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Additions to Comp Rules | Style Guide | Art Descriptions |
CardName: Pool of Lava Cost: Type: Land Pow/Tgh: / Rules Text: {T}: Add {R}. When Pool of Lava becomes tapped, transform it. Flavour Text: Back side: CardName: Bubbling Caldera Cost: Type: Land Pow/Tgh: / Rules Text: {T}: Add {U}. When Bubbling Caldera becomes tapped, transform it. Flavour Text: Set/Rarity: Mirroria Rare |
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Ooooooh. Froooody. It's a volcanic island, kinda, sorta, ish. Except just sometimes it's the wrong one and you're stuck in a colour screw.
Do like. Possibly slightly too strong to actually exist thoug; would need some playing to check that it DOES colour screw you often enough to matter.
Nifty design cycle!
I like this a lot.
I like this, too.
Sam Stoddard talked about this kind of design in his Developing DFCs article. He said they considered it, but found the gameplay too fiddly to be worth it. Another demonstration of how DFCs are in the weird spot of having fantastically huge design space but massively penalising physical logistics.
Yeah, I noticed that.