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Mechanics | Other non-themed cardsets | Skeleton |
Recent updates to Cards With No Home: (Generated at 2025-05-02 13:59:30)
Unfortunate. I can't reconcile this card with the set. I do like the card, though. Here. You have it.
I think this could easily be 5 mana, plausibly 4 as an uncommon. 0/2 is pretty small initially, although it's effectively 1/3 even with no other blockers around.
I think the ability should only trigger on your creatures blocking, not everyone's, though. If you do want it to be everyone's then that probably pushes it up to 5 mana.
Well, it's a huge wall so that's not so bad, usually.
But yeah, given it doesn't itself need to block to get the first few counters it's a huge roadblock - and once it's got two counters, it will be very hard to attack past.
So it needs to be pricey; especially if someone thinks to use Animate Wall at it.
Apart form that though - it's not brokenly good, just good. At CMC6+ it's fine; at 5... maybe pushing it?
It turns into "Remove two counters: Put a lot more counters on it." Because of that, there should definitely be some cost attached.
Oh, you mean a cost to cast? Yeah, it needs that too.
Should there be a mana cost somewhere in here? It also seems like the abilities are slightly disconnected.
I like this card, but it doesn't really fit in New Mirrodin. I'm trying to avoid casting costs like
, and the salvage mechanic makes me want to print as few card drawers as possible. Donated to the community, I suppose.
Actually, I think this would look cleaner if it was split into two abilities. So:
: Add
to your mana pool.
: Add
or
to your mana pool. You may not activate this ability on any turn that ~ entered the battlefield.
I would sugest: "~ ETB tapped, add (1) to your manapool. (t): add (g) or (u) to your manapool."
Hey how do you make someone an admin?
No. In fact, they need to have no planeswalker type. Otherwise they would all leave the battlefield as a SBE. But in the same way that multiple morphs can coexist with Leyline of Singularity out, multiple planeswalkers with no type can coexist, because of the way the legend and planeswalker uniqueness rules are written.
That wouldn't change anything about if it deals damage, just how many. Let's say you play it with (3)(b) and it mills a CMC3 card then now it would deal 7 damage, with my suggestion just 3. Play it for (15)(b) (and hit something that expansive, like Emrakul, the Aeons Torn) now: 7 dmg, new: 15 dmg...
Well, if you did that, then it wouldn't deal damage when you payed
. I mean, maybe your opponent has a card that costs
in his deck. I think I wanted to guarantee interaction rather than make a narrow card that only worked right if your opponent was packing enough cards that cost 5 or more in the deck.
For flavour reasons I would suggest to let the player lose X life instead of 7.
I think they would need a Planeswalkertype, as they all would have the same type they would leave the battlefield as a state based effect.
Just created Peculiar Ultimatum based on a discussion of red answers to enchantments.
I'm also reminded of the way that River's Grasp, when cast for

, can be a "destroy target creature" that gets past regeneration and indestructibility.
match Grab the Reins's wording
Yay, discussion on this thread made me realise another one of the Peculiar Distortion family. Red gets Word of Seizing and Zealous Conscripts. Red gets Crack the Earth and Misguided Rage. Does red get Vindicate or Maelstrom Pulse? Um...
This is somewhat similar to Grab the Reins (pairing Threaten with Fling to get "destroy target creature" in an Agonizing Demise kinda way), but the principle can be extended from just creatures to all kinds of permanents to feel even more out-of-pie.
True. But this card was somewhat deliberately double-coloured-mana and not-black to make that somewhat harder to do, and they can also still play instant-speed removal spells in the draw step such as on this 2/2 creature.
Brutal with creatures that make players discard cards, but only at sorcery speed. You could certainly maneuver around it, but some games would be set and match as soon as the opponent's hand had zero cards, discarding player had superior board position, and the combo came down.
Hmm. I don't know how it does work. If I were in charge of making the rules work with this card, I'd want to put loyalty abilities in the same category as playing a land: something you can't do outside your turn ever at all, and only once (per planeswalker) on your turn; but beyond that, normally with sorcery-speed restriction, but other cards/effects can bypass that if they want. So this would let you use Ajani Vengeant as an on-board combat trick in your turn, but not in other players' turns.
I'm pretty sure it doesn't actually work like that at the moment, but ideally it should. At the moment it does indeed probably either not work at all, or break horribly with planeswalkers and need a fix to one or the other.