AEther War: Recent Activity
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Mechanics |
Recent updates to AEther War: (Generated at 2025-08-30 08:59:04)
AEther War: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to AEther War: (Generated at 2025-08-30 08:59:04)
i'm merely predicting the direction wotc is going with green.
Instant speed, too. How big a creature would you expect to get if this just put a token creature into play? Since this is supposed to be Mythic, I would think a 6/6 is about as far as I could imagine stretching that ability.
It's probably worth noting that Stupid Green Spell isn't that far away from Natural Order, and I do wonder if you had that card in mind when designing this one, amuseum. It's probably worth noting, though, that the Gatherer page for Natural Order is full of comments saying that that card is 'insanely broken'. At it's time, it was fair. But that was because 1). Creatures sucked and 2). It was one of only a few good green spells. Natural Order was only really fair because cards like Necropotence were that much more unfair.
So... Summon Autochthon Wurm + Giant Growth (permanently)?
Stupid is probably the word, I'm afraid.
Or change wording of the second bit to "UEOT, if that target would deal damage to you, gain that much life instead." perhaps?
[Edit] Ug. I tried figuring out a different wording for this card that was clearer... but really, this seems to be the clearest way you can state this. Mostly the card has issues because some things happen when the card resolves, and some things happen when a spell or permanent deals damage to you. The human mind keeps trying to combine those two events. Also confusing to some people, I'm sure, is when this card is used on spells or permanents which we don't know how much damage they will do, such as Explosive Revelation. I get it... but I'm sure it will mess with some player's heads who don't have a good grasp of timing.
Personally, I think the card just has a bit too much going on. It doesn't look like a lot to process, until you go to use the spell and have to re-read the card a couple times. I suggest dropping the reverse damage, and just gain life equal to a spell or permanent's converted mana cost (or maybe just gain double life, and increase the cost a smigeon?). Since I doubt you'll like that option, though, as an alternative, I suggest limiting this spell to just 'spells' or 'permanents', which would at least limit how you apply the card.
I read "You gain that much life instead" as it preventing the damage. (So it would save creatures.)
If not, I guess it's instead meant to mean "Gain that much life instead of the original amount of life"
Kind of odd in the rare times when this card will gain you less life when it reverses the damage. You know... Like if someone Zapped you for 1, and you cast this, you'd 'gain' 2 life, instead of 3.
Edit: Oh, hold it... that is supposed to be in addition to. Confusing, though I suppose it would hard for it not to be.
At first glance this looks quite a lot better than Hallow and Awe Strike put together. But this won't actually save your creatures, either from burn or from combat, so it's not as excessively good as it looks.
Reverse Damage but better in three ways (split second, casting cost, ability to gain something from non-damaging spells)? Ouch.