Community Mashup Set: Recent Activity
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Recent updates to Community Mashup Set: (Generated at 2025-07-05 15:25:26)
Community Mashup Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Community Mashup Set: (Generated at 2025-07-05 15:25:26)
try that
try that
Mmm.. it probably ought. I think I intended to make it produce colourless then changed my mind for some reason.
Re: cost; that's true. Ok, let's fix those problems.
Forgot ETBT, or deliberately better-than-swamp?
BTW, cycling cost should probably be more comparable to Implode, because this draws a card off cycling as well.
Strip Mine + Festering Marsh (Which is itself Blasting Desert + Festering March )
Cycling cost based on Befoul
Ok, the sins will care. It's an unusual combination; and they could wait and kill it later ;)
"you tapped it, why do you need to kill it NOW?" - Royal Assassin
Eh; it's functional, and I quite liked the "But that happens anywa...ahhhh... I see" thought process, personally.
The confusion of "Ok, now it's tapped, I kill it; ok, it actually regenerates, but it did that!" / "No, regenerates is having a shield, see..." is gonna come up pretty rarely; and only if the player is doing something daft. (I mean, you tapped it, why do you need to kill it NOW?)
So I like this. But yeah, potentially confusing, and it does feel like they're officially trying to get rid of regenerate.
I'm guessing this is the kind of card that can't be done until they fix that mess that is the regeneration keyword.
May I suggest that the creature becomes indestructible until end of turn, instead? Or maybe prevent all damage until end of turn?
This will confuse so many people. "But I thought regenerating a creature already tapped it...?"
Not saying it's not useful; it is. It'll occasionally do good things on your creature and occasionally do good things on an opponent's creature. It'll just confuse people too.
Regenerate + Blustersquall
LOL. That works pretty well together.
Mahamoti Djinn + Crown Ascension
Mercenaries (Rathi Fiend) + Soulshift (Gibbering Kami)
There's definitely a lot of players who would love this card.
As for Spikes, I think you're overrating this card. If you think of it as a 4-5 damage spell, that's cool. You can make a burn deck out of that. However, it is not. Unless you're dealing the last 4-5 damage, if you use this, you'll give an incredible advantage to your opponent, and even more situations where he/she can draw his lifelink sideboarded creature or whatever. The rest of the time, it's a card that sits in your hand and does nothing. Even if you try to play these at the last moment (so that your opponent probably never uses the drawn cards), it's three mana per spell, which is a lot for a deck that supposedly wants to win fast. Finally, blue is not the most aggro colors, and if it is, it often wants tempo-oriented cheap burn spells that can hit creatures, not this. So it's not like it's a very good card as it is.
I also think the "Ok, how can I copy this 10 times or so?" guy will like it.
Good point, the "wow, I flipped up BOTH of his progenitii" Timmy will like this.
I don't know... there's a sub-section of Timmy that likes coin flipping. Timmy doesn't like it when he gets 0 on a spell like this... but if he never could get 0, getting 10 damage wouldn't be such a victory. I think he likes the card despite himself.
I definitely like it, but I think the problem is the swingyness, not the power level, in that if it's cheap, Spike feels obliged to play it and doesn't like it, and if it's expensive, Timmy doesn't like it because it may fizzle out for 0 damage.
Making it less swingy would make it less interesting though, I wonder if there's any better way of keeping the idea but making it more printable?
Make a symmetrical version? Make a version that goes off for one card every turn? Make it a death trigger so you can hope for the best, but not be able to control exactly when it goes off? Give it some filtering properties (eg. "reveal cards from the top of your library until you reveal one/two/three nonland cards")?
I'd say 'up the mana cost to discourage this from being played competitively'. Most Spikes hate this sort of effect for that exact reason. They'll feel trapped. They have to play this card because, on average, it will deal four damage or more to the opponent, making it a good card. But they hate playing with it, because winning with it came down to being lucky, not by skill on their part. You can make your own luck with this card... but it's not even consistent with decks that do.
If I was to guess, I'd say the type of player who would like this card the most would be the type of player who would be optomistic with this card. They'd expect to get a three a four and a land... about seven damage... and would hope to get really lucky and hit for a lot more. I think you can cost this based on their optimistic desires.
I could up the mana cost to discourage this from being played competitively.
But note that it's unreliable, and if you do fail to kill your opponent, you've given them such a massive advantage you probably won't recover.
My initial instinct is that it's very strong, too; but it's also quite unpredictable. Sometimes it'll brain your opponent for 12 damage and end the game; sometimes it'll dig them past three lands and the resulting mana flood.
Wow. Um. Looks like an incredibly potent finisher for an aggro deck, though those aren't normally blue-red. This is best friends with Goblin Guide because it lets you know when to fire this off for the most damage.
Ouch. Very very swingy.