Superhero Shenanigans: Recent Activity
Superhero Shenanigans: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Intro | Skeleton |
Recent updates to Superhero Shenanigans: (Generated at 2025-06-21 10:05:38)
Very, very tangential reference to TMNT and reversal of usual blue drawback. But random evasion is in-flavour for blue.
Yeah, that comparison seems about right: white definitely gets more than 1/1 for W, but two 1/1 sounds like one of the very top-tier commons.
Yeah, and see my card Mount Expedition for further confusion!
Thanks. I think a fair cost is still settling down, but for now I'm happy to hope this is somewhere in the middle.
Other data points: Raise the Alarm makes two 1/1s for
at instant speed - but Master's Call makes two 1/1s that are relevant to the set for 
sorcery, and Join the Ranks does it for 
instant. Ambassador Oak gives you a 3/3 and a 1/1 for 
.
Thanks, good point.
Agreed, changed. (I avoided fiddling too much with mana costs, as it seemed to invite temptation to use it as a justification to push power level, but I agree this is a very white card and 2WW is the right place. I'm actually curious how it would play, now token generation is -- just about -- printable.)
Yeah, Wizards have been slowly warming up to "loses all abilities" at common. There was Lignify as well.
Grizzly Fate is the only version Wizards have ever done of "make two 2/2s", and that had significant extra complications. This is probably okay, though I might be inclined to make it

rather than 
.
Thanks for analysis, I agree. I must have seen comment about white commons, but forgot, but I hope this is good, and I wanted a reasonably exciting french vanilla creature, so will leave it in the set for now.
Blade of the Sixth Pride is a 3/1 white common, so there is precedent.
White gets 2/2 first strike with a bonus for
; red gets 2/1 first strike for 
and 3/1 first strike for 
. So this might be printable. 3-power white commons are very unusual (this was pointed out in GDS2), but I think it wouldn't break anything, and Wizards do unusual things from time to time.
Attempt to concept a simple minor superhero/villain as french-vanilla. How is the mana cost?
Tweak on white equip bonuses.
Stretching to fill out common slots with traditional superhero sidekicks. How do you concept a journalist?
Fiddled with details. Like flavour of flying man/creature imbued with sun-ness, exploding into life, but not sure if mechanics line up: I don't really like the tap ability, but not sure if anything else would be better.
Not sure where token-production costing falls. Assuming it's more common now many tokens are printed with sets. 3W two 2/2 feels about right (sometimes more useful than a 4/4, sometimes less), but not sure.
OK, "loses all abilities" is a quagmire, but "until end of turn" it ought to be understandable: it seemed ok on snakeform. Probably "becomes 2/2" AND "loses abilities" AND flash AND a creature is too much for common, I will eventually move this.
Is 2WW enough to justify 3/2 upside? I want some mechanic to reflect the flavour, and don't want it to be only 2/2 or cost more; it could be 3/1. Originally had mana-activated repeatable damage prevention, but was too fiddly.
Has this ability been used? But I think is simple enough to understand and implement.
Want better name, although like concept. Not sure about combination of abilities. Is 2W +2/+2 too good/too bad for white?
Too much "protection from chosen colour"? I'm bored designing cards with protection from specific colours, as it requires much more knowledge of the metagame than my fictional sets have.