The Way of Kings: Recent Activity
The Way of Kings: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to The Way of Kings: (Generated at 2025-06-28 13:27:21)
The Way of Kings: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to The Way of Kings: (Generated at 2025-06-28 13:27:21)
Come to think of it, Captain's Claws is pretty close to this, so should we go with
for each cost? (1 extra mana on fortify vs. equip cost to account for the difference in risk between tapping a land and attacking, it might be more if not for the lack of Ally interaction on this card compared to claws.)
Can we make this a Noble instead of a Coward? I feel like Coward is a bit of a vague creature type and prefer Noble to describe him, we can show his cowardice through his abilities if you want but I actually feel like he's more foolhardy than cowardly.
What do you think? Also, you had the front side as a 2/3, is it okay that I made it 3/3?
Okay. Sounds good.
And fixed.
Okay. I just set them all to the same cost to start out with, just by default.
Well, considering the fact that we only have one fortification to compare to, it's hard to balance. This does have a lot weaker effect than Spawning Grounds, but it is also cheaper, and would be really useful to a weenie deck.
This is cool, but pretty powerful if we put much fateseal in the set. For now it's fine, but if we get upwards of ASFAN 0.6 or so for fateseal (0.6 fateseal cards per booster on average), we might want to make this 0/2, or three mana.
To fit the new trend of two CMC for these if we go that direction, this could grant +2/+1 for the attacking side and +1/+2 for blocking. Also, the regen can probably cost
, considering Regeneration.
If we put first strike on Stonestance and maybe replace menace with deathtouch on Smokestance, this could look like this:
Flamestance

Enchantment - Aura
As long as enchanted creature is attacking, it gets +3/-1 and has menace.
As long as enchanted creature is blocking, it gets +1/-1 and has double strike.
Granting vigilance after attacks doesn't work, and the indestructible makes this a frighteningly effective defensive card against decks that are light on removal. I'd go with +1/+1 for each, plus first strike for attacks and lifelink for blocks costing
.
Once again,
for this is fine, looking at Madcap Skills.