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And also has the advantage of making it compatible outside of set.
Still; I personally like the idea of moving vanilla keywords like flying to the supertype. Sometimes you gotta try stuff out to see if it can work.
The whole concept of aerial is weird.
Similar to aquatic that I've seen on Vanseeli Guard the supertype is unfortunately not backwards compatible and going forward sets you up with the tribal problem: Do you want to add the (super-/card) type to all new appropriate cards in the future?
I've explored why this is a problem with a small subset of aquatic (sea monsters) on Commune with the Depths and undead on Commune with the Dead. A batch word over a supertype may solve issues with backward and forward compatibility, but it can be hard to pick the correct characteristics anyway.
A weird issue with aerial that aquatic doesn't even have is that we already have a way to check whether a creature is usually "aerial" and that's the keyword flying.
I think an ability word for a spell ability on a permanent that still needs reminder text and looks entirely at a supertype specifically introduced just in this set is... a lot of design capital put into a mechanic that is just "this card wants to be played with other cards that are %%%". You could easily choose something like flying for %%% instead and save a lot of complexity.
I already made this mechanic. This is recycled trash
See Glitterwing Admonisher.
Eh; intent seems pretty clear. Kill an attacking enemy creature, draw a card if it was a legend; red-loot if not.
Is that a sensible effect for a 2-cost artifact? Maybe?
That's two different triggered abilities.
The second contains an "instead" but doesn't make clear what to replace. The death event? Any part of the top ability? Which one? Mana payment? Rumaging? Discard?
Wouldn't it be so much easier to add "nonlegendary" to the top ability and make an entirely separate ability for legendaries if you already insist on two triggered abilities?
That feels like it's moved too far into the "Why even bother" territory for a mechanic.
I think I'd like to see a creature with "It costs (some) less to enchant ~" though.
I could make this just auras. I think that's a little harder to abuse.
Huh. Interesting idea. "Equip
" unfortunately does exist and seems like a bit too easy a combo, though.
See Searing Sunlight. Does not work with linked card, but mechanic concept for Big Mana world where you aura and equip up for mana.
Well yes; but it's not got that link right now. Right now you can happily use this to kill a creature and randomly disenchant something else completely unrelated.
I get the intended link; but maybe it needs to be more explicit?
I yhink debuffing a creature so that it can be killed by damage is a sensical link. Token is vaguely in the same concept (in the scenario where you're targeting an attacking creature and need the extra damage the token could assign as a blocker), but artifact or enchantment destruction is I think tied closer. I could make the intention clearer by narrowing versatility by limiting to aura or equipment destruction. Am I wrong that there isn't a way to word the card so that the effects go off without timing issues though? This I genuinely do not know the answer to. I mean, with a nerf to only auras and equipment nerf the card woulg probably still be limited playable. Vitenka's suggestion would be the simplest implementation and closer to what I originally envisioned.
Or more explicitly link them - make it that you destroy all of the artifacts/enchantments attached to the target.
My point is that these two effects while they can work together are not the best choice for a kicker-variant since often you might want either and none is a clear extension of the other and the timing issues just compound that effect.
So I actually suggest a functionally different card. If it has to be a kicker-like effect, then something like life gain or token creation in the secondary slot seems better.
Yeah, a rewrite could probably happed. I just didn't know what the text should like, so I guessed and guessed incorrectly.
Isn't that the space that ended up being "exert"?
Is "Kicker - Tap an untapped creature you control" a mechanic worth receiving its own keyword (considering you use it on multiple cards)?
I'm reminded of conspire and my own "Feats". If you want the damage to be dealt after the Disenchant, why not just write it second? That's easier to process.
Certainly has its purpose in removing a pesky Equipment that increases toughness past the 4 damage range. It's really weird to have to wait for a valid target before you can get rid of an annoying artifact.
The design has issues, and I don't think it's the best use of the kicker-like mechanic. I'd rather have this as a "Choose one" or "Choose one or both" modal spell - maybe entwine-like.
I was on my phone (I find mobile devices generally inconvenient for most websites) and didn't look up ransom's reminder text. At the time, the concept seemed fine, but looking at the card, ransom just doesn't feel black (when targetting creatures on the battlefield) mechanically.
Ransom?
It's weird that this gains deathtouch and reach once it gets power. It's not like deathtouch would have mattered beforehand.
Epoch is realized mechanically better on this card, but the choice of abilities to combine it with is subpar.
Unconditional deathtouch and reach would reduce the complexity of this specific card with little to no loss in depth.