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Recent updates to Ankheret: (Generated at 2025-05-01 00:57:22)
Page 1 - Older activity
Page 1 - Older activity
It's very similar to Sign in Blood. It would be interesting to be able to sac a human after blocking, but I don't think it's necessary.
I feel like this is very weak as a sorcery.
I've started working on this set again, but I do not have the time to keep it updated here. You can check the current version here.
Is this ok?
I'm not sure whether or not I'm the first to say this, but "AtĂșn" is the spanish word for Tuna. So your sun god is named tuna? I guess, considering that in the Silmarillion the High Elves lived for a while on a big hill called Tuna, I can't say that having something named tuna in your fantasy world is a bad thing... :)
Nice. Looks distinctly solid... which is a good thing for a card with your new keyword mechanic, and also a good achievement for a common Aura. Thumbs up!
sorcery speed now (was instant)
You could do. That makes it a little bit better.
The current wording does actually work, because of the farcical way that "regenerate" is actually two different verbs with two different meanings. This is "regenerate" in the 701.12b sense. Which is a sense that newer players don't realise is any different to the more normal 701.12a sense, but that doesn't matter.
What matters is that this current wording ("They fight. If blah would die this turn, regenerate it.") makes reasonable sense to very new players, and to players with a bit more rules knowledge, and to players with guru-level rules knowledge. So it's probably actually best left as it is.
The awkward regeneration rules strike again. What about indestructible?
> Target creature you control gains indestructible until end of turn. It fights another target creature.
Mmmm. I can see both sides, but I think I'm with Berf on this one. This only destroys a creature if you have something bigger.
Suggested templating:
> Regenerate target creature you control. That creature fights target creature you don't control.
Or perhaps
> Target creature you control fights target creature you don't control. Regenerate the creature you control.
The first suggestion might confuse players who're very new or have very old rules knowledge ("why does it regenerate my creature before it fights?"). The second suggestion might confuse players with a little bit more rules knowledge ("I thought regeneration shields needed to exist before the creature dies!"). Either works (because the creature will actually only die from damage as an SBA, after the whole spell has resolved), but...
I disagree. The problem with deathtouch + fight is that it allows green to destroy any creature, regardless of size. Your creature's stats are made irrelevant by deathtouch; even a 1/1 Squirrel can kill anything. Yes it will die, but the spell pretty much just reads "Sacrifice a creature. Destroy target creature," which is black, not green.
With this card, it's different. Your creature still has to be big enough to kill the other, which fits green's essence. The secondary regeneration effect just guarantees you won't lose your dude.
Though both of these abilities are perfectly within Green's slice of the pie, putting them together on one card certainly violates the spirit of the pie. See Alex's comments on Kamahl, Beastmaster.
+art
Hi Pierre, thanks for the suggestion. Yes, renew Auras that act differently when renewed is definetely something I've thought about. But typically this sort of design is reserved for the second set in a block, so I've removed this card from this set's skeleton. Also, I've simplified it to achieve a similar effect in a more streamlined way.
I enjoy the Renew Mechanic and this is my attempt to use it on a card.
+art
no longer benefits from Spirits
name change
simpler version