card; it may be too confusing or too swingy.
OK, let's switch back to the simpler version. Like Satyr Hedonist, giving one more mana but not a creature. I'm not sure this is balanced, but at least it's doing something specific.
Was 1G and "destroy target artifact or enchantment and add

"
Doh, even better point :)
Well, in particular, this is strictly better than Seal of Primordium which is perfectly playable and sometimes better than Naturalize. I think it'd be fine to cost this at
, like Deconstruct; I'd often still choose to play it over Seal of Primordium, but not always.
Wrong way round; surely?
Doh, sorry, I edited it again and forgot to say. I mean, the important change was going from "sacrifice: add mana" to "sacrifice: destroy artifact and add mana" (possibly in G or R).
When I decided to stay in G I added back "or enchantment" as well, but didn't think that was the important change. But that made my comment make less sense.
this does pretty much obsolete Naturalise
Hm. Good point. I was so focused on the mana, I didn't notice. I think there's still good reason to run the instant, but this probably has too much going on now.
Wrong way round; surely? Red gets to blow up artifacts good; but not enchantments. It's a nice card though; one mana of accel; bbut only if there's something to blow up - and also a disenchant threat that you cast in advance. But this does pretty much obsolete Naturalise which is a bit risky.
Mashup of Seal of Primordium and Orcish Lumberjack.
Originally this was 1R "sacrifice: RRR" without the artifact destruction. I liked that version a lot, being like Satyr Hedonist but solely focused on acceleration.
But I decided it was a bit too straight-forward, so I added back in the artifact destruction, getting something like Deconstruct. Maybe it should only produce
?
I like it. It isn't shiny... I mean, a number of players would open this as their rare and be annoyed... but it does its job very well.
Though, I can't help think this would be better as a 1/1 base creature, so it can at least attack if your opponent doesn't give it counters. Though I can appreciate why you'd want to keep the casting cost of this creature locked at 3.
Thank you!
Whee! Exciting. Very nice analysis of the two different kinds of non-basic-hosing and keeping this in the category with Blood Moon.
Mashup of Killer Bees and Blood Moon
OK, this was too interesting cards, I tried to do it justice.
I think nonbasic land hosers can go in two directions. Either they aim to be a weapon against individual lands with a powerful non-mana ability. Or they're a weapon against decks which use lots of non-basic lands. But they shouldn't be playable cards that also punish people for playing non-basic lands at all, because wizards wants people to have a mana base.
Bloodmoon works against both, but it works against a mana base in a way that ghost quarter doesn't, and I tried to keep that in the card.
It would probably be simpler if this punished tapping non-basics at all, or punished spells cast using mana from nonbasic lands. But I kept the current version because it works like blood moon: the opponent can use their lands for generic mana, just not use them for what they want.
That happens quite rarely unless the opponent only has nonbasics, so this (as is necessary for a hoser) isn't strong against a random deck, you have to specifically choose to play it.
However, it may not be strong enough if it just makes a 2/2 or a 3/3, I don't know if it needs a more generous activation condition, or a bigger effect when it activates?
It's a shame it doesn't work on fetchlands, but I couldn't see an easy way to fix it.
Mashup of Battlegate Mimic and ((C22188)).
I'm sure I've seen this done before but I can't remember exactly what the pros and cons were. If it's too strong with a good milling theme, it could just be "becomes 4/2". But I don't think so; even with a massive milling theme it's still only a large vanilla creature.
I considered "from anywhere" but decided that people would keep forgetting.
...Oh, great. Wizards have changed their popup image handler path again. Now they require spaces in the card name to be escaped with
%20
not+
. Until I fix that Theros autocards won't work. Sigh.Edit: ...Huh? Now it's working? ...Maybe I had something cached. OK, never mind.
Mashup of Keeper of the Mind and Roach
Hm. Card advantage, but only if the opponent is ahead on cards. Creature that returns from the graveyard. Those can go together :)
I'm not sure what its niche is.
It combos sort-of with "each player draws then discards" (better if you have two), but not enough to be a big deal.
Mashup of Logic Knot and Night on the Town
Hm, what was I thinking with night on the town? I think I just liked the flavour, and the "two minor effects" theme, even though it seems boring as a card.
Revelry Knot isn't very innovative either, but it seems plausible; under the right circumstance it's Archangel's Light, but often it won't be very exciting.
But the mash-up couldn't really go anywhere else.