Up until 11 hours ago, it actually did do this. I was working on making the other signpost uncommons, and decided to change it to beast specific to be more indicative of the beast theme that green has. I'd like to separate the counters and card draw between beasts and any creatures, but I can't think of a good way to write that out.
I hate to say it, but you're probably right about this one. It's lingered in the back of my head as a weak point of the set. I think there is some genuinely cool design space for it, like Sinkhole Hydra, but this idea is weak overall.
I've struggled to come up with an interesting mechanic for green in this set that fits with my fantasy: An arid, barren world that has been robbed of its mana and is slowly recovering. Barren to me embodies the flat empty spaces that seem to go on forever.
That said, I'd love to hear any other green mechanic ideas you might have!
Thanks! I do want this ability to be keyworded, as it is used many times, and is also referenced on other cards like Traitorous Bribe.
Clattering Skeletons is a good comparison here, and although situational, two treasure is probably worth more than a venture. This card probably just needs a quick tweak to power/toughness, nothing major.
Bandit's aren't rogues because it just felt... Wrong? Somehow it just didn't click the same way for me. I could probably switch out every bandit with rogue and have it work, but there's just a flavor taste with the word "bandit" that's nice.
2021-09-09 07:34:37:
fishMaster
commented on a card
Up until 11 hours ago, it actually did do this. I was working on making the other signpost uncommons, and decided to change it to beast specific to be more indicative of the beast theme that green has. I'd like to separate the counters and card draw between beasts and any creatures, but I can't think of a good way to write that out.
Could this check for just any creature rather than a Beast specifically?
I hate to say it, but you're probably right about this one. It's lingered in the back of my head as a weak point of the set. I think there is some genuinely cool design space for it, like Sinkhole Hydra, but this idea is weak overall.
I've struggled to come up with an interesting mechanic for green in this set that fits with my fantasy: An arid, barren world that has been robbed of its mana and is slowly recovering. Barren to me embodies the flat empty spaces that seem to go on forever.
That said, I'd love to hear any other green mechanic ideas you might have!
Thanks! I do want this ability to be keyworded, as it is used many times, and is also referenced on other cards like Traitorous Bribe.
Clattering Skeletons is a good comparison here, and although situational, two treasure is probably worth more than a venture. This card probably just needs a quick tweak to power/toughness, nothing major.
Bandit's aren't rogues because it just felt... Wrong? Somehow it just didn't click the same way for me. I could probably switch out every bandit with rogue and have it work, but there's just a flavor taste with the word "bandit" that's nice.
"Cares about all lands being tapped" is something Magic has tapped into before... these cards were not playing all that well and are best forgotten.
Additionally this has only a single outcome: Ramp. Far too narrow for a keyword mechanic.
I actually like this mechanic. Also shifts the value of instant speed removal a bit. If not for flavor would it be worth keywording?
Two Treasures are worth more than venturing into the dungeon, right? Compare Clattering Skeletons.
Bandits aren't Rogues?