Alxzarza: Death in the Desert: Recent Activity
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Mechanics | Skeleton |
Recent updates to Alxzarza: Death in the Desert: (Generated at 2024-05-03 00:02:22)
Switched to. SecretInfiltrator's suggestion
I thought Ward would at least make targeting multiple creatures for removal with different spells more difficult in the same turn. Obviously the first creature will die, but it'd press the opponent to use any other removal spells while the first one is still on the stack, so that opponent could avoid Ward costs.
There's no aristocrats theme. I was going off the "Activate this ability only if a creature died this turn" clause that many of the Monuments have. Like Barrel Hill Cemetery this card is supposed to be the BW creature signpost for monuments. Admittedly, that defeats my own purpose of 20 signpost cards that are supposed to more varied playstyles between the creature and noncreature cards of the color pairing.
The lifelink (I have an add-on that autocorrects and "lifelink" to "lifeline" is one of the victims) was added because without any guarantee activations, the card did nothing.
You will have an easy time getting +4/+0 out of this without risking much, usually, even with a dead card stuck in your hand. And without a major discard theme, you can safely stay at +6/+0, too.
I don't see going cheaper on this. Especially since even going hellbent comes with a lashback against your opponent.
Why not simply "If you do" in the first ability?
I'm confused about the ward replacing the +0/+1. Does it solve the problem? It just means "Cast your instant speed removal before this trigger resolves."
You have ten multicolor uncommons, so I'm going to assume this is a signpost uncommon. But I don't know for what. Originally, I thought the toughness was important, but apparently this is for an aristocrats-theme? Or maybe lifelink (or lifeline?)?
Maybe I'm not familiar enough with the cards to find the theme.
I like the adipocer-mention. You definitely could have a grave wax candle or something, too.
Removed "Whenever another creature you control dies, creatures you control get +0/+1 until end of turn. Creatures you control with a toughness of five or greater have lifelink." and replaced with new ability.
It is unfortunate how this is most likely to trigger and grant lifelink after combat damage. I also am quite certain the last ability doesn't work due to layers.
See also Hideous Creeper and this explanation of why its ability had to change.
Fortunately you could just merge these to "Whenever another creature you control dies, creatures you control get +0/+1 until end of turn. Then creatures you control with a toughness of 5 or greater gain lifelink until end of turn."
Either way the design flaw remains.
Not sure what to cost this. I considered at first.
"during"
Repeatable removal like Gnarled Effigy is usually not common.
Renamed
It's not the creature type I am confused about, but the "Cold Night" part swapping out creatures rather than e. g. tapping something down. As I said: Great name, but maybe on the wrong card?
Whoops, I was super-tired when making this design. The mana values between permanents being equal wasn't intended.
For flavor, I just figured Elemental made the most sense, since I'm biased against sphinxes and don't feel they fit into most settings, and djinn didn't feel right either.
It says "share" twice rather than "each have" the second time, so it seems they have to share the mana value.
I think, with the upper limit to mana value (which often won't be all that high to begin with) there is no need to share in mana value.
On the other hand this is repeatable and possible multiple times a turn cycle, so there might be some exploits.
I'm really not vibing with the flavor here. Cold Night Elemental is a neat cardname for a Desert-set, but the control swapping is not exactly resonating with it.
Do they have to have the same type and mana value, or do they each have to have a mana value less than the number of Deserts you control?