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CardName: Proliferation Charm Cost: 1GG Type: Instant Pow/Tgh: / Rules Text: Choose one: - Target creature gets +4/+4 and trample until end of turn. - Put three 1/1 green Saproling creature tokens onto the battlefield. If {G}{G}{G} was spent to cast Proliferation Charm, choose any number of permanents with counters on them, then give each another counter of a kind already there. Flavour Text: Set/Rarity: Otaria Forever Uncommon |
Code: UG07 History: [-] Add your comments: |
removed basic qualifier from first mode, added another 1/1 to the third
probably need to sweeten the deal on the second as well. this is likely the weakest of the charms
added life gain to the proliferate option and switched 2 & 3 because now 3 is really long
Each of those abilities is powerful enough to be its own spell at this cost. That defeats the point of a charm: three minor abilities that are only good enough to play because of the versatility.
if that defeats the purpose of a charm then why is the command cycle so popular? modal spells with good effects are fun, the trickiness inherent in optimising your card value by using the right mode at the right time adds some depth and novelty to otherwise straightforward effects. what do you lose from making the effects powerful exactly?
Command =/= charm. If you want to make a powerful modal spell, fine, but don't call it a charm. Also, I'd add
to the cost. Each ability is powerful enough to play as its own card at 3 mana.
i think given the relative power of the set and the existence of cards like Mardu Charm i'm comfortable with the existing names. cost may prove too low, but i'll see how it tests as-is