Isocholite

Isocholite by HijackAttack

152 cards in Multiverse

81 commons, 48 uncommons, 17 rares, 6 mythics

21 colourless, 38 white, 37 blue, 24 black, 9 red,
9 green, 1 multicolour, 8 artifact, 5 land

17 comments total

Corrupted by Eldrazi, Isocholite barely survived. After eons of slumber, Nahiri returns to the world she believed broken.

Isocholite: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton | Limited Archetypes

Cardset comments (2) | Add a comment on this cardset

Recently active cards: (all recent activity)

 U 
Enchantment – Aura
Enchant creature
When Training Session enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
{3}: Untap enchanted creature, then sacrifice Training Session.
7 comments
last 2017-03-31 12:32:32 by Alex
 U 
Creature – Human Soldier
When Battleguard Blacksmith enters the battlefield, you may attach target Aura you control to target creature you control.
Enchanted creatures you control have first strike.
3/2
 U 
Creature – Elemental
{2}{b}: Rot Elemental gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Activate this ability only once each turn.
3/4
3 comments
last 2016-05-05 15:29:28 by dude1818
 U 
Creature – Ape Warrior
{2}{g}: Simian Smasher gets +2/+2 and gains trample until end of turn. Activate this ability only once each turn.
3/3
 R 
Instant
Counter target spell. Return target land to its owner's hand.
"Personally, I'm offended you would waste such a valuable resource on such a useless endeavor."
1 comment
2016-05-05 08:26:54 by Vitenka

Recent comments: (all recent activity)
On Training Session:

HijackAttack is correct. kauefr's wording isn't a standard template, and the doesn't-untap ability should indeed be separate to the add-a-counter ability. SecretInfiltrator's suggestion would have people confused about whether it applies when the creature's untapped.

You could buff the buff mode of this by taking down the {3} cost to {2} or {1}.

This reads like Cocoon, which did have the "creature you control" restriction, and was thus really really bad.

I'd give this a name that makes it look more like something nasty, and then it can be like Immobilizing Ink, a removal spell that secretly can occasionally be useful on your own stuff. See also Evolution Vat , Defiling Tears, Otherworldly Journey, and things like Immolation.

On Training Session:

I think a way to bring the removal side in power down to the buff side is to alter the last ability to:

  • Enchanted creature has "{3}: Untap this creature, then destroy ~."

Overall this card could use some simplification/shortening of text e. g. unifying the second and third ability to:

  • If enchanted creature would untap during its controller's untap step, put a +1/+1 counter on it instead.
On Training Session:

The buff side is weak compared to the removal side; I don't think many people will use it as a buff. I guess that the option is there - and if the opponent has a lot of ecnchantment removal you might do it. But it feels like "Here's a card that does two things! One you want to do!"

On Training Session:

That would read cleaner, but I don't think it's the proper wording.

The card is supposed to be versatile -- it can be a buff or removal. Obviously it's much better as removal, but I like the flexibility it provides. If you want to use it as a buff, you have to sink extra mana into it, so it doesn't seem too powerful.

On Training Session:

Is this supposed to be removal or just a buff? If the latter, "Enchant creature you control" might remedy this.

And I think you can write the first 2 abilities in a single one "When Training Session enters the battlefield, tap enchanted creature, it doesn't untap during its controller's untap step."

On Training Session:

Your opponent's Demystify might make this much, much worse than an Oblivion Ring. It's possible that HijackAttack got the cost right, since this is a risky card to run.

Though, I got to admit, that while I like the card, I don't like having to constantly remember to put a counter on an opponent's creature even when I'm sure my opponent has no enchantment removal, but the opponent doesn't want to admit to it. Annoying. Personally, I also shy away from good cards that can blow up in your face. If it was me, I'd make adding a counter optional, and increasing the cost accordingly. Not everyone has my tastes though.

On Training Session:

Kinda interesting idea; but sadly mainly just a cheaper Oblivion Ring.

On Rot Elemental:

Don't gold archetype cards tend to be uncommon anyway? If they're common, people will just fight over archetypes.

On Mana Break:

Huh. An upcosted Counterspell I'd consider using. Nice.

On Erg Blastraider:

edit: nvm i'm dumb

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