Risen Empires: Recent Activity
Risen Empires: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Risen Empires: (Generated at 2024-05-20 01:53:39)
Risen Empires: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Risen Empires: (Generated at 2024-05-20 01:53:39)
Svyelunite Priest
So this is interesting. It's KINDA evoking "Counter target spell that targets one of your creatures", the cost being the hint to counterspell. But it's really actually whiter-style denial. And you have to make the choice at the start of your turn; which is interesting but, like oh so much of fallen empirs, weak.
Although I did like merfolk tribal in FE; this card neevr saw my deck, I preferred the force-spike wizards.
So how does mtg currently do such "Protect your other creatures" cards? Hexproof instead of shroud is a no-brainer. Which removes some of the tension from having to use this at start of turn; which is a shame.
The closest I can find in theme to this is Dive Down. But I really don't want that on a stick!
I think it would be better to make this a more permanent partnering. Sure, why not; move as a sorcery should work.
Yeah, ok, downsize and downcost a bit and make uncommon. This is now another nice around; go forth and attack a lot.
change from +1/1 to +0/1 Drop cost by one. A samite healer is already basically "All my cretaures have one more toughness" so do it directly. This is now also still a huge build-around uncommon; as it's still basically a soldier lord. But you're gonna need to find something else for offense.
Necrite
Saboteur artifact destruction? Youch. Black doesn't get to DO artifact destruction.
Black DOES get to force sacrifice though, so we'll do that. It's almost always just as good, and hey, artifacts in this set are, well, shite.
Keeping 'may sacrifice'? Mmm, it's complexity. But forcing to have to sacrifice seems a bit terirble.
I think we'll switch costs slightly. There's no huge reason for this to be double-black. The effect still isn't VERY black, and this makes the 2/2 body a bit more reasonable. And hey, if you're using it to power a thrull deck, you're already deeply black.
I guess I didn't change this much. It's STILL red-flag for complexity though. Could I drop the saboteur requirement? Have it just "Sacrifice, you sacrifice something"? That'd be a LOT more powerful. Leave it as is, I think.
I forgot about this set again. What brought you to it, Ryan? I'd like to put some time in, at some point.
Jm: "Not activate during combat" on a combat medic? Seems wrong. I dislike kicker; but I get where you're going with it.
Oh hey! Awesome! I wanted to get around to Fallen Empires and The Dark with my Homelands Restored deck, but just... all these editing distractions kind of put a halt to everything. Good to see someone's moving forward.
As a side note, I always liked Combat Medic. It is a strong common. At least for its time. But it was never game bustingly strong. Just impacted the board in a way that made your opponent reevaluate all their plays. :p
Combat Medic sure does show how tricky this entire process can be. Red flags abound. I tried to make my cards as close to the original as I could get. But... you know... personal perception tends to flavor everything.
So, some ideas:
"Creatures and players gain Absorb 1" Sounds great. But... um... Protection of the Hekma. That's expensive. And I think you're right. Whatever you end up doing with this card, it would 'feel' better if it stayed a 0/2 for .
": Prevent the next 1 damage to target creature or player. You may not activate this ability during combat." That brings us back to common. But just barely. This still lends to a lot of choices being made. And if you're opponent is trying to figure out whether to attack based upon the amount of available mana you would control next turn, and how best you might employ it... sigh. This is still a big honking red flag.
"Flash. Mulikicker . When ~ enters the battlefield, if you kicked it, prevent the next 1 damage that would be dealt to any number of target creatures or players for each time it was kicked." Ha! We're back on 'complex but not unreasonable for common' territory. I actually like this version. The biggest problem is that it's too expensive, even as a trick. 7 mana to prevent 2 damage divided? Pfffft.
That said, I know I said I wouldn't want to change the mana cost or the activation, I'd think about it here. If the card flashed, cost and multikicker, it could make a nice surprise. Or if it still cost , but instead multikickered for , that might also be a reasonable trick.
I'm pretty sure I could spend 3,000 more words writing about this easily. But I'll let you get back to designing your set. Stop tempting me to get back to work on my own projects! ;)
Most lords are "Other Soldiers you control" for clarity / complexity reasons. However, the +1/+1 doesn't really resonate with a "medic".
Maybe just a toughness pumper similar to Veteran Armorer / Veteran Armorsmith would fit better, plus it could be very cheap. Note that both of those cards are 2 drops with reasonable bodies in addition to their ability.
Making it something that could be printed today. Which, yeah, is largely power adjustements; but also nwo and streamlining some cruft.
I just wondered what "modernizing" means here. It looks like primarily power level adjustments right now.
