Darangal
Darangal by Samuel
25 cards in Multiverse
3 commons, 10 uncommons, 10 rares, 2 mythics
3 white, 3 blue, 3 black, 6 red,
3 green, 4 multicolour, 3 land
19 comments total
A plane ruled by phoenix tyrants.
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Choose one—
• Draw two cards.
• Counter target spell unless its controller pays
.
• Untap up to two target permanents.
• Draw two cards.
• Counter target spell unless its controller pays

• Untap up to two target permanents.
Fading Wilds enters the battlefield tapped.
: Add
to your mana pool.
: Add 
to your mana pool. Activate this ability only if you control an Elf creature.





Melting Icespire enters the battlefield tapped.
: Add
to your mana pool.
: Add 
to your mana pool. Activate this ability only if you control a Vedalken creature.





Crumbling Palace enters the battlefield tapped.
: Add
to your mana pool.
: Add 
to your mana pool. Activate this ability only if you control a Rhino creature.





Deathtouch
Whenever a Naga creature enters the battlefield under your control, each player sacrifices a creature.
Whenever a Naga creature enters the battlefield under your control, each player sacrifices a creature.
4/7
Recent comments: (all recent activity)
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Unconditional hard counterspells typically have UU in their mana cost.
How about +1 for a token with flying and haste and -2 for Rain of Embers (or maybe Simoon)?
I know, the anti-synergy and the power were supposed to balance out. It shows that Chandra has immense power but doesn't really care what she blows up.
The first mode is an instant Mind Rot, which isn't printable by itself. Instant discard is rarely allowed at all.
I guess so. It just struck me as "Wow, that is impressive" - the kind of finisher I'd normally expect on a

sorcery; as a limited bomb.
Three flying tokens? That's powerful... and oddly anti-synergistic with her +1. I'm guessing that's intentional.
Ooh, I like that idea.
One damage, to each player? Really? Wow. That's bad. I mean, the card is good because it's Annihilating Fire, but the player-damage mode is awful. I'd suggest against player-damage as a mode on a charm where one mode is already creature-damage, because that makes the card just feel like Searing Spear. If you can't think of any other red abilities, how about a two-card Act on Impulse?
Well, the other two modes are only worth 1 mana even on a charm (Funeral Charm, Misery Charm). Mass gaining of deathtouch has only ever been available at rare (and always paired with lifelink: Ready // Willing, Vault of the Archangel), but I think it ought to be okay at 3 mana at uncommon. It doesn't destroy all the creatures you most care about - ones you can't block either due to them having evasion or due to them vastly outnumbering you.
Whoa. An innocuous looking charm, with mode 3 being "Destroy all creatures, except maybe some of my tougher ones" at instant speed? Ouchie!