Fetish Wars: Recent Activity
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| Mechanics | Skeleton |
Recent updates to Fetish Wars: (Generated at 2026-11-14 17:45:19)
| Fetish Wars: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Skeleton |
Recent updates to Fetish Wars: (Generated at 2026-11-14 17:45:19)
simplified
and
to 

increased damage to 3
Lost-Knowledge Ancient and Forgetter's Rage were two cards sharing a color with Banetrident that care about exiled instants and sorceries. BW has Protector of the Soulbarrier and Second Life, which care about exiled cards in general. Admittedly neither was really thought of connecting to blue for this set. I could make the drawback optional by allowing Banetrident to enter with a -1/-1 counter instead. Not especially useful for blue, but at least it'd go with the block.
I try to avoid worrying about how well certain cards work with five year old broken cards. That's a little like saying 'we shouldn't print 'Enchantment Artifacts' that sacrifice easily because it works well with Tarmogoyf. It sure does, but that's Tarm's fault. And we can't spend the next 10 years trying to design cards that don't just happen to work well with Tarm...
Besides, I most definitely wouldn't play this card as it is right now in a Delver of Secrets deck. That deck is incredibly fast and potent, and this card would just slow it down. I wouldn't want to make a better Delver deck... but that said, if I was going to design a card with a mechanic that could potentially be strong in a delver deck, I would want it to be good enough to be a legitimate option, even if that means the card is 'problematic'.
I don't know. Delver of Secrets has caused enough problems, right? This is just another card that fits well in that deck.
If anything, I'd say the bonus isn't good enough. One must remember that you need to have an instant or sorcery in your hand to begin with... and probably on round 1. That's a tricky enough restriction. I'm not sure what's fair, but I'm pretty sure that this card wouldn't be played even in the most aggressive blue Merfolk builds.
Also, have you thought of using something like "...enters the battlefield, you may exile an instant or sorcery. If you do, put a +1/+1 counter on ~." Cuts down on the feel bad nature of this card. While we're on this subject, I'm not sure why this is exiling the card instead of discarding it. I'm not a fan of doubling down on drawbacks...
Is the drawback reasonable?
changed ultimate to -7 instead of -6
Added an effect upon to death to make the aura more worthwhile at rare
Added "You gain that much life"
Shiny!
power reduced to 2
now a 3/3 instead of a 1/3