Homelands Restored: Recent Activity

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Recent updates to Homelands Restored: (Generated at 2025-08-07 17:42:02)

  • 2014-09-03 00:58:22: jmgariepy created and commented on the card Coral Reef
  • 2014-08-29 09:48:59: Alex commented on Clockwork Swarm

    I think it's better to change the Clockwork Gnomes' name than to give them a bunch of extra abilities. I think two uncommons or one-unc-and-one-rare are both fine. If you want one of these at common then I think you probably need to bin the rewinding ability. And I agree intimidate on an artifact creature is weird at common.

  • 2014-08-29 08:30:49: Jsys Cryst commented on Clockwork Swarm

    I also think Vitenka's take on it is perfectly reasonable. Just wanted to provide another possible option. In the end just taking something away might be a better way of simplifying things than making a fuss of it.

  • 2014-08-29 00:13:44: jmgariepy commented on Workshop Gnomes

    I already Tweaked Aliban's Tower to Aliban's Power and An-Havva Inn to An-Havva Hospitality (You know... because they should have names that remind you that they're instants.) So I don't see why these guys can't be "Workshop Gnomes" or something or other.

  • 2014-08-29 00:10:27: jmgariepy commented on Clockwork Swarm

    I bumped the Horse up because I didn't think an artifact creature with intimidate really belonged in common... at least not right now, and not without there just being a vanilla intimidator first. I could be wrong about that, though.

    I'm unsure about moving the Gnomes into clockwork land. I mentioned the problem of giving them different abilities when they didn't necessarily need them, but also, the idea of putting regeneration ability on a creature that could easily be a 0/0 is confusing to new players. I think a number of them would assume that it must be a combo. I'm not against the idea, but it's problematic. Maybe they can be a 1/1? Maybe not... not sure. I could just change their name, since that's the thing we seem to be hung up on.

    I'd say "Let's wait and see how many of each rarity I need." but this card clearly needs to change. I guess we're taking a vote: Jsys would like to bump up this up in rarity, maybe to rare. I'm guessing Vitenka is arguing for removing abilities and is comfortable for this to be common. I could do either, really. Anybody want to tip this in one direction or another?

  • 2014-08-28 11:08:01: Jsys Cryst commented on Clockwork Swarm

    Another idea would be the following. Including Clockwork Gnomes, there are three Clockwork creatures in the set. If you make the Gnomes work like Clockwork (meaning with counters) you could make a vertical cycle.

    Steed at common with:

    • enters with counters
    • loses counters in combat
    • intimidate

    Gnomes at uncommon with:

    • enters with counters
    • loses counters in combat
    • regenerates artifacts

    Swarm at rare with:

    • enters with counters
    • loses counters in combat
    • can't be blocked by walls
    • winding up or resetting counters

    Numbers would have to be tweaked to make for a fitting power level.

    This would have Swarm as is with maybe a higher power level, I'd say at rare it could be undercosted for the first amount of counters. Steed would lose the counter resetting ability but I guess it fits the flavor, since 5/5 intimidate and "regenerate" is enormous for a horse imo. I put the Gnomes on uncommon there since they just have the more complex ability compared to the Steed. Gnomes would be quite a bit from where they where originally but as I said, they have been unintuitive from the start.

  • 2014-08-28 09:45:11: Vitenka commented on Clockwork Swarm

    Hmm. Yeah, I'd just change "Not blocked by walls" to "Flying" and be done with it.

    You could probably simplify the last ability (slightly) too
    ­{3},{t}: Add or remove +1/+1 counters so that ~ has 3 of them.

    But maybe removing the rewinding completely is the better way to simplify. Admittedly, then it's a condor reprint :)

  • 2014-08-28 09:31:54: Alex commented on Clockwork Swarm

    Note that Mirrodin included many "revamped" Clockwork creatures, including two commons - Clockwork Beetle and Clockwork Condor (which also provide a possibly-simpler wording for the removing trigger?). Those did have the simplest version of the mechanic - "winding up" was saved for the higher rarities, Clockwork Vorrac and Clockwork Dragon.

    This is quite a bit wordier than Clockwork Condor, it's true. I don't think the "end of combat" is where the simplification needs to occur.

  • 2014-08-28 09:08:44: Jack V commented on Workshop Gnomes

    Are you allowed to tweak the name to something similar, but that doesn't have the word "clockwork"?

  • 2014-08-28 08:26:33: Jsys Cryst commented on Workshop Gnomes

    It always bugged me that Clockwork Gnomes are the only card in existence with "Clockwork" in its name that doesn't use counters. Just sayin', it's your call after all.

  • 2014-08-28 08:26:31: jmgariepy commented on Clockwork Swarm

    You know, after toying with Clockwork Steed for so long, I just wasn't thinking about complexity. Mostly because I streamlined so many things that the card seemed simple now. But you're right. That's far too many words on a common.

    I guess I got two choices. Dumb down the swarm, or push the swarm up to uncommon, and the Steed into rare. I'm likely to go with the second choice... but there really aren't many true commons in this set. What with the fact that half the commons were printed twice on the sheet with alternate artwork, and half the commons look like this... hmm...

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