Cards With No Home: Recent Activity
Cards With No Home: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Other non-themed cardsets | Skeleton |
Recent updates to Cards With No Home: (Generated at 2023-12-01 10:59:40)
Page 1 - Older activity
Page 1 - Older activity
Designed to played when you've been milled rather than self-mill strategies (not that one couldn't play it there)
White Ward template
Yeah, both protections hit this. Might need the gross White Ward template
Both untapping and proliferating an artifact feels like too much
The protection from colorless removes this. The name is very nice, though!
Black can't do anything by paying life. While black has instances where it could recur other card types, the ones I've seen were permanents where that permanent type was more prominent than normal, such as two that could recur artifacts in Kaladesh block Brother's War, and one that could recur planeswalkers in War of the Spark. Still, both of those are permanents and closer to overlapping white and green.
Like SecretInfiltrator, I worry about instant and sorcery recursion, which is in blue and red's slices (green could formerly do that, but has since been narrowed to just permanent cards).
Black can kinda do anything as long as it pays life right? If you are recurring X cost spells then I just see that as good deckbuilding.
The two modes are interesting, but I wonder whether they have the same chance of being used. If one mode is used far more often than the other, a modal effect is not the right way to go IMO.
Best used with kicker? IDK.
Black is not supposed to get just any type of card from the graveyard, so I would put this down as
. But even better would be a restriction of card types.
I worry most about this returning instant/sorcery cards, as those are the kings of repetitive game play if recurred. And a spell costing e. g.
won't cost all that much life with the second mode either.
This is the kind of card that greatly benefits from triggering at the beginning of the precombat main phase.
The current official wording of Shahrazad already covers "leave the game as it is",so I'm not certain why you choose to alter the wording of the effect (at least before the "This creature's controller"-clause)
Starting the subgame at 1 life and giving one player this direct damage source that by default wins the game regularly on turn 2 mans two things:
I'll also mention that the card draw is an off-color reward for a red-white card.
Subgame cards are not trivial to design, but this one actively fights itself. I'd prefer the card without moving Sheherazad, fateful storyteller into the subgame, for starters.
Alternatively give it a rummaging/looting effect of the ability to gain life, which will be a clear advantage, but won't just outright win the subgame by itself (plus some mana).
I see entirely no good reason to have the "legendary card" win condition for the subgame on this card. It seems nice to have an alternate win condition in a subgame that doesn't start at 1 life.I also could see an alternative subgame ending condition, but that clause on this card adds words without notably improving the gameplay.
The blue activated ability was supposed to be flash grenade flavor. With the requirement of having an instant, it is super janky and impractical in retrospect
Madness? I really don't see the way these abilities form one cohesive whole. Actually, even with madness the shrinking comes a bit late.
I like the idea of a cheap way to end someone's extra turn. The damage part is almost a distraction. Removing it also solves your wording issue.
Though, yes, "active player" can be used like this. See Nettling Imp.
"spelling" = "spell dealing"?
Putting a sorcery as an ETB effect onto a negligible body doesn't strike me as the best place.
I also especially hate how you have to scoop up your whole game, then play an entire different game (which may take a few seconds if you draw a Mountain and a Shock or Norin, the Wary in your opening hand) and then you get to re-create your potentially very complicated game state.
See Fiery Rebirth Amphin. Unsure what the correct wording is. Like, "your turn" "opponent's turn." Is it "active player" for the person whose turn it is?
I like the idea, but maybe too strong as colorless. This is already strong since it punishes non-tribal if the deck gets multiple copies of the same creature out. Standard gets tribal sometimes, and this is probably an autowin if it resolves.
My resolution would be a rider that doesn't let the power and toughness (or at least just toughness) go below 1/1. That being said, I do tend to fear things as overly powerful and can overdo drawbacks.
Anti-Coat of Arms.
I hate tribal decks sometimes.