Journey to Tronjheim
Journey to Tronjheim by Samuel
189 cards in Multiverse
77 commons, 48 uncommons,
44 rares, 11 mythics, 9 tokens
1 token green, 3 token white, 1 token blue, 2 token black, 2 token red, 22 white, 22 blue,
22 black, 22 red, 22 green, 35 multicolour, 10 hybrid, 17 artifact, 8 land
61 comments total
The second set in the Eragon block! For the first, go to magicmultiverse.net/cardsets/772.
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Mechanics | Skeleton |
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The set creator would like to draw your attention to these comments:
On Journey to Tronjheim (reply):
on 21 Apr 2015
by
Samuel:
Draft two complete! Now the numbers of cards are finalized, but comments on individual cards' power levels and flavor can still be addressed. |
Recently active cards: (all recent activity)
Enchanted creature loses all abilities and gets -1/-1 for each creature you control.
Master of the Sword gets +2/+2 as long as it's equipped.
Whenever a permanent you control becomes the target of a spell or ability you don't control, put a +1/+1 counter on Eragon, Free Rider and you gain 2 life.
As long as you control Saphira, Eragon gets +3/+2 and has flying, lifelink, and haste.
Creature cards in your graveyard can't be the target of spells or abilities.
Fixed.
Defending player's creatures get +1/+1? So you're meant to put this on the opponent's creature to deter them from attacking with it? But that's so much worse than Pacifism... Or if you're meant to use this on your own creature, as an Avalanche Tusker / Crashing Boars, it'll almost certainly mean suiciding your attacker while declaring no other attackers, because otherwise the pump allows your opponent a much wider range of beneficial blocking choices.
Is this meant to pump your own creatures? That seems reasonable on an Aura. Jelenn Sphinx and Soltari Champion did it for one card rather than two, so I think a conditional Glorious Anthem with the usual Aura risk of card-disadvantage seems fine.
A legendary token without a name? That's somewhat odd. Most things that make legendary tokens give them names - see Tolsimir Wolfblood, Tuktuk the Explorer, Dark Depths etc.
Draft two complete! Now the numbers of cards are finalized, but comments on individual cards' power levels and flavor can still be addressed.
"Number of lands" would fit fine.
Huh. Turn an enchantment into a Forest. At the cost of card disadvantage. Nice if an enchanted creature of yours is about to die, or if you've drawn an enchantment that's not very useful in the current matchup... but even then, your only reward is a Forest. Just ramping by one mana in exchange for two cards (this card plus the enchantment) doesn't feel like a good deal.
I'd suggest either make this cantrip, or make it find two Forests. That way you're giving up two cards and getting two cards, and getting decent ramp if you manage to get a cheap enchantment onto the battlefield.
Perhaps the Forests should arrive tapped in that case, though. I guess I hadn't thought of the use case of using this as a (rather expensive) way to get one more mana than the opponent thought you had.
Mm. Probably, yeah. The cost could come down to match the power. I'm happier with a 3/2 vigilant first striker for 4 mana much more than a 4/2 vigilant first striker for 5 mana, because this way at least a Giant Spider can block it.
I think the equipment bonus could stay at +2/+2; it's easier to count that way and the extra toughness wasn't really a problem. If you jump through the hoop to get this equipped, it's allowed to be awesome.
Better now?
Normally green would get a 4/3 for or a 4/4 for at common.
Wow. This is going to be very strong in limited even ignoring the equipment bonus. First strik plus vigilance lets this attack for quite a decent amount without even letting down your defensive wall; and 4 power of first strike blocker is very potent.