Ulgrotha: Darkness Falls Forever: Recent Activity
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Recent updates to Ulgrotha: Darkness Falls Forever: (Generated at 2025-05-01 19:16:49)
It should say "cast ~ only during your pre combat main phase". "End your turn" should be "End the Turn" and the exile clause should be before that.
You don't need to mention the stack for the spell part ("return target spell to its owners hand" has been used). And since temporary exiling things resets the games memories, the planeswalker would just return with its starting loyalty at the end of turn.
This project is going on hold for the foreseeable future - thanks for everyone for the input and help they've given!
Hi guys, and girls. I'm looking to hopefully finish this project up after my absence since...well, a while.
So, if someones(anyone) could take a look through the set and if anything pops out, let me know.
re: Patrik
Colossal Whale, Counterbore, Curse of the Swine, Denying Wind, Delay, Dissipate, Ertai's Meddling, Extract, Faerie Trickery, GHOSTLY FLICKER, Grimoire Thief, Grip of Amnesia, Icy Prison, Jace, the Mind Sculptor, Knacksaw Clique, Liquify, Mindbreak Trap, Nehphilia Smuggler, Parallax Tide, Phyrexian Ingester, Planeswalker's Mischief, Quash, Spelljack, Stolen Goods, Supreme Inquisitor, Syncopate, Voidwalk.
I think Wizard is trying to put Planeswalker hate in black only. And second, Exile isnt really that blue.
Modified the ability to exile any planeswalker (instead of one with 5 or less loyalty) and change the return ability to EOT like Sakashima.
Just how much extra value you can get on a land is difficult to guage. Mostly, because there's only one cost ever for lands, and Wizards, and designers have often tried to stretch that cost to fit their designs. That said, for non-etb tapped lands, I generally look to Cathedral of War as a guideline. It pretty much tells me that, if I'm okay tapping the land for colorless, that a good land can end up with the same ability that a good 1/1 creature can get (Akrasan Squire).
That being said, assuming this land tapped for colorless for a second, we'd have to be cool with this creature for that ability to be useable:


,
: Tap target untapped creature. It gets +2/+1 until end of turn. Target creature gets -1/-1 until end of turn.
Creature - Human Shaman
1/1
That's a strong ability... but I don't know if it's over the top. Kind of hard to figure out, really. I'd guess that Prodigal Pyromancer would cost
if it activated for 
as well. Requiring an extra creature... maybe. Maybe that's balanced. But I got to agree with Vitenka's original assessment. Balanced or not, it's a mess. It certainly doesn't scream 'Mythic' to me. There are way too many knobs.
If the activation cost a little more, (about
) and the card gave a straight up bonus of -1/-1 and +1/+1 with no hoops, then I could see this as a land that adds colorless. That would probably be a fair 1-cost creature. I still don't think that land would be Mythic, though. It lacks shininess. It'd make a fine rare, however.
This is Legendary, so it's not strictly better. Wizards have done this themselves - see the Eiganjo Castle cycle.
Mind you, this certainly is exceedingly good. A land that turns any of your creatures into a... Grandmother Sengir, it turns out... is very strong indeed, if only because lands are so hard to remove.
I think if Wizards were printing this, they certainly wouldn't give it the type Swamp. I actually wish they'd use basic land types a bit more on nonbasic lands, but this might be a step too far.
Any land with a basic land type is scary as heck, because lots of stuff can be used to search for it.
Any land that is strictly better than a basic land, is too good.
This is both. Now let's read the abiliy. Which is... confusing? Is it meant to be two abilities? Anyway this lets you, um, kill a utility creature and pump a blocker every turn? That's a kinda good ability. If it was on a land with no other abilities.. if it had some significant downside maybe? A land that's also usable for mana? Heck no.
spellingerror
removed human type, so now it is just Knight and Townsfolk tokens.
Its land, or artifact with converted mana cost 4 or greater. Not Land with converted mana cost 4 or greater or an artifact with ...but irrelevant discussion to the card itself.
I'll take some suggestions on how to modify the card to see it fit its flavor better - needs to stay a Lord for sure.
But lands don't have a converted mana cost, so you could (almost) never sacrifice them to pay for that ability.
Alex's point about flavor wasn't that the flavor of this having or granting trample isn't strong. It's that designing from flavor and then justifying an out-of-color design by flavor is a mistake-ridden path. Just look at Hornet Sting and read about how Maro feels about that card to know what we're talking about.
Hmmm,
Catapul-Arm Giant - 5RR
Creature - Giant
Reach
Sacrifice a land or artifact with converted mana cost 4 or greater, T: ~ deals damage equal to its power to each creature target player controls.
6/5
The artwork could do it; make the large pointed object be a bridge flung by capapult. But that kind of visual humour also makes the card red :)
But Magic the Gathering horses rarely trample over dudes. Trampling horses might seem like a reasonable choice in Dungeons and Dragons, say, but in Magic, they aren't big enough. Trampling creatures in Magic are normally triple the size of a normal human.
I'm not saying this guy can't trample... I'm just asking why can this guy when others can't? And why does he inspire other horses to do what they aren't naturally inclined to do?
To associate this from purely flavor - Knights are often on horseback, well armored and armed(+1/+1) and ride over(trample) the enemy before them, they often use longer weapons(first strike). I think a good piece of artwork could sell this card as what I'm intending it to be - but an hour of searching google has landed not much, but take this guy:
http://s.cghub.com/files/Image/403001-404000/403134/597_max.jpg
and give him a lance/spear and this background: http://digital-art-gallery.com/oid/115/640x412_19868_Battle_2d_fantasy_medieval_knight_rider_picture_image_digital_art.jpg
Agreed, to justify good flavor. I don't know if this is good flavor, though. This guy pretty much tells your knights that they can now trample. Why? Is he more reckless than most knights? That would make this guy red... which would end up fitting the color pie again.
You could sell me, if the flavor text dripped with the answer. But, to be honest, I'm having a hard time justifying it in my head. Maybe this guy respects the mission above all esle, and the mission is ignoring the riff raff on the battlefield to tag the Baron, or something of that nature? I could buy that. I think I'd personally just construct a different mechanic based around that idea, though...
I agree that white isn't normally the color of trample, but based on Modern legal cards - Mirror-Sigil Sergeant, is a rhino solider. There is also Bringer of the White Dawn.
And then a bunch of white/green stuff that doesn't count. But it is OK for cards to break out of the color pie on occasion to justify good flavor.
"Protection from spells" would be very confusing and best avoided. Negative Auras are another big category of spells that matter here.
The flavour argument isn't very strong here. You can justify all sorts of colour pie breakages with flavour, but the colour pie needs to keep a mechanical component too. I think trample should change to something else.
Protection from spells would save this from Ulamog, the Infinite Gyre's cast trigger...
Class and Race both matter for this set (knight does at least,) I think I might have referenced Human once or twice, I just can't remember.
Noted and reduced.