Evolution: Recent Activity
Evolution: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | General Information | Idea and Principles |
Recent updates to Evolution: (Generated at 2025-08-13 12:35:50)
Evolution: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | General Information | Idea and Principles |
Recent updates to Evolution: (Generated at 2025-08-13 12:35:50)
Wow, I really love this card.
No matter what, free discard is overpowered.
I'd go with the pain option to make them similar to the other Talismans without a painless generic option.
This is true, but Scute Mob probably isn't being played turn 1, and using removal on a BoP seems kind of questionable. I think Ovinize is still a good card and love using it, but just find the Curve on here won't be used very often at all.
Could be quite effective on a BoP, or a Goblin Guide or a Scute Mob or something...
This card is too powerful. Turn 3 edict + lifeloss and then ongoing lifeloss (assuming they probably do not have any other creatures to sacrifice to pay for other creatures). I like the card a lot but still feel like it is a touch too powerful.
Solid Curve card here. Edict + discard is usually pretty good on turn 4.
Really love the Curve ability on this creature. Feels powerful, even if you aren't using his abilities with the mana!
This card is a beating! Love it.
You better hope you are playing an extremely aggressive deck to get any use out of the Curve effect, because this won't work with land. Curve is just not right on this card.
Same problem as other reactionary Curve cards. Who really cares about doing this to a turn 1/turn 2 creature?
Love this as a strictly better Merfolk Looter! Really enjoy it and these are my favorite type of Curve cards.
I think this card is better suited for a higher mana cost (with a higher Curve as well obviously). Perhaps at 4 or 5? I know you don't want to do any Curves above 4 in the set, but this is one that is begging for a higher Curve.
I have no idea what Curve is doing on this card. Is it supposed to be "Three additional permanents"?
Ridiculously powerful, especially with cards like Vedalken Orrery. Not that that is necessarily a bad thing, but I'm not sure if this effect belongs on an uncommon. Obviously it isn't a huge consideration for limited, but it does just seem really powerful for a two mana uncommon.
I'm not sure how I really feel about this planeswalker. His first ability seems weak because if you curve out with him turn 4 or even drop him turn 5 or 6, he seems extremely underwhelming and just generally unfun because he won't do very much. His minus ability is obviously powerful and I think works well with the mana cost of 2UU. I don't like how if you use his ultimate at 7 you lose control of creatures you had taken control of with Endugu. His ultimate is fine. Not earth-shattering, but you should probably just win after playing it.
I think some playing around with his first ability could turn him into a superb planeswalker.
Scroll Thief on crack! One of my favorite curve creatures.
Same thing as other reactionary curve cards... how often are you actually going to want to exile something played turn 1 or turn 2? Just seems like this card doesn't really need Curve.
Interesting planeswalker design, although I fear that it comes down maybe a bit too late to be relevant with its ultimate (especially with the + ability only being +1). I like how you've consistently had a very powerful card pool with this set, so I don't think it would be out of the ordinary to bump this down to cost 3WW, starting with 4 loyalty.
Thinking about it some more, I don't know if the ultimate is very powerful at all, especially compared to ultimates such as Elspeth's (either Elspeth). Maybe you could make the final ability Moat? This planeswalker seems to invoke the cards from Stax type decks. The minus ability could even be a ghostly prison type effect until the next turn. Just some ideas.
Extremely powerful. Really digging this card's pseudo-Annihilator ability. This is basically what 6 mana cost mythics have to be nowadays and I like it a lot. Not 100% sure it needs vigilance though.
Once again, I think there is a problem trying to tie Curve into reactionary cards like this. How often are you going to be able to pull the trigger on this card on turn 2? I know it is still a solid card otherwise, but it just seems like Curve isn't utilized fully on low-cost reactionary cards such as this one.
I think the the formatting for this should be:
"At the beginning of your upkeep, if Channel Recruits is in your graveyard, put a 1/1 white Soldier creature token onto the battlefield."
Not sure if Curve is shown off very well on this card. How often do you need to fog on turn 3?
Reminiscent of Gloomdrifter. (Which was quite bad, so don't feel you have to take the power level that low.) But it's not actually that similar. It's more a Wind Drake that randomly turns into Infest on turn 3. And turn 3 isn't when you normally want to cast Infest. Infest effects are normally uncommon, though, as that's quite an effective board sweeper in limited.
Cackling Imp already exists.
Will be testing, drawback will be it kills itself but a bigger effect.
As it is you could potentially get away with this at Common. It would have to be tested, but it isn't overpowering - a 2/2 flyer for

that COULD have an extra effect IF you draw it at the right time, and that effect hits itself as well.
If i made it -2/-2 i would have to make the imp bigger 2/3 or 3/3 for it to survive, or maybe add a "Other creatures" clause but that seems a bit odd in black imo.
This is a tough one for me as i know its wording/power is really clunky and the curve 3 doesnt really make sense, but i see this as a strictly better Traumatize that can actually win you the game for 3 mana, i really need to make this better or less clunky with the curve ability, any concrete suggestions? Also i dont want this to cost 1UB as this is a mono colored set.