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

107 comments total

Eluim pt. III, the main focus is about Eluim's invasion of Coaxkika

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Mechanics | Skeleton | Names

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 C 
Creature – Goblin Rogue
Whenever you discard a card gets +2/+0 until end of turn.
When you've got nothing left to lose, you've everything to gain.
1/1
4 comments
last 2018-12-27 13:35:24 by Sorrow
 R 
Creature – Centaur Lord
Discard an artifact: untap target land.
Some saw the wonder of Coaxkika's flourishing states and wept for their own.
6/5
2 comments
last 2018-03-10 19:23:00 by Sorrow
 U 
Creature – Vampire
Sunhollow Goddrinker can only be blocked by two or more creatures.
Sunhollow Goddrinker enters the battlefield with X +1/+1 counters where X is the number of loyalty counters on all planeswalkers.
2/2
 R 
Sorcery
Destroy target permanent.

Put a land from your graveyard onto the battlefield.
 C 
Enchantment – Aura
Enchanted creature

Whenever the enchanted creature dies its controller returns up to X creatures from their graveyard to their hand, where X is the creature's power.

Recent comments: (all recent activity)
On Luckless Goblin:

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.

On Luckless Goblin:

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.

On Earl of Flowers:

It was just me filling a green rare slot.

On Earl of Flowers:

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.

On Impenetrable Tower:

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.

On Impenetrable Tower:

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.

On Impenetrable Tower:

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.

On Impenetrable Tower:

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.

On Impenetrable Tower:

In addition to your suggestion I changed to it lasting until your next upkeep.

On Impenetrable Tower:

You might want the activation to be a full Angel's Grace effect.

You could reduce the number of words in the ETB trigger by making it a separate activation, at which point it simplifies down to

Exile a card from your hand: Put a charge counter on ~.
{1}, {t}, Remove a charge counter from ~: You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

Of course, that does have the problem that it's easier to last forever - you can keep exiling each fresh new card you draw...

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