Rampage of Flames: Recent Activity
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Skeleton |
Recent updates to Rampage of Flames: (Generated at 2025-05-02 15:14:10)
Rampage of Flames: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Rampage of Flames: (Generated at 2025-05-02 15:14:10)
I didn't want to use +1/-1 counters because it could be like Fallen Empires weird counters like +2/+0 counters, but I was just thinking of it having an effect like Guise of Fire except working only when the pyromancer was on the battlefield (enemies are normally unfazed by fire, mage makes it affect them) and having multiples of them intensifies the fire, enraging and damaging them more.
Heh, it's Bomb Squad :) But more interesting. It seems from Set Ablaze that you're intending all blaze counters to count as +1/-1 counters, along with the "5-or-more = destroy" rule. What would you imagine would happen to a 4/4 with a blaze counter on it if this Insane Pyromancer died? Presumably you don't want to remove the blaze counter since you might draw another Insane Pyromancer later. So perhaps the counters could be just +1/-1 counters?
The problem is that at the moment if I have two Insane Pyromancer out, then all creatures with blaze counters get +2/-2. Add a copy of Set Ablaze and they get +3/-3. Is that how you want it to work?
Would it be okay to put them all in Cards With No Home anyway? Unless this is actually intended to be a full 165- or 249-card cardset, with a balanced number of rares/uncommons/commons in each colour, it's not really a cardset, and cards are better placed in the communal set.
Uncommon now.
See Stoke the Fires.
See Insane Pyromancer.
I'm meaning to add more cards into it, cards that I have in my MSE editor, but they have stupid names related to other people. I've been trying to modify them to seem fair for this format.
What's the aim of this cardset, by the way? If this is just a place to put some individual card designs that occur to you, can we move them into Cards With No Home? I'd rather Multiverse doesn't get filled up with one set for each user with only a handful of cards in each one. They have better visibility in the main Cards With No Home set.
Added versatility.
Now has more drawbacks.
Made him a bit less expensive, changed pinging to +1/+1 counters.
I'd say lose the pinging for damage, since that's not in white's colour pie anyway, and take the mana cost down to about

or 
. It's hard to mill a bunch of Humans in the first few turns anyway.
Yow. It's a Clockwork Beast that doesn't wind down if it blocks or hits a player.
The list of Planeswalker subtypes is entirely seperate from that of creature subtypes. Therefore, adding a new Planeswalker subtype to this to prevent the planeswalker uniqueness rule from coming into effect is not necessary. If this imprints a Goblin, another Goblin coming out will have no effect on it, because the planeswalker uniqueness rule doesn't care about Goblins. This is the same reason Gideon Jura can become a creature and suffer no ill effects from other Humans or Soldiers.
The problem with this card is that turning a permanent into a planeswalker has no inherent benefits. It makes that permanent vulnerable to attack and damage, and, in this case, immediately sends it to the graveyard as a state-based action, since it has no loyalty counters. Flavorfully, it's a fun and intriguing idea. It just doesn't play out well mechanically.
Added redundancy.
Most likely just so that if the opponent wants a card from their graveyard they know to get it before your turn ends. Only reason for "swordfish" subtype is because it's a placeholder. I couldn't think of a way to give a creature a planeswalker subtype so that when something like another Goblin comes into play the legend rule doesn't come into effect. And since no creature/planeswalker has the subtype Swordfish...
My apologies. I was indeed mislead by the merfolk lobster, as well as by Prototype Empowerer and the edits you made to Shielded Citizen. They seemed like joke cards to me, and if they're truly serious attempts I'm sorry to have offended you.
In my original question I intended to ask why the last ability triggers at end of turn, rather than just allowing you to exile the cards immediately. Is there a reason for the wait?
I... was not aware of this at the time. Why do you find this a set full of joke cards? Was it that one merfolk lobster card I deleted a second ago?
When I first commented on this, the other cards in the set were not joke cards, or at least seemed to be less so. Was I just oblivious, or did you change them for some reason?
Lands can regenerate, obviously. Cards like Pillage are aware of this, and Reknit makes it possible.