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See Deepwood Stag.
See Browningwood Ascetic.
Test for Test for Overload or big mana world. I think Overload would be a bandage to the problem, since I want the main mechanics to fouc on increasing mana available. Overload would just add an additional mechanic to set. Plus, I think Overload has limited design space. I think increased mana-based activated abilities would be the route to go. Overload's test was inspired by a failure to conceive a mechanic that boosted a card's effect if the player had excess mana available.
See Titans Oncoming.
See World Titan's Wrath.
What's an oath?
See Street Chaplain.
See Poma Reefman.
I'm definitely not oppose to making different triggers to soar, should I ever move forward with this idea.
Yeah, the drawback of not having flying show up at all makes for weird flavor outside of the plane.
Un
It's a very good word for the ability. I'd split the activation out, mind you - so while this creature maybe cares about instant/sorcery, others might not.
Bizarrely; this can't block flying creatures. That might be appropriate for some soaring creatures, but feels weird on this one - which explicitly says it can dive back down.
What if there was a plane of just air, with no land or resting liquid water? All creatures would have to have flying. Giving every creature in the set flying is pointless in the set and breaks the color pie for other sets. So, how do I capture the concept of flight in a world where everything has some form of aerial mobility? Maybe a special flight? Soaring (above flyers) seemed right. This is my first attempt at trying to capture the concept that I'm going for. To be fair, I have no idea why I thought instants and sorceries would be a good choice to start to activate soar.
*fewer
Well; gibber. That's gonna draw a heck of a lot of cards. In a really weird unintuitive way. But it's expensive enough, so sure.
See Mastery of the Wilds.
Oh yeah, there's no time to tap for mana during the combat damage step, so this does nothing as written. It should really just be "number of untapped lands you control"
This seems really strong, but also changes constantly...
I think new player's would be disappointed to find out this doesn't count the 7 mana, but it's a mythic so it's unlikely they'll have to worry about it.
Also I would add a doesn't empty clause, because (I just learned this recently, call me a noob if u like) it would change whenever any new step begins, which means it's only useful during that step, if u tap your lands when it starts.
Also building it up would be bonkers, but this is 7 mana mythic enchantment.
Oh, I didn't even realize it was an enchantment. I thought it was a sorcery. Turning everything into an Omnath is quite good then
Mmm, the other card similar to this made it clearer (and able to ramp up) by also adding "unused mana doesn't drain away".
Though given as soon as you untap, all your creatures have +7/+7 maybe this IS strong enough to be in the category of "Does nothing the turn you cast it, but you win if you get another turn"?
I think people will understand that once you spend mana, you don't have it any more. I think the problem is more like, it's a surprise that a seven mana enchantment doesn't do anything the turn you cast it, so people will think it must do something, and that many players aren't used to keeping mana around in their pool they're used to generating it as they spend it (many similar powerful effects have a "doesn't empty" clause). And is the idea that you can put mana in your pool to pump creatures and then spend it? But usually you can't, unless you want to spend the mana during combat.
(And should it be "have"? I can never remember, but that might affect how people read it.)
It's a simplification that just ends up making things unclear, imo.