Homelands Restored: Recent Activity
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Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-07 21:25:08)
Homelands Restored: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-07 21:25:08)
Original Card: Rashka the Slayer
- Added comma to name
- Changed 'Reach' to "...can block creatures with flying, intimidate and/or landwalk as if they did not have those abilities."
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Added "Rashka can block any number of black creatures plus one additional creature."
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Removed the need to block a black creature to get the bonus.
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Now gets a bonus for each creature blocked.
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Increased base Power and Toughness by +1/+1.
The original Prophecy isn't as terrible a card as most people think. It's a way to shuffle an oppnent's library in White. And while it doesn't stop Vampiric Tutor from working correctly, it's a fine follow-up to cards like Excommunicate. That's a pretty neat trick for a mono-white EDH deck to use on opposing commanders...
But most people read right past the shuffling line and only see the card as a 33% chance of gaining 1 life. On top of that, shuffling the card away only fights the flavor. We're supposed to be getting a glimpse the future of this match, not going through a wizards study to see what books he/she owns. I suppose I could have asked to reveal a card second or third from the bottom, but... meh. More likely to be used this way. I also could have increased the life gain to 3, but that brings the card closer to "always run four" territory, and I don't want that.
Original Card: Prophecy
- Moved from White to Black.
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Changed 'gain 1 life' to 'drain 1 life'.
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No longer shuffles the library
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Changed "Draw a card at the beginning of next turn's upkeep" to "Draw a card".
- Added alt flavor text from Sengir Bats.
Yes, I do. Thank you. For what it's worth, almost ever card is getting re-rendered at this rate (half of them are missing the artist line), so pointing out minor things like that is appreciated.
If you're re-rendering this, you might want to change "Enchant Land" to "Enchant land".
I mentioned on Mystic Decree that I might move this to red. That's about it, though. I always thought this was a good card to occasionally have around, and find it weird that it doesn't get reprinted more often.
Original card: Primal Order
When I'm zoomed in, the text doesn't look so tiny. It only becomes apparent when I post the images. Looked better that way. Now, not so much. Will edit.
That's tiny text. Why not follow the oracle text and say "At the beginning of your upkeep or whenever enchanted land becomes tapped, put a depletion counter on ~."
Orcish Mine has a rating of 1.838 stars. Not a lot of love for this card. Mostly, that hate is due to the fact that this card is a slow Stone Rain. Stone Rain wouldn't be reprinted now for being too good, so it's an odd thing to compare it to. That, and I don't think players understand how quickly the counters are removed. Sure, it may be three more turns before the Mine triggers... but if that's the case, then your opponent didn't use the land at all.
Anyhow, I upped the damage and splashified the casting cost to make it a little spicier. In a world of Craterizes, I might not have needed to go that far, but I doubt this will do anything besides make land destruction an outlier strategy.
Original Card: Orcish Mine
- Changed name to reflect aura status.
- Changed casting cost from


to 
.
- Changed counters from 'ore' to 'depletion'.
- Saved space by triggering when three counters are put on the enchantment, as opposed to adding three counters, then triggering when they are removed.
- Removed triggering during upkeep.
- Reduced number of counters from 3 to 2.
- Deals damage when the enchantment goes to the graveyard, no matter how it gets there.
- Increased damage from 2 to 3.
- Changed from uncommon to common.
I tinkered with Narwhal quite a bit, but found it hard to simplify. Part of the problem is the card is well received. It has a 3.8+ rating on Gatherer, owning to its color-pie breaking abilities, and the pretty Narwhals art. Any changes I make would probably only reduce the star rating. Even decreasing the original card by
would probably only serve to highlight how inefficient this card is.
Ideally, I think I would have preferred this version:
Narwhals

Creature - Whale
Protection from Red
Narwhals gain first strike as long as you control a Plains or a Mountain.
2/2
But it kind of highlights the fact that I'm taking something away from Narwhal, and I'm not sure people would like that. Hmm.
Too many options. I gots the analysis paralysis. Time to step away from the whale.
Original Card: Narwhal
- Changed name to plural
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Changed from rare to uncommon.
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Removed First strike, added flash.
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Increased power and toughness by +1/+1.
Edit: I originally made these a 2/2 first strike, pro red for
.
Weird card. But I can't seem to do much with it. It feels like it should be color shifted into Green, changing Islandwalk to Forestwalk. But the art is clearly blue. Hmm... I have been thinking of moving Primal Order to red... I could use Primal Order's card art on this card, but then I would need to find another card art to be the new Primal Order... preferably I'd be shipping a red card into blue and give Mystic Decree's art to that card. I'll have to keep an eye open for this.
Original Card: Mystic Decree
- Changed to Blue/Green.
- Reduced cost from


to 

.
Technically, not as good as Beacon Hawk, but I'm not sure it needs to be. Still, I guess I could have made the activation cost
. Maybe I'll go back later and switch that out.
Original Card: Mesa Falcon
Huh. So it does. Oh well, time to change bulletin methods.
As for Colossal Whale... this is an idea. I'll have to toss it around. I wouldn't want to copy the whale's ability directly. I was also going to say that large leviathans should attack, and doing something to attacking creatures implies that Marjhan is untapped... but you can untap Marjhan (in mid-combat even, since I got rid of the upkeep restriction.) Maybe I can turn that second ability into a tap ability that hunts down and exiles creatures? The -1/-1 thingy could stay too, representing the Leviathan getting too full to properly fight, eventually bursting. I think I got a game plan for this.
On this card: How about taking a cue from Colossal Whale and having Marjhan get -X/-0 to exile an attacking creature with power X or less? (Until Marjhan leaves the battlefield. Or maybe UEOT.)
BTW, jmg, I don't know if you've noticed, but your style of posting <li>s without a containing <ul> somewhat breaks the Recent Activity log. I filter out most HTML, but allow ul and li... but it turns out I auto-close ul, but don't auto-open it.
So it'd be better if you either go full HTML
<ul> ­<li> ­<li> ­</ul>
, or use simple Markdown lists (start a line with a *, with blank lines separating prose text from lists).I like this ability on Halina, but I'm not sure if you can call it red. Blue makes more sense. What with Dwarf Traders being red, though... hmmm...
I did think of this always triggering during upkeep... but it's too easy to ignore by choosing something that can't be traded. That, and many new players wouldn't understand that's an option...