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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Storyline

Cardset comments (1) | Add a comment on this cardset

Recently active cards: (all recent activity)

 U 
Instant
Choose one—
• Draw two cards.
• Counter target spell unless its controller pays {5}.
• Untap up to two target permanents.
1 comment
2015-03-22 01:19:42 by Sorrow
 C 
Land
Fading Wilds enters the battlefield tapped.
{t}: Add {g} to your mana pool.
{t}: Add {g}{g} to your mana pool. Activate this ability only if you control an Elf creature.
 C 
Land
Melting Icespire enters the battlefield tapped.
{t}: Add {u} to your mana pool.
{t}: Add {u}{u} to your mana pool. Activate this ability only if you control a Vedalken creature.
 C 
Land
Crumbling Palace enters the battlefield tapped.
{t}: Add {w} to your mana pool.
{t}: Add {w}{w} to your mana pool. Activate this ability only if you control a Rhino creature.
 R 
Legendary Creature – Naga Assassin
Deathtouch
Whenever a Naga creature enters the battlefield under your control, each player sacrifices a creature.
4/7

Recent comments: (all recent activity)
On Epiphany Charm:

Unconditional hard counterspells typically have UU in their mana cost.

On Chandra Flamebringer:

How about +1 for a token with flying and haste and -2 for Rain of Embers (or maybe Simoon)?

On Chandra Flamebringer:

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.

On Agony Charm:

The first mode is an instant Mind Rot, which isn't printable by itself. Instant discard is rarely allowed at all.

On Agony Charm:

I guess so. It just struck me as "Wow, that is impressive" - the kind of finisher I'd normally expect on a {b}{b}{2} sorcery; as a limited bomb.

On Chandra Flamebringer:

Three flying tokens? That's powerful... and oddly anti-synergistic with her +1. I'm guessing that's intentional.

On Lightning Charm:

Ooh, I like that idea.

On Lightning Charm:

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?

On Agony Charm:

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.

On Agony Charm:

Whoa. An innocuous looking charm, with mode 3 being "Destroy all creatures, except maybe some of my tougher ones" at instant speed? Ouchie!

(All recent activity)
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