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Skeleton

CardName: Post-Mortem Phantasm Cost: U Type: Creature - Skeleton Illusion Pow/Tgh: 3/2 Rules Text: Defender Return two lands you control to their owner's hand: Regenerate Post-Mortem Phantasm. Any player may activate this ability. Whenever Post-Mortem Phantasm is regenerated, target opponent gains control of it. Flavour Text: Set/Rarity: Mashup: the Gathering Alpha Rare

Post-Mortem Phantasm
{u}
 
 R 
Creature – Skeleton Illusion
Defender
Return two lands you control to their owner's hand: Regenerate Post-Mortem Phantasm. Any player may activate this ability.
Whenever Post-Mortem Phantasm is regenerated, target opponent gains control of it.
3/2
Created on 29 May 2013 by jmgariepy

Code: RU09

Active?: true

History: [-]

2013-05-29 02:13:28: jmgariepy created the card Post-Mortem Phantasm

Random generator gave me Carrion Wall and Vapor Snare. That's kind of funny, since the set already has a 'regenerating matters' sub-theme. Since this card changes control and returns lands, I figured I could sneak this regenerator in blue without too much fuss. Looking at the skeleton... oh... there's only one slot open in blue. Guess this is it. Man, this set is right on the verge of completion.

This card, of course, has the problem that all the 'regeneration matters' cards do... a lot of people won't realize that successful regeneration, not activating the ability, is what matters. Oh well. The tip and trick card will help some... and in real life, I can just inform players before we draft.

My only regret is that this card isn't much better than Torpid Moloch. I mean, it's got some wacky combo potential with cards like Merfolk Looter, and can serve as a way to avoid land destruction, and in set, it can leech out a bunch of "Whenever a creature regenerates" triggers... but, yeah. I'd make it a 4/1... but Carrion Wall. Maybe it's just best to leave it alone.

Oh... heh... I guess it also works well with Pyroclasm. If your opponent doesn't regenerate this when blocking a creature, just do it yourself. Then on your turn, sweep the field and put it back on your side. Okay, I guess it's got a few tricks on the Lizard Defender.

Wacky and potentially fun. In other words, eminently suitable for this set. :)

Switch the rarity slots of this and Dash of Alchemy or Hysterical Response. (I'd suggest Hysterical Response; case and point being the UW counter from Dragon's Maze with silence attacked.

Those are both decent suggestions. Unfortunately, both Dash of Alchemy and Hysterical Response are playing a role in common right now (Divination and Hard Counter slots). I can see why you'd think either one could be a rare, though. They're both promotable.

I can also see this as not a rare, but common is too confusing a place for it. I think I'll try to wiggle some cards around and find what can bump up/down out of uncommon. Alternatively, I might force the random generator to make me a new hard counter common or Inspiration. I got some juggling to do.

Because of the tutor effect on Dash of Alchemy, it should not be a rare, an uncommon at least. And Hysterical Response should be a rare since it is on near the same powerlevel as Silence/Counter from Dragon's Maze, just one mana more and with a slight drawback, but also monocolored.

Interesting arguments, Joz. I think I disagree in both cases. I think Dash of Alchemy is fine because it's a very restricted tutor; compare with the original common printing of Trinket Mage, or many cards with Transmute on which it was based, such as Drift of Phantasms, Perplex, Shred Memory etc.

As for Hysterical Response, I think it's more questionable why Render Silent is rare in the first place. I remember when Absorb was printed thinking "Why is this rare? It's just Counterspell plus Healing Salve, two commons..." Although I'm 12 years more practiced in card design now, I still feel rather similar about Render Silent. It's the kind of design that could go anywhere in the rarity distribution - see Dismiss at common, Last Word at rare, Discombobulate at uncommon, and many more all over the place.

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