The eventual goal is to have a full standard format (two cores and two blocks). That will obviously take a while, however I do have the first set of the block to follow this fairly far in development.
Upgraded equip cost, as a valid point was made that you could shift the scythe off the attacker and onto a blocker. This card is definitely out of the realm of constructed playability now, but still works as a solid limited bomb.
I think paying 4 mana to draw a card ONLY IF you have a top active isn't worth it, particularly when you can pay four mana for JACE.
All that aside, this is made for a format where there is not top, so I can be a little bit more careless about hyper-synergies with old cards. I think 2/2 will be fine, and I suspect this card won't be played in my mini-format.
Trample was left off in a desire to not be too much like Garruk's Companion (and the 3/3 trampler for 1GG), as well as a way to give Trampling Hooves more of an importance (same reason the common fatties don't trample).
As I've said before, not everything needs to trample.
Basic removed, because it won't matter in the card pool I'll be using this in. Personally I think this is more powerful than Wood Elves, but I also think Borderland Ranger is more powerful than Sylvan Ranger, and I seem to be alone on that one.
The main perk of the +2 ability is the +2. Given what the -X ability is, I can't make the +2 too good.
As for Wit's End, the main problem with a 2BB suspend 3 version is that the opponent dumps his/her hand. With this, the same exact card punishes hand dumping. When the ultimate hits a reasonably full hand, it pretty much ends the game, so I am a bit wary about lowering the cost.
That's the main way this is better than Skulltap. Note that Skulltap was a terrible unplayable card, and I want this to be good on the level of Sign in Blood.
Giving a + ability "target creature" restricts when you can use it. aka, you can't do it.
The card clearly doesn't seem it would work well, so I shall brainstorm alternatives. I really liked Jace’s Respite, so I'll probably fit +3 life gain somewhere in the first two abilities.
You've noted that common artifacts aren't done in core sets. The only common in any core set since at least 7th that uses counters is Primal Cocoon, and then it only uses a generic +1/+1 counter. Even as you move up in rarity, the only counters you see before Rare in core sets are +1/+1. Only Phylactery Lich and Djinn of Wishes exist in core sets with counters other then +1/+1.
Some rules are more pliable than others. The rule about not being able to play lands (as opposed to just putting lands into play) during someone else's turn, for example, is pretty airtight. The one about timing restrictions for loyalty abilities is almost as tough to crack, especially when you need to keep the word count down.
2011-01-12 20:18:08:
Karate Pawn
commented on Flame Nexus
it would allow that kind of multi-target burn the option of adding more damage to kill a bigger creature for example. Are you actually planning on making more sets and having a small constructed environment?
The eventual goal is to have a full standard format (two cores and two blocks). That will obviously take a while, however I do have the first set of the block to follow this fairly far in development.
I think you guys are underestimating the Crystal Shard ability, it's fairly potent (although since I cut the pseudo-mulldrifter, maybe not so much).
I shall maker her cost 1UU, however, as none of these abilities are too oppressive, and it's pretty easy to answer her.
Upgraded equip cost, as a valid point was made that you could shift the scythe off the attacker and onto a blocker. This card is definitely out of the realm of constructed playability now, but still works as a solid limited bomb.
I think paying 4 mana to draw a card ONLY IF you have a top active isn't worth it, particularly when you can pay four mana for JACE.
All that aside, this is made for a format where there is not top, so I can be a little bit more careless about hyper-synergies with old cards. I think 2/2 will be fine, and I suspect this card won't be played in my mini-format.
Trample was left off in a desire to not be too much like Garruk's Companion (and the 3/3 trampler for 1GG), as well as a way to give Trampling Hooves more of an importance (same reason the common fatties don't trample).
As I've said before, not everything needs to trample.
Basic removed, because it won't matter in the card pool I'll be using this in. Personally I think this is more powerful than Wood Elves, but I also think Borderland Ranger is more powerful than Sylvan Ranger, and I seem to be alone on that one.
I argued that the vigilance on Ajani Goldmane was important. Overrun is different in that a +3 power boost is hugely different from a +1 power boost.
Card changed.
The main perk of the +2 ability is the +2. Given what the -X ability is, I can't make the +2 too good.
As for Wit's End, the main problem with a 2BB suspend 3 version is that the opponent dumps his/her hand. With this, the same exact card punishes hand dumping. When the ultimate hits a reasonably full hand, it pretty much ends the game, so I am a bit wary about lowering the cost.
Honestly I think Bloodlust is fine. If it reminds a few veteran player of a card printed over ten years ago, that's fine.
That's the main way this is better than Skulltap. Note that Skulltap was a terrible unplayable card, and I want this to be good on the level of Sign in Blood.
Will cut down on the number of common knights by 1 or 2.
Giving a + ability "target creature" restricts when you can use it. aka, you can't do it.
The card clearly doesn't seem it would work well, so I shall brainstorm alternatives. I really liked Jace’s Respite, so I'll probably fit +3 life gain somewhere in the first two abilities.
I think it's still pretty good, even if I removed the knight/first strike aspect.
Repel is more powerful, but I wanted a less powerful card for this slot.
Rare yes, but this is very cheap for what it does.
You've noted that common artifacts aren't done in core sets. The only common in any core set since at least 7th that uses counters is Primal Cocoon, and then it only uses a generic +1/+1 counter. Even as you move up in rarity, the only counters you see before Rare in core sets are +1/+1. Only Phylactery Lich and Djinn of Wishes exist in core sets with counters other then +1/+1.
Thanks, not a word you spell every day.
Also, there's more reachers because I wanted to downplay the flying dominance that was present in M11.
Some rules are more pliable than others. The rule about not being able to play lands (as opposed to just putting lands into play) during someone else's turn, for example, is pretty airtight. The one about timing restrictions for loyalty abilities is almost as tough to crack, especially when you need to keep the word count down.
it would allow that kind of multi-target burn the option of adding more damage to kill a bigger creature for example. Are you actually planning on making more sets and having a small constructed environment?