cube take 2: Recent Activity
cube take 2: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to cube take 2: (Generated at 2024-05-19 01:35:43)
cube take 2: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to cube take 2: (Generated at 2024-05-19 01:35:43)
i'm going to edit the feral ability a bit to make these synergize. thank you :)
I've seen a lot of people use mechanics like unity, where it cares about all your things doing something. Battalion and battle cry both started by caring about all your creatures attacking.
Why this is problematic: instead of encouraging you to do something, it discourages you to do another thing. For example, if the effect was "Enchanted creature gets +3/+3 for each tapped creature you control.", it would make me try having many creatures good at attacking, or at least surviving combat through evasion, or even having activated abilities or using Springleaf Drum or whatever. That's cool.
But as it is now, it just makes me feel bad if I try to play a Wall, if a non-haste creature finds its way onto my side of the battlefield for some reason, or might even tell me to send my creature to death just so that another one can grow. This case is particularly bad because this encourages you to play a creature (so that it get its aid counter) before the enchanted creature potentially dies in combat, but that most of the time turns off the last ability.
You should find another way to reward tapped creatures (unlimited scaling or just a threshold like battalion or metalcraft, or what you think fits better) and not just punish untapped creatures, and it will play much better.
I think this is a very clear example of why forcing yourself to combine two mechanics is not always a good idea.
Ever seemed like a mechanic that wanted to scale. I don't see why you don't do so here.
In this particular case, I'm pretty sure that just making the creature itself have chilltouch mantains 90% of the gameplay while saving 26 words and the tediousness of having a counter on top.
I see a lot of tri-colored cards, but also these hyper-efficient two-drops that cost CC, and I'm a bit puzzled.
Considering you have other ways of putting counters (aid), it will be hard to remember which creatures have lost their abilities.
This ability is very strange in that its printed power and toughness is never the correct one in combat. Try just making it a 6/2, for example, that gets -4/+4 when it blocks. (While this makes it easier to kill regularly, it also stops it from killing itself accidentally.)
This is a little backwards for me. I think putting "meaningless" counters on this should be cheap, but using the ability should be the important part. Putting counters on this with any card makes it insanely good. Not to mention repetitive controlled countering is not only unfun but also very very powerful.
I'm thinking of something like for the mana cost, for the spell counter, and for the Miscalculation.
This card is cool but even with the craziest of counter-putting mechanics, it could cost or even less. The only thing that I think could break it is having lots of huge cards with graft, for example.
Don't do costs like that, they look very ugly, they are potentially confusing, and they add almost no value because this creature already requires you to have all three colors.
Unearth is pretty cool.
More than non-synergy, the abilities feel like they really want to be used together, and then you realize they don't, which makes it feel a lot worse. If you can make them work together, I strongly encourage you to do so. It's like having Beck // Call without fuse.
For example, soulfire could let you cast the creature for free, and feral can be an additional cost.
I'm not sure if this card is meant to be splashy, but restricting yourself to having to do mix-and-match cards in general can lead you to wordy and unfocused designs, so be careful with that.
jeez, i keep missing that! thank you :)