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)

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.
last 2017-03-31 12:32:32 by Alex
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.
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.
last 2016-05-05 15:29:28 by dude1818
Creature – Ape Warrior
{2}{g}: Simian Smasher gets +2/+2 and gains trample until end of turn. Activate this ability only once each turn.
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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