Risen Empires: Recent Activity
Risen Empires: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Risen Empires: (Generated at 2025-04-30 20:03:41)
Risen Empires: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Risen Empires: (Generated at 2025-04-30 20:03:41)
Nope; the original exiles. Current oracle wording is: "As an additional cost to cast this spell, exile a creature you control." Original was "Sacrifice a creature, but remove it from the game instead of putting it in your graveyard" which was... clunky.
And exile gets around all the fiddly questions of "Can I sacrifice a thrull and bring it back with counters on it?"
I think you intended the first word to be 'Sacrifice'.
Soul Exchange
I don't recall this card at all. Let's see. Oh right, "Splodge of paint" art-style that would be why. Huh, sacc a creature (thrull) to reanimate something else; possibly making it significantly larger. So it's cretaure from graveyard to play; a black staple.
Also, revenge of the +2/+2 counter. So swap that out for a pair of +1s, we're left with a somewhat parasitic reanimation spell? Two mana does seem to be about the right place to put this. Double black instead of
because of the potential +2? Could maybe be cheaper because you do have to find a chump to sacrifice to it. But sure, not every card has to be the best posisble thing it could be; it's not like the graveyard was a big theme in this set (that was the dark, except it kinda wasn't).
Having it common is a bold statement; so I think we just nudge this up to uncommon, fix up the wording a bit, and have done. Should I add "if you do?" to the sacrifice? You know what? Let's not. Now it has sneakily two potential upsides; either no creatures, or sacc a thrull are good things.
Seasinger
... this was only an uncommon? Buhwah? Control Magic effects used to be a lot more frequent in old sets!
So anyway, apart from the horirble wording; this card is still decently relevant. I think I'll just simplify it by making it an ETB effect, and dropping the island clause. ETB instead of being able to stock it up and change is a significant downside; but so was not having haste and needing them to have an island. Which... really isn't a thing you can enforce any more. (It was a way to make Phantasmal Terrain relevant, but modern sets tend not to have that.)
Ring of Renewal
This feels stupidly expensive. But consider Aladdin's Lamp was around at the same time; twice the cost, and that just gave scry!
Jayemdae Tome was also hanging around, and is one and one cheaper; but this provides a redloot as well as flat draw. And doesn't punish you dfor being unable to loot; being flat "draw 2" while hellbent. So... maybe it's about balanced.
And the flavour text even hints about it being a bit of a "Is this decent? It feels expensive, but maybe it's secretly worth it" card. If anything, it might secretly be a bit too powerful.
So yeah; on balance? Change nothing at all.
Rainbow Vale is pretty much perfect as it is.
Make it change contoller immediately, to avoid memory issues, though. It does prevent repeat untaps; but this set doesn't really have any of that so I'm not particularly worried.
Nor, really, is this a set which demands this card. It's got loads of colour fixing for no particularly good reason. Eh, whatever. It's a classic.
Other Orcs you control get +1/+0 and have Haste.
At the beginning of your combat phase, another Orc you control chosen at random attacks this turn if able.
And keep that sweet original flavour text
Orcish Spy
Hmm. There's nothing really wrong with this, it's just not a particularly neat implementation.
Also, there's not really anything in set this interacts with - apart from (very indirectly) Hymm to Tourach; and the original Millstone was still hanging around.
I think we'll just make it slightly simpler; and slightly less competent by exposing the information to everyone.
Given this doesn't really fill any specific role in set, this could well be a candidate for rip&replace if I need a slot.
Whenever an Orc you control attacks, target creature becomes a Coward in addition to its other types until end of turn. Cowards can't block.
This... this really isn't modern design sensibility. TODO: Rip it out and put soemthing completely different in here.
Orcish Captain
So the original is a random card; and one of the bad ones with downside. It's balanced, but not the kind of card people like.
So I think we'll try making this up/up. Play up more on its ability to power up your other orcs. And the upside half powers up the captain. Throw in global cowardice for why not.
And.. uh; oops; that ends up being a card that puts a lot of +1/+1 tokens onto itself. Let's... actually; maybe this can just be "Heads - you choose which orc; tails it's this orc" which is at least as good as firebreathing if you only have the one orc.
heh, I've been doing the same thing, just hadn't sharedit yet. Will be interesting to see differences vs similarities.
...why is this a common? You only need to run one, maybe 2. Shifting to uncommon.
Apart from that - this is green's token maker. It aint fancy; it needs creatures to work. It'll do.
Mindstab Thrull
Hmm; saboteur card-discard. Pretty much "discard their hand".
The sab wording has changed a bit; but that's just template. Other than that... I don't really see a need to change this up.
(art, typo)
Wording, cost
Or replace with Icatian Spellblade?
Implements of Sacrifice
Colour fixing, and also a one turn bump. This isn't a particularly special clever or interesting card - but it's solid and fills an important hole in any set.
Which just makes it insane that it's a rare! (Well, U1 fallen empires insane rarity scheme yadda yadda)
It's also kind of punny that you sacrifice the implements themselves. But that's fine.
Still, Pentad Prism shows that you can get more mana out than this, and more flexibly; AND I'm going through trying to interact with proliferate. So reprint THAT instead. At uncommon.
Note: I am ignoring the at-the-time concern that Antiquities was still floating around at the time; so the colourless mana to cast this may well have been a thing. Also the pentad hanging around after use was to fuel affinity, which this then won't be doing. So yeah - couple of downsides and maybe I'll flip this back to being the implements at some point.
Very good point.
Memo to self: Look at the token maker cycle in the set. (This, spawning bed, breeding pit, something-something-fungus-thallid in green, goblin warrens) and come up with some kind of unification to them. Right now, they're way too loose a cycle.
mermaid -> merfolk. Doh.
Well, that's gonna mess up the skeleton - but you have a good point. This aint a common.
I... thought I had done; actually. Adding the actual keyword.
Make it make thrulls, and make it do it via tokens so that proliferate interacts with it. Which also makes it a "Wind up and then let it die" and no long works with the lord of the pit, and... yeah probably gonna change this back.
good point - add menace
(thrullify) The proposed fix to hymm is reasonable; but I think I want a relatively high creature density
.... I can't believe that I've managed to build other cards to support coward, without actually putting any cowards IN. I'm a dope.
(tribalise)