HAng on - Young Wolf flavour text; you correctly used logical or rather than xor there? Because that wolf is tomorrows lunch and that then makes it a hunter :)
Phew! As an opponent, I still don't want to risk killing this because then something useful will have protection and attack.
But at least you can't trivially go "Ok, everything is unblockable, swing" every turn once you arrange for it to be dead, any more. At least not without a lot of mana. Slightly less flexible than the foxie; but seriously hard to get rid of, so probably a reasonable tradeoff.
It's gonna be a very strange game where it matters though - you've got more than 40 other mill, but less than 60, AND can get attacks through, but not enough attacks to be fatal, even though you've dedicated your deck to mill.
It does make 0 power creatures dangerous though; which is amusing. Quantity over quality, eh?
Seems somewhat underpowered. Given that green gets Naturalize at which is an instant and can hit artifacts too, a sorcery-speed Demystify certainly shouldn't be more than 1 mana, and the Battlegrowth isn't usable as a combat trick so certainly shouldn't add more than 1 mana.
I designed a similar card in Clockwork Wings: Repurpose. Given that it's sorcery-speed, I think 2 mana for Naturalize + Battlegrowth is fine.
This is somewhat more efficient than white has got apart from at mythic rarity so far. 4-power flyers for 4 mana in one colour without drawbacks have only ever been at rare (in blue or red) and mythic (in white). I think this should perhaps be 3/4 or 4/2 or something.
FWIW, Bonesplitter is viewed as a bit overly strong by modern power levels. They didn't realise quite how good Equipment would be when they first printed it.
HAng on - Young Wolf flavour text; you correctly used logical or rather than xor there? Because that wolf is tomorrows lunch and that then makes it a hunter :)
True; it'll also be irritating if you want to destroy an enchantment when there aren't any creatures out.
The wording that avoids both of those is "Destroy up to one target enchantment. Put a +1/+1 counter on up to one target creature."
And yes, I reckon this is fine at just
.
Oh, so it does. I missed that. I'm not sure a discount of
on Untamed Wilds makes saccing a creature worth it, but it's a fair suggestion.
Now if the set had a Tukatongue Thallid (or even a Young Wolf), that could be interesting.
Phew! As an opponent, I still don't want to risk killing this because then something useful will have protection and attack.
But at least you can't trivially go "Ok, everything is unblockable, swing" every turn once you arrange for it to be dead, any more. At least not without a lot of mana. Slightly less flexible than the foxie; but seriously hard to get rid of, so probably a reasonable tradeoff.
Aww. I like bonesplitter. But yeah; having it take effect no early than mana-3 is probably more reasonable.
Hmm, a mill wizard.
It's gonna be a very strange game where it matters though - you've got more than 40 other mill, but less than 60, AND can get attacks through, but not enough attacks to be fatal, even though you've dedicated your deck to mill.
It does make 0 power creatures dangerous though; which is amusing. Quantity over quality, eh?
Mmm... probably fair; but often it'll be irritating, if there's no enchantment available to target and you just want the +1/+1
Maybe not a problem? Unsure. Wording it to avoid that ends up horrid.
How's it now?
What about now?
How does it look now?
3/4 then.
True; so it's one mana cheaper sometimes.
Rarely worth sacrificing a creature; but I guess some real turbo decks will be willing to hope for the perfect turn.
It fetches it untapped though.
How to use it:
Turn one: Forest, Lupori Ambusher
Turn two: Forest, Sacrifice Lupori Ambusher to Grim Harvest. Search for forest, cast another Lupori Ambusher.
Seems rather bad compared to Rampant Growth. It's like Primal Growth but without the first half...
Seems somewhat underpowered. Given that green gets Naturalize at
which is an instant and can hit artifacts too, a sorcery-speed Demystify certainly shouldn't be more than 1 mana, and the Battlegrowth isn't usable as a combat trick so certainly shouldn't add more than 1 mana.
I designed a similar card in Clockwork Wings: Repurpose. Given that it's sorcery-speed, I think 2 mana for Naturalize + Battlegrowth is fine.
That's rather cheaper than I'd expect to get that ability. Even Eight-and-a-Half-Tails or Sygg, River Guide had to pay 2 mana not just 1.
This is somewhat more efficient than white has got apart from at mythic rarity so far. 4-power flyers for 4 mana in one colour without drawbacks have only ever been at rare (in blue or red) and mythic (in white). I think this should perhaps be 3/4 or 4/2 or something.
FWIW, Bonesplitter is viewed as a bit overly strong by modern power levels. They didn't realise quite how good Equipment would be when they first printed it.