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Recent updates to Worm: (Generated at 2025-04-30 16:05:01)
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Page 1 - Older activity
Worm: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Worm: (Generated at 2025-04-30 16:05:01)
Page 1 - Older activity
So the one big thing that fannon seems to focus on is that one fight where Simurgh brought a bunch of tinker tech together; and it started going deeply wrong.
Everyone gets to put their ridiculous combo directly into play. About as wrong as it gets.
Oh, huh; I made a whole suite of spells "Target two, opponent chooses one, bad thing" - that would be perfect as coil's schemes. Maybe coil himself doesn't need to appear on screen?
She's a huge angel of doom. She doesn't usually kill directly; but by proximity and those who hear her scream are sure to bring disaster, later.
... she's a banshee.
And; huh; Midnight Banshee is a really good mechanical fit. The whole "Don't stay in combat too long" thing.
It seems like a lot of words, to be honest. While the top down flavour is nice; the actual effect is "Um, uh, ok, so this happens then - no, we had that... do we get a? Right, no extra combat this turn."
I'd ideally like there to be some unifying mechanic for the end-bringers. The obvious candidate, given their periodic nature would be to replace indestructible with:
When ~ dies, you may search your library for an endbringer card with a different name, reveal it, and put it on top of your library.
I'd also suggest replacing the tide counters with just "When ~ attacks, destroy target land"
And I'm running out of room; but I also do rather like the idea of turning stuff into islands, but more simply. "Mana is blue UEOT"?
It's an 8-drop finisher. I'm pretty sure it's okay to lock the opponent out with that. It still has to survive for a turn after you get your eighth land to even begin the process. An additional few turns to hit every land.
down to 1, and add some slightly-silly reminder text
Removed "in addition," but added an additional clause to keep it from just locking non-blue players out of the game.
As for Double Strike, Leviathan's water shadow makes me think it's odd for him not to have it. I mean, it's a signature power that lets him hit everything twice, what else would I put there?
Pretty wordy. If you wanted to be really mean, you could save space by removing the "in addition to their other types" bit.
Also, I'm not really feeling the double strike.
put a tide counters on each up to two land defending player controls
Mmm. Templating that would be tricky. I guess one way to do it would be to use the choice word technology seen on Frontier Siege and friends. I guess that'd look something like...
>
: Choose rifle, shotgun, bazooka, magnum or bayonet. Miss Militia has the most recent choice's bonus:
> • Rifle - Reach
> • Shotgun - First strike
> • Magnum - Vigilance
> • Bazooka - +2/+0
> • Bayonet - +0/+2
Even with funky technology like that, I'm not sure that's better. It forces you to try to isolate one Magic representation of an Earth gun, which isn't going to be very natural. It brings more flavourful terminology onto this card, which is good in microcosm, but somewhat weird in the context of the whole set, given Miss Militia is a moderately forgettable character on the opposite side to Skitter; it'd make us want to use that kind of wording on a bunch more cards. It might be enough to push her up to rare, when personally I feels like uncommon would be more suited (and the set may well be short of concepts simple enough to be uncommon or common).
Huh. You're right about the rules, but I'm not sure if I'd have remembered. But I think this does "the obvious thing" enough most people will get it right. I guess she can do "gain vigilance/reach, attack/block, then gain first strike", but that's probably in-theme.
Would there be any way to include a power-pump or two (+1/+0, or maybe two different ones, one with a toughness bonus, if the cost worked out)? That's probably too complicated, but it seems a shame she has weapons which don't pump her.
Nope, sorry, Vitenka. The first strike rules take care of that: what deals damage in the normal damage step is "all creatures with double strike, and all creatures that didn't deal damage in the first strike damage step". The rules team beat you :)
I think it's best for flavour that she loses all other abilities, though, because the idea is she's got one gun, and it can change into whatever kind of gun she needs whenever she wants. And yes, that means she can gain reach or vigilance then swap it out for first strike. I don't think that's much of a problem; you are paying extra mana for it each time.
Why does Orcish Spy suggest not 1? It's not like that card was a tournament staple or anything... and it's better in ways that Tattletale is not.
Oh wow; I LOVE that 0. That has to stay somewhere.
Does quite nicely represent that whole "That wasn't what I wanted you to do!" vibe from the stories.
But ugh. Random. Even when all the options are good; people do dislike it.
You could template it:
<0> : Roll a die.
1-2: Add 2 loyalty counters, and...
etc.
Orcish Spy suggests not really 1. Don't see any reason for it to not be 2 though. It's a combo piece; but on its own, nothing more than a way to get censured for stalling.
It's more tinker text than anything; I agree. Probably would get removed, to simplify the card.
If it had other combinations - lifelink, trample, etc. then that would be more important as a limitation.
... wait. Oh heck, it does have a fantastic abuse as written.
Gain first strike, deal first strike damage - then gain, I dunno, reach - now she doesn't have first-strike; so deals normal damage too!
The obvious solution is to get rid of first strike, and add
: Gain doublestrike.
Oddly, this seems like a pretty strong blocker...
Clockblocker does freeze his costume in time as way of protecting himself against Leviathan so I like the exiling himself clause.
Does this card need the "loose all other abilities until end of turn". As is you can give reach/vigilance, attack/block then trade that ability for first strike as there is no actual reason to want multiple abilities at the same time
Can the converted mana cost be dropped down to 1? Or a least 2? This seems pretty weak at three mana.
See Zion. Based on the comments made there.
Struggling to find a sane wording for the first line.
I think it's confusing to call this "Zion". People know the character as "Scion" even if that's based on a mis-hearing.
I wonder whether it might be suitable to have him be a planeswalker? The whole "crossing interstellar realms" and "able to reach into all parallel worlds" thing.
It feels somehow like he should be slightly uncontrollable. A planeswalker with a triggered ability?
My recollection is:
Smug. Very very very smug. Powerful, smarter than those around her; and knew it. Smug. Not quite condescending.
Wow; too much text!
Ah. Scion. Right. Wondered who this was.
I think the minutae of all the things you've got him doing is detracting from the impact he should have. And hell, you've made him cost "I win the game" mana; and I agree he belongs up there.
This is likely to be the set's
I'd go with something a lot simpler.
Maybe something like:
Flying, Indestructible.
: ~ Fights target creature.
Players cannot win the game.
If ~ is exiled, instead put it on top of your library.
10/10