Onar, Titans' Dominions: Recent Activity
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Mechanics | Skeleton | The Plane of Onar |
Recent updates to Onar, Titans' Dominions: (Generated at 2025-05-12 14:14:45)
Was "Equipped creature gets +X/+X, where X is the equipped creature's converted mana cost." That was too similar to Concentrate Growth
jmgariepy: What would an uncommon manland look like? Off-hand, I know of no uncommon lands that ETB untapped. Removing "ETBs tapped" makes this card outright better than Plains most of the time, which would be a problem.
I got no problem with any of this. The thing that concerns me is that the cost (putting the land into play tapped) is too high. I can get manlands for much cheaper, so why would I play with this card, presuming it wasn't my only option?
Is there a way to get a slighter penalty? Maybe enters the battlefield tapped, unless you control two other lands?
A super expensive thing to do with your mana, in a set with a mana-making mechanic? Perfect. I have no problem with the cycle of super-expensive manlands.
But why have alll those extra words (across all five cards in the cycle) about putting extra lands from your hand onto the table when nobody will have any lands in hand at that point?
With the mmecchanic Calcify a player can generate more mana and add the extra land. This set wants a lot of mana, so if I could do something to add id more lands to get more mana, I was going to do it.
Updated to what jmgariepy said.
@Alex- An outright, more proactive ability would be simpler. Unfortunately, I don't think the current effects of the card would fit well with a proactive form, as it was designed around being reactive. Should appropriate effects come to mind later for a proactive version, I may make this card like Cling to Dust.
second mode targets
-3 now targets and also restricts to "died this turn"
"would leave a graveyard this turn, exile that card..." ?
This looks weird and super niche. Off the top of my head it doesn't look like it'd work against most graveyard mechanics like unearth, flashback, retrace or encore: they either cast the spell in response to this, or this works to delay them casting the spell by one turn. So I went looking in the set for things that interact with it.
Okay, so although this doesn't work against things which move the card out of the graveyard as a cost, like flashback and similar, it is fairly good against "return card X from your graveyard" spells, and the set does have quite a few of those.
I still feel this would be better as a Cling to Dust effect. That lets it hit Gut-Muck Goblin and the others where it's currently less effective. But it's not quite as niche as I had thought.
Wow. That is a super super expensive activation cycle. I thought the Invokers were late game cards, but this is even more so, especially since you actually need one more land for this to not become a tapped and useless 4/4.
Okay, being for super-late-game topdeck wars is fine. But why on earth do they have the ability to put extra lands from your hand onto the battlefield?? Who's going to have extra lands in hand by the time they have eleven mana??
Was "Whenever you have seven or more mana, sacrifice ~. When ~ dies, creatures you control gain menace UEOT." but I didn't like that. Increased cost from
to 
and increased toughness to 4.