BOO Draft #1: Recent Activity
BOO Draft #1: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to BOO Draft #1: (Generated at 2024-04-29 02:35:03)
BOO Draft #1: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to BOO Draft #1: (Generated at 2024-04-29 02:35:03)
Oh, yes, I see the synergy. I just think that the first ability is so good on its own that I'd rather be looking for token makers or blinkers and see if I can just build around that. At that point, I'd feel the second ability wasn't helping me.
That said, the second ability is very powerful as well, so you might just not care about milling and think of the first ability as doing nothing except fueling the second one. Which is okay.
you're right, maybe i should make it deal damage when it untaps or something stupid
card's basically just a joke card. how can you make a lesser ornithopter (in the sense of lesser gargadon) when its CMC is ?
well, i guess it has to cost negative mana. this would be a terribly narrow ability in a real set, but for one card it's amusing enough
eh i think it's pretty clear that ability 1 makes ability 2 better.
the second ability is a nod to kamahl, pit fighter which was a much-loved card by some members of our playgroup when we started out back in 2001. agree that it makes the card weird, but that's fine. this isn't a real set.
honestly i just shoved a bunch of abilities together because i wanted the card on the site (i don't like leaving blank cards with just a name or w/e)
agree that it makes no sense though, i'll make those fixes for now.
agree with you, but the audience is a group of 5 people (6 including myself) who all have a lot of experience with the game and will appreciate the decision points it generates. i probably wouldn't put this in a regular base/expansion.
happy enough with the restrictive mana cost for now, as i see what cards my fellow drafters are coming up with i might adjust further. depends on whether or not i'm seeing answers
agree with you assuming that a regular set is what is being aimed for, but that's not the case here. we're only going to be playing with these cards once most likely, and it's just a bunch of friends making stupid bombs. there will likely be quite a few "i win" cards, as well as quite a few "answer anything" cards.
Yeah, Sorin's Vengeance is not my favorite card. :P
Not as ridiculous as you think. Yes, Gemstone Mine is very playable and this is better, but the decks that don't want one don't want the other that much. And decks that use one with use the other for maybe not a lot of additional gain.
Negative mana costs sounds cool, but it's not clear, and so it needs reminder text. At which point it stops being that cool, and you probably just want Burning-Tree Emissary's template on a -cost creature.
Be careful with cards fighting against themselves. Does this want to mill them to death or take away their life? It's not clear. Whichever you choose, maximize that and take some of the focus of the other.
The first ability is interesting. It leads you to have many Forests in a deck that presumably needs red, too. It makes you sacrifice one of them even, leading you to want even more, because the payoff seems worth it.
But then there's the second ability that's so good you might just stop caring about trying to play the first well.
That said, there's a number of cards in current Magic that kind of do that for me. Sorin's Vengeance is the card that leaps to my mind. I don't disagree with Shiny_Umbreon... and I think most design/developers that make Magic agree with Shiny, too. But the occasional 'oops, I win' card seems to slip out anyway. I guess that's good, or bad, depending on your perspective.
Trying to be too clever? What's wrong with the life-gain being inside the mana ability? What's wrong with the life caring about it untapping in any way? And why forestwalk and 2-power if you're clearly not rewarding attacking?
This card is obviously pushed, but that's something you can balance yourself.
On the other hand, this seems pretty straightforward in what it should do, yet varies a lot if your opponent has one creature as opposed to two. Many cards like Soul Manipulation have "Choose one or both" because players see it as Negate+Disentomb, and having to wait on both modes can be very feel-bad. Suffocating Blast is a very good example of why they don't make too manby cards like that now.
Unless you're playing with more than 20 life, I'm not sure about these kind of cards. Yes, Magic is Magic, and it will not always be the back and forth that many games are, but when a single card does way too much, even if only in a certain situation, they become less "Whoa! Giant Frenzy"-exciting and more of a "Oops. Pay six and I win." Beware when a card doesn't even let the winner have fun.
Be careful, though. Power level isn't a group of things that you push all up or all down. Board wipes are always good, card advantage is always good, six-drops can be playable, "bad for you but not for me" can make it really hard to come back, etc.
Of course, test, but not just the usual situation in which this can be sort of a Damnation plus whatever dude you happen to have around. Test the worst-case scenarios, like a midrange war that's going pretty fair until someone casts this.
Unlike Otherworldly Journey, I feel this gives way too much upside, and that the +1/+1 counters will be much more relevant to use right then than wait to counter a removal spell or abuse triggered abilities.
"with the same controll" is a clearer template. Although this goes infinite.
There's a trick to make it work: making it a replacement effect. "If enchanted creature would deal damage to a creature, instead it deals that much damage to each creature with the same controller."
ridiculously OP colour fixing, for a ridiculously OP set