The design idea is good, but I'd rather see this as a reasonable-sized uncommon.
Ebon Praetor isn't supposed to be a Thrull. It's a ruling member of the Ebon Hand - the organisation that runs the thrull breeding program. During the uprising of the thrulls against their masters this is a card representing those masters.
The way the ability is currently worded, you want the second and third paragraph to be one ability since the counters are part of the triggered ability resolving.
Otherwise, if it's supposed to be separate, you want the third paragraph to be its own triggered ability: "Whenever a Thrull is sacrificed, ..."
Maybe I want to swap this with what I turned Combat Medic into?
allowed to be common
redify the looting
menace is a thing now, and creaturise
fix up the template a bit. "Pay BlackBlack"... yeahno.
UEOT! Kinda important, that clause (though without is a n innnnteresting card potentially)
bump to uncommon for now
idiot - this is a build-around uncommon; not a common
I'd forgotten I'd started this set!
Combat Medic (nah nah nah, coo-oombat medic, nah nah-nah na nah - great, I've got the A-team theme stuck in my head)
So yowsers. Repeatable mass targeted damage prevention. No way that's common nowadays.
And.. actually kinda underpowered actually. Compare Zealous Inquisitor
So, in set, White has a kind of a soldier theme. We'll make this a soldier pump instead.
I considered +0/+1 and ": Put a token copy of ~ into play." But I think I'll hold back "Put a copy of a soldier into play" as a different ability. Possibly Icatian Town.
yeah, it really ought to be a knight
Not a fan of the first strike.
But leaving that aside... how is this not a Knight?
Well.. great.
My spoiler was COMPLETELY missing the "Sacrifice a Thrull: Put three time counters on Tourach's Gate." part.
fsssssssssssgrfl. I need a better spoiler. Or to read gatherer before I submit.
Note also - the set does have man lands; in that green hs an 'animate a forest' monk. So that's a thing; kinda.
Uh. So the original had the tension that you had to sac your creatures to pump your creatures, and this version has the tension that you have to discard cards to pump your creatures? I... guess that's an improvement, but it wasn't what I thought you'd be going for.
Aw mannn, this bites SO HARD still. Adding the +2/-1 back on, that at least is potentially potent.
Tourach's Gate
So uh... wow. A rare enchant land. That's going to make people oh so very happy.
But wait, there's more! It does let you pump your creatures (by, uh, setting them on fire, but ok, whatever) and it lasts... up to three turns.
Yeah; this one's a stinker. Re-concepting from scratch.
Tourach's other card is about making people lose their mind. Opening his gate should make you crazy.
So, tap land, discard a card. That's a Psychic Venom variant; nice and black, hardly a winning card though.
I could make it less rare - but the name wants to be legendary if anything. I really want to have some kind of opener/closer vote mechanic and stuff here. (I dunno - vote "opener" or "closer". If opener wins, closers sacrifice all creatures they control; if closer wins, openers discard their hands - maybe?) But that seems a stretch. And loses the 'enchant land' bit which, um... well, ok, isn't vital.
Black doesn't get mana production at all at all, so it's hard to think what upside I could give this. (And I DO want to tempt you into using the land, or putting it on your own lands)
I... guess we could presage the phy-mana mechanic? Or give the land infect? That's kinda limited use in a set with no man-lands, though (And not to great even with them).
Ah heck, leave it as the venom, with Sinkhole as bad justification.
Artifact removal isn't really pie-breaking. There's been a steady trickle of it in recent years: Moonglove Extract, Blazing Torch, Flamecast Wheel, as well as Viridian Longbow, Hankyu and Heavy Arbalest. Several of those are commons too (Blazing Torch was common in Innistrad), so moving this to common is absolutely the right choice.
Moonglove Extract also indicates that the price for artifact creature-damage is still 3 mana, impressively: Aeolipile was right on target. (Blazing Torch confirms this too, if you count tapping a creature as somewhat equivalent to 1 mana.)
So I don't think this really needs the cantrip option. (But at the same time there's no problem with it.)
Remove "Or player", which is just cheesy. And add cantrip slow/cycle instead; more obviously a spellbomb now.
Aeolipile
Well, it's a spellbomb. and the set does have a lot of toughness 2 in it.
Colour pie breaking; but, well, Rod of Ruin pops up occasionally.
This is probably fine - the only thing wrong is it shouldn't be rare. If this is supposed to be "Ah crap, I need answers" for limited, it should be much more common. Maybe even pushed to common - which is.. quite a statement.
But I was saying that the set lacked creature removal; maybe this should just become it.