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so as not to be strictly better than Remove Soul and Essence Scatter.
This is the test for an avalanche mechanic, which rewards a player for playing multiple snow spells in a turn.
I meant this to be a 3/3 for 4 and not a 2/3 for 3.
See Cloak of Frost.
I was adding black metal to snow to expand on what could and would be snow because of the whole "grim and frostbitten" thing. I was thinking about a legendary demon being responsible for mortal's survival on the plane (there was one iconic/semi-iconic creature per color for this, but only the demon survived in the end). Being a demon though, it still has mortals killing each other and committing other evil acts. The general aesthetic of the plane would derive inspiration from Inuit culture.
That's an intriguing topic, but actually confuses the flavor even more - since it's weird to consider the Christians snow and the Norwegians anti-snow.
Not to mention the fact that these real-life connotations are leaving a bad taste being connected to recent tragic events.
Updated with SecretInfiltrator's suggestion to reduce cost to just 1.
I was thinking about having the creature gain the snow supertype when it reenters. Flavor was just solitude, but didn't really have any snow tie-ins from that concept.
Flavorwise I was going for the Norwegian church burnings by black metal musicians in the early 1990s.
Allows a chump to die for something else. The cost seems close - I could see a single converted mana cost. You are not exactly getting card adnvantage out of this even if you use it as a combat trick or undo a removal spell.
It's neat that this answers both -N/-N effects and "destroy" effects/damage.
Well, it's a playtest name, but I expected more of an Oblivion Ring than a Cloudshift/Flicker.
Without the punny name you also lose the justification of the snow type. And outside of that this is a fairly generic design.
Makes me wonder what exactly this aims to be to become "finished".
Much better mechanically.
Flavorwise I would expect this to be stompin loose an avalanche right now.
1.Removed snow supertype since it didn't make sense on the card. 2. Removed forced targeting of snow land with option for any land via morbid and replaced with "Destroy target land." 3. Added bonus for destroying a snow land.
Craterize is the Cancel of land destruction: The reference card, but defining the bottom end of the power curve. It's hard to imagine why you would want to print a "strictly" weaker version.
There's four drop land destruction at common. Demolish was just in Ixalan and M13 had Craterize. Amonkhet also had Violent Impact, although like Demolish the player could hit an artifact instead. Battle for Zendikar even had four-cost land destruction at instant speed with Volcanic Upheaval, but of course that set also had the Awaken mechanic.
Hum, I first read this as replacing the death with destroying a land. But that's on me.
"Destroy target land" at 4, with a hoop is just about fine. Unusual to see, land destruction isn't much fun as a mechanic, but sure.
But the potential of drafting a whole bunch of them? Nasty. Uncommonise it :)
Decreased cost from 5 to 4
I could not make a mechanic that evoked a sense of grimness from a top-down perspective. Morbid seemed fine a black metal mechanic however.
See Grim Gains. Currently unfinished.
Unsure of what this should cost. The closest reference I think is Destined///Lead
See Rimeomancer Adept.
I don't like the name Green Stripe. Green Band? The area is essentially the plane's equator, the only area that never experiences winter.