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Recent updates to Haith: (Generated at 2024-03-28 09:09:45)
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Should this be a Prototype itself?
Come to think of it, this fits better at 1B.
i think i'll move it back to and 2 life then, thank you guys for all the feedback.
That's true, but Taste of Blood is very bad. I think "lose 2, gain 2" would be printable for (though I'd make it sorcery speed rather than jmg's instant).
(Vitenka's Drain Life comparison isn't relevant because Fireball is very inefficient compared to Lava Spike, Flames of the Blood Hand etc; with Fireball / Consume Spirit you're paying for the flexibility and the potential for late-game massive damage.)
I think the right costs are:
, Sorcery, Lose 2 gain 2
, Sorcery, Lose 3 gain 3
By comparison with Flames of the Blood Hand, you could possibly make a Lose 4 gain 4 for , but I'd more expect to see that at .
For , you get Taste of Blood.
It's an interesting enigma... I don't think black rarely cares what its life total is... there are plenty of U/B control decks that would love to gain some incidental life.
The tricky part is that decks that like to cast Lava Spike... those are the decks that don't care to gain life. I suppose this kind of card goes best in your standard 'fish' deck, where you're racing the opponent by evading, and delaying them?
Awkward. It's awkward because this spell looks fine at , and compares favorably with Volcanic Hammer at that cost. But if that's true, then what costs ? My guess is "Lose 3, Gain 1" or "Lose 2, Gain 3". I don't think anyone wants to see those spells, though. "Lose 2, Gain 2, Instant speed" might be the best looking option.
(BTW: "Looses" should be "Loses".)
Well, bump lets you do it twice; and black rarely cares what its life total is; only the damage it can deal.
But yeah, it's a bit good. To get the same effect with Drain Life you need .
This lacks that flexibility (and can't hit creatures) but still needs to cost more I think. maybe?
Wow. That's quite a Lava Spike, or quite an upgrade to Bump in the Night. I fear this should perhaps be 2 mana.
An improved Strix!
for the life archetype.
changed it to create another card for the life archetype.
Already had a shade creature on uncommon, so made this intresting threat.
Figured this could be 3. instead of 2.
Yeah i want to to be when it gets attached to a creature.
Second half is reminiscent of Diviner's Wand. I agree it does want some way to draw cards built in, but the first ability is a little confusing. I assume you mean "Whenever ~ becomes attached to a creature"? But many players may expect to get that when they spend the to activate Equip, even targetting the same creature it's currently attached to.
I was going to sleep, then i came up with this design. I love it!
Intresting design but i think i'll go with what alex said!
I was going to suggest hexproof... Alex's 'protection from creatures' seems just as valid. This isn't the sort of card you want your opponent to have an easy answer to. Personally, I'd never play with this card the way it is written (or, to be more precise, I'd prefer to play with cards that didn't have such a drawback, until the point where this card was too effecient for its casting cost for me to ignore, at which point, I wouldn't play with it because the card is unfair.)
I know this is your design, and I shouldn't go about suggesting completely different cards, but humor me. I couldn't get this idea out of my head:
Creature - Elemental
When ~ enters the battlefield, each opponent gains 8 life.
Unblockable, Vigilance
When ~ deals damage to an opponent, that player gains twice that amount of life.
If an opponent has 40 or more life, they lose the game.
See the discussion over on Crag Beetle for what mythics with a drawback need to look like. This sortof works - it's like a scarily effective player-killer that needs to fight through a couple of shields first. But it'd be rather annoying to get it Pacified or killed before it can attack.
Hmm. How about, rather than "unblockable", you give it "protection from creatures"? That's been seen before in white (Beloved Chaplain, Commander Eesha), and recently too (Spirit Mantle, Holy Mantle); blue is the modern colour of weird protections (Horizon Drake); it includes unblockability, but also makes it immune to Master Decoys and other annoying creature-based ways of dealing with it. Plus it just sounds more splashy, which you need on a mythic-with-a-drawback.
I think the key point here is that drawbacks are fine on Mythic if they exhibit great flavor, or create great stories. Players, however, don't want Mythics that have drawbacks just to decrease the cost of the card. The drawback on Crag Beetle is fine, since it's a part of an interlocking puzzle. On Hellcarver Demon, it's a dramatic all or nothing attack. On Grimgrin, it's a part of the flavor of absorbing bodies into an ever-increasing monstrosity. Keep to drawbacks like that and you should be fine. Try to make some mythics similar to Phyrexian Scuta and Goblin Guide, however, and you'll have a bunch of angry players with pitchforks after you.
You should know that that's pretty much opposed to what mythic rarity was meant to be. There have been very few mythics with a drawback, because Wizards are generally aiming for mythic rarity to be the opposite of that. Mythic is meant to be something new players can get really excited about, and drawbacks often seem disproportionately offputting to new players. Hellcarver Demon, Abyssal Persecutor and Rakdos, Lord of Riots are the only ones that I can think of; all three have a strong demonic flavour, and Hellcarver and Rakdos have a powerful upside too.
(Doing the search, there are a few others I missed. Malfegor and Xathrid Demon are keeping up the demonic flavour; there's also Grimgrin, Corpse-Born, Ruhan of the Fomori, and Skaab Ruinator; plus a couple of symmetrical cases like Novablast Wurm and Defiler of Souls. Out of 184 printed mythic creatures, that's 8-10, or an average of slightly less than one per set.)