Gentlemen Magicians: Recent Activity
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Recent updates to Gentlemen Magicians: (Generated at 2025-05-01 01:01:10)
I'm terribly amused by the flavour, but it's clearly wrong to have "Instant - Arcane" on just one card and even a 0-mana instant doesn't interact with anything else in the set. I will bring myself to remove it.
cf. "Barry's Land". Idea is that you can search for it, and it ups domain count if it's in play, but it's not required for coalition victory if it's not in play. But rules are not that clean (and not appropriate for this set).
What now occurs to me is it's will destroy your opponent if they have coalition victory but you have cave, and I can't decide if that's good or bad...
Switched default display to display images, but not fixed cards that are out of sync. Will do re-import at some point.
Okay, so now not only do they have to deal 20 damage with 3 billion mana, but they also have to find a way to sacrifice a land using what little mana is left over afterward?
Yeah. It's a joke on "battle of wits" but it should perhaps be demoted to the silver-bordered set rather than trying to squeeze it in here. Then I could also take off the "draw 5" ability which I put on to make it ever playable...
"Draw 200 cards" is just too much blunt force for the people you're hoping would be interested in that part of the card. The only combos are extremely obvious, and the results are predictable.
(I would still use it as Tunnel Vision #3, though.)
One small text issue - should be named not called. Only issue I can find with it though - Awesome Card though.
Yeah. I was looking for a conditional haste property, and this just jumped out at me as quirky. I wasn't sure when it would fire most, if you hurt yourself, or if you'd just been hit by the opponent, but I hoped it would always be funny when it did :)
aka "Why More People Should Play Fetchlands in Mono-Red"
:) Thank you :)
I was very liberal with coloured artefacts on whim as several just felt natural like that (they could have had coloured activations, but the dual mana cost feels like it fulfils the "not better than colours" mission of artefacts) and it's a mechanic which can add something cool to the set without a lot of mechanical baggage. (The same for scry, wither, etc, even though I suppose there normally wouldn't be so many mechanics repeated a little bit at once.)
Thank you :)
Ah, cool, thank you! (I've not followed exactly what the recent changes are, except that several were cool :))
Ah, yeah. It was written to work with loyalty equipment [originally fragile was "may deal the damage to this equipment instead of equipped creature"], except now there isn't any so it should definitely be changed, except I'm not sure to exactly what.
Hmm, is this meant to make all my equipment indestructible? Because I think that's what it currently does, as long as they don't care about charge counters.
By the way, I specifically designed the mechanics support so that you could use it for "macros" and non-keyworded mechanics like Fragile here. You do it by putting the whole string "If a player controls deals damage to equipped creature, they may destroy this instead." in the name of the macro, and no reminder text, and then you can paste it into multiple cards by just including
[Fragile]
instead. Of course, you don't have to use it, particularly while its presence will force a currently hardcoded "Mechanics" details-page to the front of your informative details pages.