Evolution

Evolution by Veredictum

249 cards in Multiverse

97 commons, 60 uncommons,
57 rares, 15 mythics, 20 basics

40 white, 40 blue, 40 black, 40 red,
40 green, 5 split, 18 artifact, 26 land

138 comments total

A set with a lot of emphasis on choices and moments. Thought for limited and constructed play, above all it aims to be fun.

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Mechanics | General Information | Idea and Principles

Cardset comments (5) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On Endugu, the Mastermind (reply):

Yes his first ability doesnt thrill you a lot, keep in mind i designed this much before Jace the Mind Sculptor so the power level of the blue planeswalkers or planeswalkers in general was a bit lower, and since i continued working on the set and power level got up (Jace the Mind Sculptor, Koth), i kinda didnt go back to change this guy, i did change the red planeswalker to be able to compete with Koth, but i should probably look into this guy a bit more. Any suggestions for his first ability?

On Sacrificial Link (reply):

Maybe the 3 life is a bit too much, but maybe 2 life will make it unplayable, i havent tested this card a lot though, my friends and i love to play Evolution limited, and when we test constructed we usually use some other decks (although we play with a different version of the set, i will try to update it here when i have the time, it addressed a lot of issues that are discussed here and some others)

Recently active cards: (all recent activity)

 U 
Creature – Imp
Flying
Curve 3 — (If you cast this spell on a player’s third turn, it gains this effect.) When Grinning Imp enters the battlefield, all creatures get -2/-2 until end of turn.
2/2
6 comments
last 2011-01-20 09:06:47 by Alex
 C 
Creature – Human Bandit
Mad Brawlers may only attack creatures. (You can choose to attack a creature defending player controls. If it isn't blocked, it deals combat damage to the defending creature, that creature doesn't deal damage back to it.)
Lurk 4RR (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
3/3
 R 
Land
Amber Garden enters the battlefield tapped.
T: Add G or W to your mana pool.
Curve 1 — (If you play this card on a player’s first turn, it gains this effect) When Amber Garden enters the battlefield, put a 2/1 white green Elf Soldier creature token onto the battlefield.
 C 
Creature – Elf Druid
2G,T: Put a 1/1 green Squirrel creature token onto the battlefield.
Curve 1 — (If you cast this spell on a player’s first turn, it gains this effect.) When Squirrel Empath enters the battlefield, put a 1/1 green Squirrel creature token onto the battlefield.
1/1
 R 
Creature – Spider
Reach, Deathtouch.
Lurk 3GGG (You may play this face down as a land card with “T: Add 1 to your mana pool.” Turn it face up anytime for its Lurk cost.)
Whenever a creature with flying attacks you, if Predator Spider is lurking, you may turn it face up without paying its lurk cost.
3/6

Recent comments: (all recent activity)
On Coastal Market:

Interesting. Seems quite strong.

On Madness // Cloud Asylum:

Or, come to think of it, it could be "2UU. Counter target spell or search your library for an island card and put it onto the battlefield tapped."

That would solve the templating problem even more simply, but sort of suggests it would be too good, since blue doesn't normally get that.

I like awall's suggestion.

On Endugu, the Mastermind:

Loyalty abilities are [+1] not {+1}.

On Madness // Cloud Asylum:

For what it's worth, this card is almost identical to Denying Channel, the card originally submitted by Taigo Chan when he won the Magic Invitational. R&D tried playing with it for a while and decided it was too strong, so they asked him for another design. We wound up "merely" getting Snapcaster Mage instead. See http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/arcana/826 .

Granted, this isn't uncounterable and it etb tapped as a land, but I still think that this is probably going to be a huge boon to slow, grindy control decks. It also doesn't lead to particularly many interesting choices: if you have other lands, you always hold it back; if you're mana hosed, you play it as a land. I'd much rather see the spell half of this be something that was relevant at the same point in the game that the land would help; perhaps something like, "U: Counter target creature spell unless its controller pays 1."

Oh, also the rules don't support split cards that are half-permanent, half-instant. But there are ways to work around this, so I wouldn't worry about it too much.

On Arms Master:

Curve seems to keep getting the same response. I find it more funny than anythings else. I definitely understand BD and Link's response, but I don't feel like adding to what's probably a dead subject for you.

I will, however, point out that creatures like this are particularly Spiky. Better on round two, and continues to stay that way throughout the game is probably fine on one or two creatures, but I, personally, wouldn't pull that trick too often. I like curve when it gives me a noticeable effect, then goes away. In this instance, for example, gaining 4 life when the creature comes into play may make a better incentive for curve. Why? Well, you don't feel bad when you play this creature on round 8 because it's smaller. It was always going to be a 2/3... but playing it on turn 2 gave you a bonus.

On Arms Master:

Yes, it seems more like you'd want to reward players for playing differently. Also, it's unlikely most people are going to want to count their turns up to turn 5.

On Arms Master:

I like what you're trying to do with Curve. The problem with this implementation is that you're incentivizing players to do something that they would be doing anyway - playing their spells on the optimal turn. Rather than providing interesting decisions, it removes interesting decisions, because players will have less reason to make alternative choices with playing out there curve.

On Mystical Archsage:

­Ertai, Wizard Adept and Ertai, the Corrupted have activated countering on tap. Like those, this does only get one spell per turn. (Unless blue has any untap effects... oh wait.) And I'm not sure you can really call a 3/4 for {4}{u}{u} an "efficient" creature. That kind of creature gets Ancestral Recall as a tap ability, if you remember Arcanis the Omnipotent...

On Madness // Cloud Asylum:

As an activated ability, it can't be countered by normal spells. Only cards like Stifle can interfere. As an ability, it should be expensive and only soft counter.

On Madness // Cloud Asylum:

Mmm... even with the rule complication this is definitely strong. Not overpowered, per se, but it sure does shore up some holes in the standard counterspell deck.

Also, evoke or discard probably automatically increases the "casting cost", since that would make this card very close to being strictly better than Last Word.

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