Homelands Restored: Recent Activity
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Recent updates to Homelands Restored: (Generated at 2025-08-08 01:50:19)
Homelands Restored: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-08 01:50:19)
Original Card: Willow Priestess
- Replaced 'Protection from Black' with Hexproof. Also restricted the ability to your own creatures.
-
Increased power and toughness by +1/+1.
I replaced pro Black with Hexproof because the set has too much color hate, and hexproof didn't exist at the time but would have been an option if the card was made in the past 4 years. That aside, I'm surprised I don't see people play Willow Priestess more often. Granted, you got to add Green your Faerie Deck, but that's a heck of a good ability to mix with your Cloud of Faeries, Final-Sting Faerie, Puppeteer Clique, Thieving Sprite or Changeling Titan.
My only problem with this card is one of casting cost. Green doesn't have enough mid-sized creatures in common. I want to bring this up to 2/2 for
or 3/2 for 
, but then it wouldn't be the best Willow Faerie it could be.
Original Card: Willow Faerie
- Removed flying. Added 'can't be blocked except by.."
-
Added +0/+1.
It's a fair card, no doubt. And one of the cheapest token producers out there. It doesn't need to require so much colored mana, though. Sets like Homelands just toss in extra colored mana requirements without examining why. A card that supports combos, like this one, shouldn't force you to jump through color requirement hoops, discouraging you from making a combo deck.
Good point. Will edit.
I play the printed Wall of Kelp in my Ephara EDH deck...
Your wording on the -3/-3 is halfway between two abilities. You want to be either a triggered ability ("Whenever a creature blocks ~, it gets -3/-3 UEOT"), or a static ability ("Creatures blocking ~ get -3/-3").
Oh, one more thing. I'm not fond of reducing the casting cost of Legends. I'd rather pull the card up to match the exploded casting cost. Veldrane resisted, though. I could have made him a 7/7 for

, I suppose, and maybe do something bigger with that -3/-3. But it feels weird to turn a Human Rogue into something that large and explosive. Hmmm...
What a pain Veldrane was. He's the poster-child for everything wrong in this set. Looks cool, but laughably overcosted, cares about the opponent's basic lands and his ability comes with a drawback. Geesh.
I had to play around quite a bit to get to this version. I'm not really happy with it, but I won't be happy with any version. To make Veldrane a good card, you have to remove everything that makes him Veldrane, I suppose.
My first design was to just make Veldrane a 5/5 forestwalker. Which would have been fine if I could demote him to uncommon. But he's a Legend, so he needs to look Legendary. There ain't nothing wrong with a forestwalking Legend... but I kind of assume that when you're on this level of play, there's a good chance that your opponent is casting his green spells without using Forests. That, and Veldrane isn't trailblazing... he's chilling with wolves. I figured 'can't be blocked by green creatures' was both a better flavor fit, and a better power-level fit.
The -3/-3 came from him originally hurting himself for evasion. Now he hurts other creatures he can't evade. A good combo, too. The only color capable of regularly blocking him with profit is Green.
Original Card: Veldrane of Sengir
- Reduced casting cost by
.
-
Removed activated ability.
-
Added "can't be blocked by green creatures".
-
Added pseudo-flanking for -3/-3.
I may have gotten too ambitious with that activation cost. Puppet Conjurer, after all, was a decent enough card. Except for the whole artifact thing, this seems better. I know making artifacts was a boon with that card, but still, the activation should probably bump to
. I could always increase to 5 toughness, if I think the card needs it.
Original Card: Wall of Kelp
- Changed rarity from rare to uncommon
-
Changed casting cost from

to 
.
-
Changed activation from

to 
.
-
Increased toughness by one.
Not just that, but this isn't actually a spell with 3 modes... it's a spell with 3N modes where N is the number of players in the game. I don't think there's any precedent for templating a card like this where the choices made on announcement count as modes. It's not very different to Cryptic Command, or Blatant Thievery... but it's definitely extremely unusual templating.
It's slow. But it untaps lands that enter the battlefield tapped, and cards like Mystifying Maze. And it can attack while doing it. Still not worth it, but at least an argument can be made.
I was thinking of putting a copy of the spell on the stack for each player, but I suppose that just makes it more complicated, and the copies would still have sucky wording, or be modal, so nothing is accomplished.
Nah, I think modal is better. It's awkward because we're not used to the card operating this way. But the argument against modal is the argument against every charm ever made. They all have that flaw. It's just a little more pronounced here.
I don't like the modal wording here. It means everyone has to make their choices when the spell is announced rather than resolves, and it slightly hides the symmetry. It is quite hard to find a sensible template though, I'll give you that.
Hmm. I suppose it would be too much better than Arbor Elf if it only cost one counter, wouldn't it. Pity, as this does look quite painfully slow now.
I asked Maro what monocolor this would be some time ago, and he never answered. It doesn't really fit in the modern pie. I could probably see it as green, but
is the best bet.
Should probably also promote Truce to rare, so we don't have any gold uncommons.
Annoying problem. Narwhals and Truce are now competing for the same casting cost, and are the only gold uncommon in the set. I thought about warping Truce to respond to Narwhals, but I figured it was best to just make Truce be the best card it could be, then solve the issue after.
But now what? I could make Narwhals mono-white (the idea of a White fish bothers me, but not that much I guess.) Change Narwhals to mono-blue and replace first strike with something like hexproof or flash, or really bend the color pie and put Truce back in mono-white. I don't know. I think Pro-red, flash may be for the best.
Original Card: Truce
- Changed cost from

to 
.
-
Increased life gain per card from 2 to 4.
-
Changed wonky wording (for each card not drawn?), making the spell modal in the process.
Hmm... I think I'll remove the word 'gold' in the second sentence. I like leaving cards open ended like that...
I think I could have pushed this a little more, but I doubt it needs it. Untapping one land is more powerful than adding one mana anyway, and the opportunity to cash this in for two or three untaps in a single turn is always possible. Not the best common, but far from janky now.
Original Card: Trade Caravan
- Changed from White to Green
-
Changed 'trade counter' to 'gold counter'.
- Removed basic land restriction.
- Removed 'upkeep only' restriction.
- Can now remove any two counters to untap a land.
Ah, yes. This should say "Bird creatures you control get +1/+1..." Soraya doesn't have time to train all the birds in every kingdom.