Visheen, Plane of the Many: Recent Activity
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Mechanics | Skeleton |
Recent updates to Visheen, Plane of the Many: (Generated at 2024-05-19 01:07:27)
Is there a better way to word the Serenity clause on this card?
@Froggychum: Just implemented all of your suggestions. Thanks! I knew about the Gatewatch change, but for some reason didn't see the option for colorless mana on this site! I'm going to go back to all the other cards that produce colorless in this set and change them.
@Froggychum: I've seen a couple mox remakes that looked fun to play with (albeit broken) and wanted to give it a try.
As for your suggestion of not allowing this card to be played during your untap step, I will definitely test that idea if the card turns out to be too strong. However, seeing as it's a mythic rare, and often mythic rares in recent sets are waaaay over the top (Uro, Oko, etc.), I thought it might be okay to indulge myself in the beginning.
Also, whereas that limitation might make it more balanced, it would also make it feel less like a mox remake. All of the mox remakes that I've seen have been traditional moxes with a single ability as a drawback (even some of the WotC ones; Mox Tantalite, Chrome Mox, Mox Opal), so making this one more complicated takes away from the fun of it.
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I'm ashamed to admit it, but I spend like an hour looking at different gems on the internet to find the perfect one. Eventually I stumbled on Azurite (this was after I made the Dream mechanic), which not only gives the user "psychic abilities" like the Dream mechanic, but also relates to Chakra, a core principle of Hinduism!
@Froggychum: I've gone through several iterations of this card and can't seem to make it balanced as an uncommon. Your first suggestion was similar to my first attempt at making the card, but seeing as Phyrexian Arena is 1- a rare and 2- picked highly in every draft format, it would be far too good as an uncommon, despite the Serenity drawback.
I also tried raising the card's CMC to 4 and removing the discard, but eventually I settled on this design. I still might change it back to the 4CMC effect; I'm not sure yet.
I like the idea of the signpost gaining you life; it would enable itself. I'm not sure if that would be balanced though.
Thoughts?
@Froggychum: I originally had every Curse in the archetype enchant a player, but found that the archetype was far too narrow to be competitive.
Allowing curses to enchant other targets besides players allows for Curse decks to be synergistic and slightly more versatile.
@SecretInfiltrator: I just took out the line break. As for Soulshift, it does have a cost. The mechanic reads:
"Soulshift {mana cost} (When this creature dies, you may pay {mana cost} and exile another card with soulshift from your graveyard. If you do, return this card from your graveyard to the battlefield, except its power and toughness become the power and toughness of the exiled creature.)"
Is there a better way to define the {mana cost} part of the ability than "Soulshift cost?"
@SecretInfiltrator: Just updated the wording; it definitely makes more sense your way. Thanks.
@Froggychum: Many of the gods in this set aren't legendary. I wanted to highlight the polytheistic aspect of Hinduism (they have ~330 million deities) while still allowing gods at lower rarities. As for the activated ability, it was intentional for it to be activated as an enchantment (see Second Wind from Future Sight), which can help ramp into more expensive gods and pay for costs in the very mana-hungry Soulshift theme. If you want a little bit more info on the gods, check out the home page of the set!
This is an interesting take! I wonder how you will make a nonlegendary god card? Will it's name be similar to Kami of Old Stone?
I don't think it's right to give it a proper noun for a name, while being nonlegendary. Also, legendary is normally restricted to rares and mythic rares, but it can and has been used at uncommon, much to my enjoyment!
It's never ever used at common, though.
Honestly might be a bit weak compared to Kalonian Tusker, but might be fine.
Also, enchantments aren't supposed to tap, but I think they technically can be, so your ramp ability can be used if this isn't a creature.
I don't know if that was intentional, but a quick fix is to add 'Activate this ability only if ~ is a creature'
Also Secret's wording for the 2nd ability is cleaner.