Designing the Core: Recent Activity
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Recent updates to Designing the Core: (Generated at 2025-04-30 16:52:28)
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Page 1 - Older activity
I've decided I like the upkeep trigger version, where it both makes the token and pings you for each token during your upkeep. That also solves the timing concerns I had.
Personally, I think this card would be playable, if it only made colorless mana, and the damage triggered on your upkeep. I would like, and play with that card, though it's possible that even that card is too powerful... at least it would be harder to prove.
not being a mana ability makes it easier to hose with pithing needle and null rod.
not sure it's suitable for core set.
dude: Oh, good point, I missed those two words.
jmg: Only if you're trying to bank mana. Perhaps this could instead say "At the beginning of your upkeep, put a colourless artifact token etc etc. ~ deals X damage to you etc etc". That makes the multiples problem a bit more painful (as well as making this effectively ETBT), which goes some way to making up for the rainbow-storage benefit. (I think it's a bit too much better than City of Brass at the moment.)
The existing ETBT rainbow lands are things like Grand Coliseum and Rupture Spire. There's never been a rainbow storage land before though.
True, but it is worth noting that multiples of this card can get rather hairy.
Alex, you only take damage for each Gold you control, not each artifact. King Macar might hurt you a bit extra, but that's it.
However note that you basically can't play in the same deck as this any artifacts that stick around. Pyrite Spellbomb is fine but Sword of Feast and Famine will hurt you a lot.
Technically even stronger than that, since you could always:
Turn one: Tap DH, take one damage, put a gold on the table.
Turn two: Sacrifice a gold, Tap DH, take one damage, put a gold on the table, sacrifice second gold.
It's only when you want to get three gold out of this land on one turn when it starts to hurt. And even then, the four damage total for 3 mana is likely to be worth it.
Either a Mana Confluence or a painful storage land. I like it a lot, but since it doesn't make mana directly it's not a mana ability, which will probably never matter I guess.
Pretty much. Cycling doesn't have to be evergreen, but it doesn't take up a lot of mindspace to understand easily. Regeneration on the other hand is not that easy for newer players, and Undying can achieve the same resonant designs while being more easily understandable. I've paid particular attention to the limited environment, while including some flashy reprints at rare and mythic for spoiler season. It's nothing groundbreaking, just a thought experiment and a bit of a design challenge for myself.
I'm guessing that it's patterned after recent core sets, having a returning mechanic (undying here; previously scry, bloodthirst, slivers). I'm guessing that cycling is being treated as evergreen rather than a second returning mechanic?