Karadisia: Dyschromia: Recent Activity
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Mechanics |
Recent updates to Karadisia: Dyschromia: (Generated at 2024-05-17 00:21:37)
Karadisia: Dyschromia: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Karadisia: Dyschromia: (Generated at 2024-05-17 00:21:37)
Lulu is female Panda, green planeswalker. Traits are hunger, predation, vulnerability, Forest-matters, Food tokens
obviously sorcery compels you to cast it before combat phase. how else can berserk take effect?
Also: Memory issues.
I don't really see much point in having synchromia and dischromia in the same set. Synchromia makes a bit more sense, but it basically just seems like an attempt to undo your design decision to have colorless enchantments.
I feel, you are cheating yourself out of actually creating an experience with enchantments meaningfully having a generic mana cost.
This allows you to gain an arbitrary amount of life. our opponent's get an enormous amount of life, too, but you can basically make the game unwinnable by finite amounts of combat damage if you so choose.
Okay, riddle me this: What's the point on a sorcery to have a random chance to add berserk?
I feel you waste a lot of space with that pseudo-modal wording.
Target creature gets +2/+2 until end of turn. If the pandemonium cost was paid, it gains one of first strike, double strike, reach and demise chosen at random. (A creature's controller sacrifices it at the beginning of the end step.)
Overall the wide range of effects from very useful (double strike) to drawback (demise) makes this card incredibly swingy.
Reach is a terrible choice for the keyword pool as well. You don't want to have to gamble on the 25% chance when you really could use it.
As a side note: I really don't get the big idea behind using bold font for some keyword mechanics, but not for others - as I understand it all of the "modes" of this spell with pandemonium are evergreen abilities, too.
Five abilities and a lot of effort. I start to feel the chaos counters are causing more words than it is worth.
This would be a lot of text even on a plain creature without the need of an enroll clause Campaigns come with. I suggest keeping this use of pandemonium of Campaigns/Vehicles/Auras/Equipment that come with an inherent need for a line/paragraph of ability to function.
Pandemonium doesn't really manage to define itself enough to feel different than just kicker.
It feels especially bad on this card, though that may also be because this card specifically feels like a weak representation of added chaos.
Yes,the activated ability has a random target, but why is it even an activated ability? Maybe I'm too unfamiliar with the rest of the set, but there are two routes Ifeel this design could go: