Ravnica Invaded: Recent Activity
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Reprints? | Set notes | Mechanics? |
Recent updates to Ravnica Invaded: (Generated at 2024-05-18 21:37:07)
Ravnica Invaded: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Reprints? | Set notes | Mechanics? |
Recent updates to Ravnica Invaded: (Generated at 2024-05-18 21:37:07)
You're right that we don't have much reference for drawback abilities recently. There are a few recent cards in this area like Demonic Taskmaster, Illusory Demon or Necrogen Scudder, but they're uncommons, so a lower power level is expected than from a rare legendary Dragon. Phyrexian mana is a bit of an odd beast and hard to evaluate, so I could be wrong here too.
And you're right, Multiverse is a little paradoxical in that it's designed for people to create whole cardsets, and yet it lends itself to commenting on individual cards without taking into account the context of the whole set. I'll look forward to seeing what these are like once you've done another pass with more of the set in place.
Hmm ok I'll go point by point. First thank you for your constant in depth review.
Currently in the cycle are a 2 6/4's 2 5/5's 2 3/7's. The Cost will likely change by adding colorless mana to the cost. I still want these to be possible plays fairly early in the game. I'm waiting a little while to make the change though until I have more of the set fleshed out an have an idea of the tempo the set will have in general.
"Back When" was a very long time ago (seven core sets ago by your most recent reference). Which leaves very little of what is done power level wise today.
As stated above this will likely be changed down the road to be able to be cast 4th turn at the earliest.
I am in the process of going through my cards here and naming them. Once more of the set is in place I'll be going through and tweaking the costs on the cards.
You could always have some elements of the cycle have the same P/T. Two 6/4s, two 5/5s and a 4/6, for example.
I still think the idea of getting a 6/4 or 5/5 for 3 mana is way, way too good. Perhaps Vonmarcus is imagining being the player casting this, but imagine being the player on the other side of the table, seeing this come down on turn 3? They might be within sane power limits if they all changed from to . Alternatively bring the total P/T down significantly; a 4/4 flyer for and 8 life is... still much, much better than Illusory Angel and Illusory Demon, but perhaps within modern creature power limits for a mythic.
Back when Wizards printed drawback creatures, an X/X with evasion for X mana and X lifeloss seems to have been the standard: Foul Imp, Necrogen Scudder, Lava Hounds, Vampiric Spirit, Eviscerator, Dread Reaper. Of course Dread Reaper looks pretty bad by modern standards when mythics can be X/X for X mana and no lifeloss, so you can go a bit better than that. But 7/3 flying for is still way, way too good. If your cycle requires it, you need to change the parameters of your cycle. It's like Lord of Tresserhorn but without any of the card disadvantage.
By the way, if you give these some ability that means they can't come down on turn 3 or 4, my objection disappears. Skaab Ruinator was huge for its cost, but the additional cost meant it was quite unlikely to come down on turn 3 unless you'd really worked for it.
Yeah, that's a fun ability. A bit of a "Hey, did you notice you can do this with evolve? Well, you can." club to the head, but sure, why not.
Now, admittedly, it costs 12 life to do this for but wow that's one heck of a combat trick.
I also suggest you give the cards at least playtest names - "Cyan Dragon" would be fine. It's just hard to talk about 'em if they don't have SOME kind of label. It's not vital or anything though. (Plenty of sets have plenty of unnamed cards)
Hee. That is a delightful ability. Effectively "Put a +1/+1 counter on each creature you control", but not the really big ones.
Personally I'd rather it wasn't on a 5/5 flash flyer for (!), but we've already had that discussion.
This is likely the final version. To tweak the cost would mean changing the cost of the whole cycle and to change the power might also teak the whole cycle. (the whole cycle has a p/t that add up to 10) While this is the most aggressive one of the bunch it's also the easiest to kill. (the provoke + the ability to lose flying will let you nearly always throw this at a creature you need off the board even if this doesn't survive.