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Mechanics | Skeleton |
CardName: Ally's Cry Cost: wgr Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant creature aid (Whenever a creature enters the battlefield under your control, you may pay {W/G}. If you do, put a +1/+1 counter on it.) *Unity* - As long as three or more creatures you control are tapped, enchanted creature gets +3/+3 Flavour Text: Set/Rarity: cube take 2 Common |
Code: CZ53 History: Add your comments: |
I've seen a lot of people use mechanics like unity, where it cares about all your things doing something. Battalion and battle cry both started by caring about all your creatures attacking.
Why this is problematic: instead of encouraging you to do something, it discourages you to do another thing. For example, if the effect was "Enchanted creature gets +3/+3 for each tapped creature you control.", it would make me try having many creatures good at attacking, or at least surviving combat through evasion, or even having activated abilities or using Springleaf Drum or whatever. That's cool.
But as it is now, it just makes me feel bad if I try to play a Wall, if a non-haste creature finds its way onto my side of the battlefield for some reason, or might even tell me to send my creature to death just so that another one can grow. This case is particularly bad because this encourages you to play a creature (so that it get its aid counter) before the enchanted creature potentially dies in combat, but that most of the time turns off the last ability.
You should find another way to reward tapped creatures (unlimited scaling or just a threshold like battalion or metalcraft, or what you think fits better) and not just punish untapped creatures, and it will play much better.