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Mechanics | The Pridelands | The Lushwood | Stonefast Mountains | The Valurian Empire | Skeleton |
Recent updates to Dark Omens: (Generated at 2025-07-05 21:06:39)
all of the charms have at least one ability that has been printed on a charm before (checked Gatherer when making them) and that was the idea. Have changed the Blue, Black, and Green charms.
Changed it to untap target permanent.
My thoughts on the Add
was that you are getting a net profit of
but I did think it was the riskiest of the lot.
It's somewhat inelegant for blue and black to both have an option to give */-1 to a creature, and red to be able to deal 1 damage to a creature, as in most circumstances those three will all be identical (and also be the most commonly used mode). The white and red ones are fine, though you're reusing some abilities that have been printed on charms before.
As for using Planar Chaos as a justification, I guess you'll be giving red bounce, blue vigilance and white countermagic too?
In GDS2, Jonathan Woodward drew some criticism for including one option in one of his charms that added two mana. This has the same problem. It'd be the first time in modern Magic that there's been a one-mana instant-speed ritual, and would get used in lots of combo decks for that purpose; the other two abilities are far overshadowed.
The Charm cycle Halo Charm; Sharktooth Charm, Grave Charm; Forge Charm; and Lushwood Charm.
Are they all fairly balanced with one another or is a particular charm weaker/more powerful?
Before anyone says that the second ability doesn't belong in blue, it was taken 'as is' from the Planar Chaos card Piracy Charm. Whilst I know the colourshifted cards aren't the norm, I'm using it as my excuse. Besides, Sharks are aggressive so flavour wise it fits.