Green Ember
Green Ember by Emma-Joveson
27 cards in Multiverse
1 with no rarity, 8 commons, 6 uncommons,
10 rares, 2 mythics
1 token red, 4 white, 2 blue, 6 black, 5 red,
2 green, 2 multicolour, 3 artifact, 2 land
24 comments total
A cardset based on the Green Ember children's fantasy books
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| Mechanics | Skeleton |
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: Add
to your mana pool
, 
: Creatures you control get +1/+0 until end of turnWhen 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



Inspire – creatures you control gain +1/+1 until end of turn
The Green Ember burns; the seed of the New World smolders. Healing is on the horizon, but a fire comes first. Bear the flame.
- Heather Longtreader
- Heather Longtreader
First Strike
2/1
Recent comments: (all recent activity)
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You can still keep track of it even if the card does not explicitly say so; the marker you use to keep track of it is not itself a part of the game, though.
Permanently? That kind of thing is very annoying to track without a token or aura
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?