Gate to Ukmor: Recent Activity
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Recent updates to Gate to Ukmor: (Generated at 2025-05-02 04:18:18)
Old infuse -> new infuse
sorcery, old infuse -> instant, new infuse
return to hand, gain 2 life, old infuse W -> flicker, gain 1 life, new infuse 3W
what's the flavour of infuse exactly?
also if you need a tiebreak for your siphon options, the tap version is pretty similar to my tap mechanic and might make PRB standard a little dull. especially if you make the tap version only work as a sorcery, which is what they needed to do for outlast
this should probably have discharge
Siphon, 4 charges to move -> NewSiphon, 2 charges to move.
Trying out next iteration of Siphon.
Land ETB or become tap granting charge counter -> Siphon an activated ability that puts a charge counter on the permanent (template as outlast? instant speed? we will see)
ETB draw 2 discard 1 --> ETB trigger remove a counter from a permanent you control, if you do sleight of hand.
Too powerful in playtesting, also common sense... cf. the blue gatekeeper from DGM and the recently printed SOI Drownyard Explorers. each draw between 0-1 card, this crab draws at 1-2 card power level. could also be tied more into the set mechanically i feel.
yeah. this card is just totally out of place. FLAGGED. slot marked for an on-theme card for the RW or WU archetypes.
this card is oppressively powerful. answer or win. i like the idea of the theme, and want to build it into a payoff rare for the BG archetype (which isnt fully fleshed out yet but i intend to involve lands and the graveyard). FLAGGED TO BE HEAVILY MODIFIED
First Playtest Conclusions:
-Infuse needs to change. It's very all-or-nothing at the moment, and leads to repetitive gameplay and uninteresting decisions, with minimal chance for counterplay.
-Lineage needs to be cleaned up, both in terms of a consistent trigger condition (at least at common, but ideally for all) and consistency within the colours for the creature types which trigger it. Players felt taxed keeping track of all the creature types in the graveyard and what the triggers were on each of their cards. (art may help, but it will still probably be an issue) - Siphon! Trigger on tap tends to snowball (if youre attacking youre winning, and then your creatures get better). Landfall only may be the way to go. Also, creatures with more situational abilities tend to pile on charge counters.
-Toughness too high and power too low across the board. Many standoffs with no way to punch through. also, more fliers!
Potential solutions: -To address lineage issues and make drafting have more archetypes, leave class-matters as is, and have race-matters across the other 5 colour pairs. This will tidy up all the lineage creature types, and reduce to 5 major races, and allow emphasis on race subthemes for drafting.
-Infuse: maybe change to a cost reducing mechanic if a creature ETB'd your turn? POtenially with extra triggers (or copy for some condition?)
-Siphon: lower the power or raise activation cost of some of the siphon commons (elvish kreltender and bokor thrull in particular). change to a landfall only trigger or potentially an outlast-type thing where you tap it for charge counters.
cheating card
6/6 -> 8/8
1/1 -> 1/2