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Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-07 23:56:44)
Homelands Restored: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-07 23:56:44)
Original Card: Sengir Autocrat
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Removed line that says the Serfs die if the autocrat dies.
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Increased power by 1.
I don't know why I didn't think of changing that activation cost. Obvious things are sometimes obvious after the fact. An extra point of power seems fine, too. Also, there's two artist lines on this card for some reason. I don't have my glasses on right now, and I get double vision without them. Took me a while for me to be sure I saw what I was seeing.
Hmm. Eenteresting. That seems like a pretty odd dual role to give this card. But I can see it needed some change.
I might have gone for just removing the
activation cost on the original (as well as bumping the rarity and toughness).
Either way I'd say it should have a point of power as well.
Absolutely, this is spot on :)
Yeah, seems a really good choice.
The change from regeneration to flicker is for obvious color pie reasons. The requirement was changed for two reasons. One, blocking blue creatures is tough. I keep a Sea Troll in my Type IV stack as a joke, and just to see the ability win a game some day, but I've played Type IV plenty of times and still haven't seen it happen. It's relevant, but this is much more so.
The second reason is flavor. You fight the Sea Troll, it can dive under water and appear somewhere else. All you need is for there to be water wherever the fight is. I was never square on what the regenerating to blue creatures was supposed to represent. I know Popeye has problems with the Sea Hag, but you'd think she wouldn't lose her powers when fighting other cartoon characters. Except if she fought Scooby-Doo and company. Then it would be revealed Old Man Withers was using a projector all along.
Original Card: Sea Troll
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Changed regeneration to self-flicker.
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Changed requirement from 'opponent controls a blue creature' to 'defending player controls an Island'.
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Increased toughness by 1.
The same could be said about every 'Creature - Fish'. It's a fair enough explanation for the occasional underwater card, though, true.
Narwhals live underwater so fire magic can't reach them there. Probably the same explanation for these guys.
The set already has a blue creature with protection from red with Narwhals (not sure why they get pro red, but whatever.) Meanwhile, nothing about Sea Sprite specifically calls out red. The Sprite is evading a fisherman, and Kakra's flavor text is talking about something that can't be caught. Seems resonable that she might be talking about something that can't be caught by humans.
As an aside, these early sets are flush full of humans. It's a heck of a nice thing to get protection from...
Original Card: Sea Sprite
Those changes seem minor, but by removing 'creatures you control', I just extended the Alchemist's role into a super Master Decoy.
Original Card: Samite Alchemist
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Moved from common to uncommon.
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Decreased activation from

to
.
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Increased power by +1.
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Removed "Creatures you control.
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Increased toughness by +2.
I knew, when I made this card, that I should add flavor text. I just couldn't think of what to add at the time. It occurred to me that flipping Grandmother Sengir's quote from Cemetery Gate is a fun choice, so assume this card says:
"It keeps some in, yes. It also keeps others out." -- Baris, Serra Inquisitor
Oh, also missing 'Enchant Creature'. Whoops. To be added.
I was wondering if a pre-print would ever end up happening. Arrest works really well here. The artwork doesn't match what a Serra Bestiary should look like... clearly whatever menagerie Serra has, it should be tranquil like Serra Aviary. Arrest fits this flavor much better, and does everything this card wish it did. I did think of making a functional reprint of Arrest that cost
... but there doesn't seem to be much reason for that... especially considering I'd need to change the name anyway.
Original Card: Serra Bestiary
Changed the card into a 'pre-print' of Arrest. For the record, I:
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Changed the name
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Changed the casting cost from

to 
.
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Removed the upkeep cost.
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Changed the activation being prevented from tap abilities to all activated abilities.
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Added Flavor text.
It sounds like a reasonable change, especially after Jack's mention that it could be an anti-flying tag with little consequence. I'll probably be switching over to:
Root
2G
Enchantment - Aura
Enchant creature with power three or less.
Enchanted creature loses flying and doesn't untap during the untap step.
It's a departure, but at least you can see why the changes were made when you look at the card.
I think changing it to a power restriction is the best bet.
I'd almost be inclined to leave this as-is, green has occasionally got "pacifism, but worse". It's not really in colour, but I can't see any small fix that would make it better without completely remaking the card.
IIRC, "creature without flying" most often shows up in red in earthquake-like effects, but I don't think it's that red hates non-fliers specifically, it's just a common flavour thing or red weakness. Red hits fliers too. Any white could do that, but I agree, white doesn't need more pacifisms.
The options seem to be:
None of those are great, there's a tension between "how much do you want the cards to stay the same" and "how much do you want them to fill a skeleton appropriately" alas.
It would. But while Earthbind is flavorfully similar to this card, mechanically it's a very different card. That, and the set already includes Mammoth Harness, so we'd just be doubling down on 'auras that remove flying'.
Also of note: I could color-shift this card to white. Unfortunately, Serra Bestiary is in the set, so we'd end up with two similar Pacifisms in white. Seems excessive.
It would make so much more sense as something like "Enchant creature // Enchanted creature loses and can't have flying." Maybe you could add the doesn't untap clause, but that's really blue.
The name was changed to a verb to reflect this is an enchant creature. Other than that, I found this card resistant to my attacks. It doesn't belong in green (I don't know what color it officially belongs in. What color hates on non-flyers? I never figured that one out.) Neither does Entangling Vines, but the card exists none the less.
I also thought of removing the "enter the battlefield, tap a creature" line and dropping the cost to
. But, I don't know. It's already breaking the rules. Seems weird to hunt one part and keep the other. Also thought about tying this to power. Green likes things with high power, roots can keep low powered creatures tapped (roots are only so strong, after all.) Not sure. Opinions are certainly welcome.
Original card: Roots
- Changed name to 'Root'.
- No longer enchants creatures with flying. Now enchants creatures with power 4 or less.
- No longer taps the creature on resolution.
- Now removes flying from enchanted creature.
Originally, incapable of figuring out what to do with this card, I changed nothing. That's where the conversation starts, anyway.
Oh, you're right. I totally missed that.
Yeah, this is much better because it leaves you your board state.
Lich's Mirror resets permanents, including lands. That's kind of hard to recover from, even with the 20 life.
This seems mostly worse, except that Lich's Mirror doesn't reset poison counters.
Ah, crud. Forgot Lich's Mirror. Well, I guess it's technically a different card, since it doesn't reset your entire game.
This reminds me of Lich's Mirror.