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 12:29:05)
The correct way to template an activated keyword ability with an added condition would be about:
> As long as ~ has dealt combat damage to a player this turn, it has calcify
. (
, Exile this creature: Create a Statue artifact token with "
: Add
.")
Added Reach for logical purposes (a legendary giant treefolk should have reach)
This does not support the theme, but is conscious of theme. From my perspective, the theme pushes high-cost cards, so it's very likely that playing with the theme, a player will have to play against someone else playing with the theme. I think if there are answers to a theme, then those answers should be available as soon as the theme enters.
WIt h this set, I've asked what would high-cost commons look like? Creatures, there are enough examples. But non-creatures, not as many. The two-for-one on this came about because at eight-cost, that's two Blade Banishes, a common. To me, that seemed a logical progression.
I mean, I could remove the "up to" part to really sting players when the field isn't right for it.
The theme of the set is big-stuff=good, right? Yet I see this removal aimed at being good at removing big stuff (and it's not the first). Black and white destroy/exile removal is generally already good against big stuff just by not getting trumped by toughness the way fight/burn might by simple efficiency.
I don't feel 2-for-1 common removal that actively hoses your theme is a good way to support your theme.
Alternate name: Fall of the Tall.
Each
Combined power, or each?
Yeah, I copied Passion's reminder text, but I forgot to put the whole of it into parentheses. I didn't know a way to word the card so that Passion ended the sentence, where the reminder text could be included naturally.
As for not feeling common, you're probably right. I just have slowly stopped caring about what is and isn't common in actuality and have gone in favor of what feels common to me.
But yes, so far only two commons, 1 conditional rare, and one mythic can deal direct damage to a player currently. Depending on how the rest of red goes, That is something that may make me replace this card later.
Did you just add the passion reminder text by accident as rules text to this card? Like... a misplaced parenthesis maybe?
Common enchantments are... not common, if you get my drift. I don't feel this has what it takes to be a common.
Maybe the set has a wealth of noncreature damage sources that I'm not aware of, and those are decidedly sorcery speed to not make the decision to use this during your turn a painful one. Otherwise though, I don't see this enchantment working.
scries on endstep