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CardName: Laresian Emissary Cost: 1W Type: Creature - Human Scout Pow/Tgh: 2/1 Rules Text: As long as you control a black creature or a red creature, Laresian Emissary gets +1/+1 and has first strike. Flavour Text: Set/Rarity: Arcunda Common

Laresian Emissary
{1}{w}
 
 C 
Creature – Human Scout
As long as you control a black creature or a red creature, Laresian Emissary gets +1/+1 and has first strike.
2/1
Updated on 18 Feb 2016 by Chris

Code: CW06

History: [-]

2011-01-20 13:42:03: Chris created the card Laresian Emissary

First attempt at a cycle (with Mirundaean Emissary Mote Theft Trader's Instincts (CG18) ) that hints at enemy colours "getting on".

If implemented as a cycle in this form, this would give one extra creature per colour. Is that too many? Should I make this cycle a spell - this sort of this has been done before? Or should I keep this as creature and make one of the existing creatures a spell?

11 creatures out of 18 is a lot for white. But 8 creatures out of 18 seems fine for blue.

2011-01-25 12:44:10: Chris edited Laresian Emissary
2011-01-27 12:14:56: Chris edited Laresian Emissary

Due to keeping this a creature for the moment, cycle with Mirundaean Emissary, Viritraian Emissary, Malandian Emissary, Kitrian Emissary. All will be 2/1 creatures that gain +1/+1 and a relevant ability if you control a permanent of an enemy colour. All will probably cost 1C.

The intention is to reflect the fact that Arcunda is, mostly, internally at peace as the block starts; so even the enemy colours are on good diplomatic relations and lend aid where needed.

It might be nice if I can grant each creature an ability in-colour, but also at least secondary or tertiary in both enemy colours. I almost managed it here (First Strike is apparently no longer very black), but I'm not sure it'll be completely possible!

Heee. BWG = regen, or lifegain. WUR = flying, sortof. Sadly flash is WUG... although maybe not that sadly, because it'd need to be templated completely differently. Shroud is GU, with third place probably W again. Haste and trample are both RG, but third place probably B.

/me digs out his colour pie notes, from back when I was musing on what the colour-triplets have in common... Aha. WRU is bounce and gaining-control. GUB is card draw. And year, I didn't find anything for RGU. BGW can also be landsearch and indestructible.

On the allied side, WUB are tutoring for nonlands, GWU is also vigilance as well as flash and shroud, RGW is interaction with attackers and forcing to block.

And every colour but G gets some degree of flying, and every colour but U gets power pumping and destroying some kind of permanent, though you've got better options for the WBG and WBR triplets.

RGU could be uncounterable.

Hmm, yes, that could work. It'd be slightly different to the others - it might need to be two lines.

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