Pantheon of Szykielwa: Recent Activity
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Mechanics | Skeleton | Szkielwa and its Gods | Heresy |
Recent updates to Pantheon of Szykielwa: (Generated at 2025-05-02 00:52:22)
> Sorrow wrote 'The "worth" of a single "commit heresy" is based on each creature's boon for committing heresy.'
But there needs to be a ballpark, right? If you had an instant/sorcery that just said "Commit heresy. Draw a card.", what would you feel is the appropriate cost?
The issue with heresy is similar to energy: The strongest combination of available sources and sinks defines the actual strength of the archetype.
In addition since a single heresy source feeds all sinks the density of available sinks becomes an issue, too. Right now heresy is haphazardly strewn across colors, but I'm not certain what kind of color archetypes this set supports; five-color and wedges?
Toughness: 3C.
The usual term is "leaving [a zone]" rather than "exiting".
"exiting the graveyard" to "exiting your graveyard"
@Vitenka- I will add all heresy cards to the heresy page.
It seems like it'll explode sliver-wise. Which is fine; exploding mechanics are fun.
And play-wise, it does make sense - you have to pair an easy activation card with some powerful effects cards; and then if you lose one or the other, you've got some hard choices to make. But it's hard to evaluate cards with the mechanic without evaluating the mechanic as a whole, or at least having a baseline of what it will do.
The "worth" of a single "commit heresy" is based on each creature's boon for committing heresy. Heresy was templated so that committing any heresy works in tandem with all creatures who give a boon when heresy is committed.
@Alex- Heresy was originally conceived as an activated ability, a color doing something it that's the opposite of what it would normally do. I didn't want action that commits heresy to be uniform across each color, as that seemed uninteresting. There were a very limited number of things a card could do that would fit the theme of heresy. Cannibal of the Cult was the first creature that really expanded on what heresy could be (and why it still retains an activated ability). Additionally, heresy via activated abilities allows for easier combinations with creatures whose heresy is triggered on a condition and I believe activated-ability heresy triggers are more common (though I often ignore the guidelines of what's acceptable at common).
Hmmm. I agree it looks odd to have this and Cannibal of the Cult alongside each other. Cannibal of the Cult (defining an action as heretical, then giving a way to do it) is a more flavourful thing than this that just gives you a way to commit nonspecific heresy.
All prayer cards are ultimately going for wedge, be the individual card mono or dual-colored. I was more lax on cards like this and Clever Swordplay where I wanted to add multicolor boons without prayer.
I did take zzo38's advice and create a page for Heresy. I do not include mechanics on the mechanic page if I cannot make marker for them to reference during card creation (which is why Persecute does not appear there [Influence could have been included, but I didn't want to make a separate input for each color addition with influence).
"to" to "plus." I am guessing "damage to X to target" was from an altered thought line.
This is so much better than prayer. Could be
?
You don't seem to have a particular position on whether colors mingle well with their allies, enemies, or a mix of the two. That makes every single card with prayer or like this with color-synergies much harder to remember.
Between persecute and this kind of card you really are pulling players in different directions on whether they want to play many-colored spells/permanents or rather not.
That is if I get correctly what you mean by "Deal 2 damage to X to target creature" etc.
"Influence"
Have you considered changing influence to "(If this isn't white, create a white Aura token enchanting this that grants +1/+1 and has permeate.)"? You have so many color changing abilities going on in this set, unifying them somewhat might help.
Btw, right now the reminder text of influence is not here nor there on whether it's an activated ability or some sort of trigger/ETB effect.
Do you mean "
: Influence."?
I don't think there is precedent for a part of a keyword abilities effect being dependent on the cost.
comes before life payment in activated abilities. Seems like a pretty simple/cheap way to commit instant-speed heresy.
What's the "worth" of a single "commit heresy"-action? Because 2 life are usually more expandable than a creature (see Cannibal of the Cult).
Heresy is not feature on your mechanics page.
Okay, by copying a spell, then countering it, I basically take control of it... Where does the flying hate come from? These effects do not line up to a grokkable whole.
Imagine playing this with Drain Life to keep everyone alive. Black/red grouphug, here w come!
Yeah, this is clearly powerful and exciting, but it doesn't quite instant-win the game on its own, which seems the right place for an 8-mana mythic.
Hmmm, going off in your endstep means opponents don't get to respond to this. Which usually you'd give them a chance.
But, well, it costs 8, so "win the game" is a valid thing for a card to do. So since that can't quite do that on its own, maybe that's ok?
Mob's Rage to Mob Rage. Mob's sounded too %.