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temporary storage by Sorrow
1005 cards in Multiverse
252 with no rarity, 253 commons, 223 uncommons,
201 rares, 69 mythics, 7 tokens
2 token red, 3 token blue, 11 colourless, 1 token hybrid bluered, 1 token artifact, 164 white, 149 blue,
156 black, 170 red, 162 green, 100 multicolour, 9 hybrid, 55 artifact, 22 land
1218 comments total
bleh
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The set creator would like to draw your attention to these comments:
On Preservationist Chimist (reply):
on 18 Feb 2022
by
Sorrow:
I did not consider there being a lack of of Starfall counters when this drops. That was a definite oversight on my part. What do you think about this alternative Whenever you cast an enchantment begin Starfall (If there are no Starfall counters, create five Starfall counters. Otherwise, add a Starfall counter. One Starfall counter is removed each upkeep. When the last Starfall counter is removed, destroy two of each permanent type at random). |
On Countdown Celebrant (reply):
on 17 Feb 2022
by
Sorrow:
See Apocalypse Lightning. So I know Starfall is an event, but the threat/promise of Starfall should feel cataclysmic, but also something that could be a crazy boon or danger to each color and each player. Not a huge fan of this for the event. I'd like to hear what others would feel. I'm looking for end-times feelings. Other ideas included each player discarding three cards and drawing three cards while also exiling three nonland permanents. |
On Creature mechanic design (reply): |
Recently active cards: (all recent activity)
Put a +1/+1 counter on target creature you control. If Wildcat Run consumed, it gains indestructible and trample until end of turn. Then, it fights another target creature.
Put a +1/+1 counter on target creature you control. If Right of the Powerful consumed, put a vigilance counter on that creature and gain 2 life.

Double target creature's power and toughness until end of turn. If you control a Hydra, scry 1.
Tornipuch- allied instant and sorcery side

Counter target noncreature spell. If you control a Sphinx, scry 1.

Deal 3 damage to target creature or planeswalker. If you control a Dragon, scry 1
See Right of the Powerful.
See Sphinx's Hidden Meaning.
See Draconic Stormpower.
See Demon's Death Mark.
See Demon's Death Mark.
See Coveted Knowledge.
Honestly, the goal is just to have another creature on the field. I didn't have a goal for the player beyond making the decision to have a creature return in a way that felt balanced and fair as a mechanic. Pushing sacrifice-powered cards in black would complement Gravecrawler.
I wanted players to be able to use Gravecrawler on any turn and I wanted it to be repeatable. Entering tapped and a life cost felt appropriate. That's mana and life loss to be open. Limiting use each turn is to avoid scenarios that could go infinite with the mechanic. I felt being doable once potentially each turn really gave off the feeling of those who've mastered the magics and skills of overcoming death.
This card was made as part of the cycle to see what a common card with the mechanic looks like. I decided that Gravecrawler is innately higher power at common as the other mechanics all require some interaction to do anything. Black's common thus became a bear.
Idea: Since it would enter tapped anyway, having it enter exile instead and properly cast it on your next upkeep or next first main phase - suspend/rebound style.
Depends on what your goal with gravecrawler is.
II have updated Gravecrawler. Gravecrawler is not intended to be limited to a single creature card. This update allows now attempts to remember if a card with the name was cast from the graveyard. I do not know if that clause works and if its something allowed in paper Magic.
That's a valid point. "The first time you would draw a card outside of your draw step each turn" seems the most simple.