Green Ember
Green Ember by Emma
17 cards in Multiverse
3 commons, 4 uncommons, 7 rares, 3 mythics
3 white, 1 blue, 3 black, 2 red,
2 green, 1 multicolour, 3 artifact, 2 land
23 comments total
A cardset based on the Green Ember children's fantasy books
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Mechanics | Skeleton |
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Return target creature from exile to the battlefield under control of its player.
Enchant creature
Enchanted creature gains the creature type Noble, has Exalted, and gets +2/+2 for each creature in your graveyard that shares a creature type with it.
Enchanted creature gains the creature type Noble, has Exalted, and gets +2/+2 for each creature in your graveyard that shares a creature type with it.


Crossroads 1 (Upon entering the battlefield, choose 1 of the options below. You cannot use any of the others until this card leaves the battlefield.)
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When The Green Ember enters the battlefield attach it to a creature you control.
Equipped creature has +2/+2, Lifelink and Exalted.
When equipped creature dies, attach The Green Ember to target creature that shares a creature type with the equipped creature.
Equip


Equipped creature has +2/+2, Lifelink and Exalted.
When equipped creature dies, attach The Green Ember to target creature that shares a creature type with the equipped creature.
Equip



Recent comments: (all recent activity)
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Rod of Ruin was
to cast and
to activate, but then again it was never really that great.
It should be noted though that not having a mana cost at all associated with the activation is a meaningful boost to the strength of this kind of effect.
NR: I think this could still do with some more juice. Options a. +2/+2 for each creature that shares a type b. Also give an ability (ideally some form of evasion)
Probably not mythic
Is a 4 mana uncommon a bit less overpowered?
2 mana noncreature source which can ping each turn is deceptively strong and oppressive to the point of format warping (ala how for example bowmasters has been pushing out classics such as bob from legacy top tier status).
NR: Love the flavour! I think a catapult ought to kill the creatures it gives flying at the end of the turn (or at least, do some damage to them. Lean into the flavour!)
NR: Healing is normally white rather than green. X comes first in mana costs (it's a bit weird, but we say mana costs in the opposite order to how they're written). Powerwise it's fine to have just a flat payment instead of an X, and it would give you space to say what happens instead of the dying (thought the modern way would be: R/W, sacrifice Emma: target creature gains indestructable and hexproof until end of turn.
NR: Are rabbits going to block a flying thing very often?
NR: The abilities are pulling in opposite directions - Exalted says "Attack with one thing at a time", +1/+1 to all creatures says "Attack with everything at once!" I also think you want something more interesting, and more triggered, than a static +1/+1. For example "If Heather attacks alone then there is another attack step after this and creatures you control get +1/+1 until end of turn" - synergises with the exalted, a bit dangerous if you can give her vigilance and unblockable (but hey, she's mythic), but maybe not quite right flavour wise. More boring, but perhaps better flavour: "T: give all creatures +1/+1" leans into "she does something to Give Hope - writing a thing". If you go for the second put something else in the set that can untap creatures several times :-).
NR: An 8 mana mythic should say "I'll win the game by myself if you don't deal with me fast" or "I'll win the game by myself, and I'm very hard to deal with". This is a 6 mana rare.