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See Greatfang Hermit. See Climate Shift
See Volcanic Shot. Taken points from Meandering Towershell.
See Climate Shift
I was just tinkering around with the idea of only having access to things at certain times. I'm really not sure why I put the 7 card restriction on this creature.
Yeah; but you have a chance get to cast them. The 7 card limit does make it... special. But you'd really use this for something like:
Cast Wheel of fortune, tap Stash Warden to save my hand. Draw seven cards. Have, effectively, 14 cards.
But that 7 card limit is very very high on this cycle. 4 would seem more attainable.
"Oh, so you are trying to cause me to discard cards from hand with seven cards. Well, guess what? I'm just gonna exile my whole hand instead! Mwahahahhahaaa!" o_O
Yeah, I think that's the primary benefit, like Ignorant Bliss or Bottled Cloister. It's very nice with Damia, Sage of Stone. Except for the aforementioned risk of entrusting lots of cards to a little 1/2. (Also it's a pity you can't play lands exiled with this.)
I guess you use it to protect yourself against discard effects?
Isn't this more like Ignorant Bliss, isn't it?
It does seem like it should grant some card advantage.
I like it. But it's quite... high-risk? The risk of cards like Bottled Cloister and Skyship Weatherlight was that the opponent would kill your artifact, and then all your tucked cards are gone forever. This has the same issue except it's much easier to kill because it's a little creature.
There's something nifty here. But I don't think a vulnerable 1/2 is what I'd want to entrust my hand of 7 cards to.
That doesn't seem like an ability that is likely to actually matter very often. So why the limit to only when you have 7? Just to be a cycle?
See Stash Warden.
See Faerie Discloaker.
See Stash Warden.
See Pemmy Parish Cutpurse.
Couldn't you use a modified version of the Cairn Wanderer template?
~ has too many words. Each line of ~ is just nigglingly slightly too long. ~ will get eyestrain soon.
Which is a shame, it feels like a fairly simple and natural... oooh.
See Sacred Frenzy.
See Flameslinger Missionary.
See Rage of Taalmi.
Noted.
The set this was envisioned for doesn't feel like it has any iconic tropes that can be made into top-down mechanics. I'll have to work on some themes from a bottom-up perspective, and then let the world fit the ideas.
The way to do it, probably, would be to have the set give further bonuses to low toughness. Stuff that can regenerate only low-toughness creatures, etc.
A mechanic worse than Frenzy is going to be a bit of a hard sell.