Homelands Restored: Recent Activity
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Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-07 19:34:09)
Homelands Restored: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-07 19:34:09)
I'm constantly getting this wrong. Thanks for putting the clunky train back on the tracks.
"Faerie Noble", "Faerie", "Faeries". Not "Fairie" or "Fairy".
I don't know if the printing of Sprite Noble (and Scryb Ranger) in Time Spiral affects your choices here, by the way.
Hm, come to think of it, the rest of this card seemed a bit weak for mythic, most mythics do something as well as "be a creature", something that makes the opponent go "wow". It costs 5 mana for 5 power, and is completely answered by many common cards: [Pacifism, Pillar of Flame, Drudge Skeletons, etc.
So maybe you're right, the chance to cast this on turn 3 is what it needs for mythic.
This guy, right? (Anyone else read 'Spectacular Spider-Foes?)
Flying. Fairie. Green.
Sigh. Well, I got to change that. I didn't even want to put him on the skeleton, because I knew he'd probably be blue by the time I'm done.
Or gain 'can't be blocked, except by flying creatures, or creatures with reach', which is color-pie appropriate, but... Ug.
Needs to be updated. It's just going to take me a few more days to accept it.
(Also, should that last ability say "All fairies" or "all other fairies". I can't seem to make up my mind on that, either.)
Edit: This comment was for a 1 cost blue and white Tremor.
Not the version I'm keeping, unfortunately. I want to move Dry Spell away from this card, so I guess I'm going back to the original casting cost and turning this into two damage for blue and/or white creatures. Man, I hate hosers.
Hexplate Golem doesn't come with trample. I figure the trample is well worth the one toughness.
Kind of bugs me, too. But I figured it was only a
discount. Since you got to work at least a little to get there, that seemed fine. I'm more concerned about the overall power level. But I think I'm supposed to be concerned about Mythic Rare creature power levels... I've never been comfortable about them. Maybe that makes for a good guide? When I think the card is a little too good?
I really like this. It really fits the concept of the original, but is a lot more red, and a better power level. I'm worried it's better to discard this than have it in hand (some cards deliberately work that way, but it seems a bit subtle for red), but maybe triple-R puts brakes on that?
FWIW, I really like this version of "dwarven traders", it feels like it's the true version of them and the original was just a misprint :)
Yep, for a common this is spot on. (Well, Hexplate Golem says it could be 1 tougher, but Hexplate Golem is secretly rare: see Emmara Tandris :P)
Red used to have some regeneration. I don't think anyone really knew why. Something to do with Trolls.
Red, however, does have phoenixes with return clauses that often require lots of red mana during the upkeep. That, and the occasional spell like Hammer of Bogardan that works in the same way. Works well here (although, potentially too strong. Not sure. Mythics are weird.) Odlly, this would be an acceptable candidate for Challenge # 111, since putting two Erons on the table each turn for six red mana seems a bit much.
You'd think Ebony Rhino would need more than just +1/+1. But if the other 7 cost artifact creatures are any indication, then this is about right. Compare to Razorfield Thresher.
This is one of the first cards I worried about when I decided to make Homelands Restored. Dwarven Trader needed an update (heck, it needed an update as soon as it was printed.) But what? 1/2 is too strange for red. Maybe... but not this set. 2/1 is right out for a red common. First strike, haste and firebreathing don't make sense with the card's flavor.
After a while I got to 'red loots' -> 'saboteur red loots' -> 'saboteur trade routes' -> 'activated ability trade routes'.
I rather want this to activate for
... but I could see a number of new players misunderstand the value of land and continue to cause their own defeat by activating the ability to often. Oona's Grace will have to do.
In retrospect, though, I should revers 'target blocking creature whose controller controls an Island' and 'target attacking creature' for clarity purposes.
I'm not a fan of making gold cards out of non-gold cards, but it seemed like the best choice out of a number of bad ideas. And islandhome makes sense on this card. I mean, if your opponent had no creatures, then this card tended to attack. I'd like to see it sail right through a jungle...
I thought about that, and mulled over it. But it's not really the intent of the card... and if I'm to keep anything, it's got to be the intent. Dwarven Pony was intended to give Dwarves mountainwalk. That's reasonable... just not very exciting. The good news is there's a few more Dwarves in Fallen Empires, so at least the card makes more sense in block than the Minotaur tribal cards...
Could this be "target creature gains mountainwalk"? That's swingier, but maybe not overpowered. And it sounds like the dwarf flavour wasn't very strong to start with, if there weren't many dwarves?
Triple also, consider this card an uncommon. It makes more sense in limited than it does in constructed, and I'm flush out of rare slots for red already anyway.
Quad also, I've got to start making a list of things I'll need in the 'timeshifted' sheet. Add 'More Vanilla Dwarves' to 'A minotaur that costs

.