Steamboom Advances
Steamboom Advances by Sorrow
145 cards in Multiverse
60 commons, 40 uncommons, 35 rares, 10 mythics
21 white, 21 blue, 21 black, 21 red,
21 green, 10 multicolour, 29 artifact, 1 land
109 comments total
Eluim pt. III, the main focus is about Eluim's invasion of Coaxkika
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: Untap target non-basic land and each land that shares a name with it.
2/3
Shakedown (Whenever this creature becomes blocked by a creature, draw a card.)
When Noble Ransomee dies creatures you control gain Shakedown until end of turn.
When Noble Ransomee dies creatures you control gain Shakedown until end of turn.
4/4
Whenever the equipped creature attacks you may exile target nonland permanent. Until end of turn the equipped creature gains protection from the colors of the exiled permanent.
Equip
Equip
Haste
When 4th Division Trainee enters the battlefield it gains +2/+0 until end of turn if you control an artifact.
When 4th Division Trainee enters the battlefield it gains +2/+0 until end of turn if you control an artifact.
2/1
Discard an artifact: untap target land.
Some saw the wonder of Coaxkika's flourishing states and wept for their own.
6/5
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I think this card should be improved in one of two ways.
1. Increase p/t to 4/5 2. Increase p/t to 3/4 but make it "each land you control that..."
Shakedown could use the usual order of triggered abilities, with condition first, then effect, right?
This was designed four years before Amonkhet was released. That being said. Idk if a 1/1 counter is what I want in red. Maybe +2/0 instead.
Amonkhet block gave us a crapton cards with the "Whenever you cycle or discard a card" trigger. They appeared in the grixis colors: Hekma Sentinels, Horror of the Broken Lands, Flameblade Adept, etc. Development wise, having those buffs be permanent on a 1-drop seems dangerous to me.
It was just me filling a green rare slot.
This is some pretty weird flavor. I think I get some artifact hate idea here, but this actually wants you to play a bunch of artifacts.
It's a combo piece yet it's tied to a fattie body. I don't really see it doing anything in this environment either after looking through the cards of the set. Why would you want to ramp if you can cast this? You have to be looking for some insane combos for this card to make sense. Maybe I'm missing something?
For those reasons, I could see this being a common here.
Redid to make the ability static and now cost a permanent at the beginning of your upkeep if you have 0 or less life or have 0 cards in your library. I was originally going to use discard instead of exile permanent, but that's kind awful if you 0 cards in your library. I debated making it so that the permanent sacrificed was non-token, but then it's not like the opponent can't remove whatever token gen has out.
I also wanted this to be "You can't lose. (If an opponent would win the game due to a card ability the game ends in draw)" but that was wordy and sounds like a massive rules hassle.
Oops, you're right. "Until the beginning of your next turn's draw step" would do, but that's a pretty nasty turn of phrase.
But you're also right that a static ability plus an upkeep trigger to remove a counter or sacrifice would work pretty well. It doesn't have to be spelled out to be Vanishing.
No it wouldn't; then the problem of the window having elapsed would be pushed back from the beginning of the upkeep to the beginning of the draw step, but it's still there. If you activate it during the upkeep in that case, the effect goes away almost immediately.
The best fix I can imagine here is to make the "can't lose" a static ability and give it Vanishing 1, but then you'd be using Vanishing.
That... comes very close to letting it protect you permanently, but there's still a tiny window during your upkeep when the old protection has expired and the new one can't have started yet. So without keeping your life above 0, it still doesn't really do anything. If you made it say "until the beginning of your next draw step" that'd work.