Savage Unity: Recent Activity
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Recent updates to Savage Unity: (Generated at 2025-04-30 22:29:41)
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Page 1 - Older activity
I guess. It was played against me this weekend in Sealed, but I was still able to win through it since I had enough reach
To be honest, dude, every time I've played Overcome it's been an auto-win. That extra +1/+1 isn't really necessary.
Also, Sleep is still in. And that card is just no fun. Argue for or against it as much as you want. Cards like Sleep make me wonder why I'm even bothering to make good plays.
Man, limited's gotten so nerfed. It blows
In fact, the modern effect is Overcome, so this basically offers you double the effect for 3 more mana. It’s intended to be a late-game finisher/ramp incentive, and I suspect playtesting will reveal it does that job adequately at 8.
—CF
Overrun notoriously does not appear in modern limited sets because it was an unfun I-win button at 5. Maybe this could be 7 without breaking the format, but I’m not sure people would actually enjoy that more.
—CF
Yeah; the price balance needs work.
Good solid card otherwise, though.
This seems pretty sad compared to Overrun. Three extra mana is brutal
vanilla terminology
We decided to try introducing a new game term rather than writing out the somewhat clunky "creature with no abilities" everywhere. Right now we're trying "simple creature," but still on the lookout for synonyms that are short, descriptive, and neutral feeling.
Creating an actual rules term for the property also lets us distinguish between "creatures that have no inherent abilities" and "creatures with no abilities at the moment."
We're starting playtesting using the former definition, so a Grizzly Bears with Flight would still be a simple creature, but a Morphling targeted by Ovinize would not be.
(More formally, there would be a new rule (probably in the 700s) that said "A permanent is simple if and only if it has no abilities after all effects from layer 1 have been applied.")
That's making the somewhat unwarranted assumption that the goblins will survive the first attack. Since you need this to give them revel, the opponent can see it coming...
And, um, you just turned five mana into 6. That's not exactly beyond the bounds of power constraints.
I get where you're going though - that this is repeatedly potentially quite a lot of mana is the dream. But only if you can attack without your creatures dying - and if you can reliably do that, well, you put the opponent on a pretty short clock already.
I just fear that the wisest use of this is "Attack 1, main 2, untap, end turn".
If it takes no mana, you only need three goblins to play this and then follow up with a Wurmcoil Engine on the same turn. Then next turn you can cast an OG ulamog with mana to spare. We’re looking to be more exciting than Aggravated Assault, but not really pushed for constructed.
—CF
But you don't have a bunch more mana left; you just used it casting this. Unless you had >7 creatures on the attack, but if you had that, well, you either just won, or you got all your creatures killed and have lost.
I agree it would be potent as just "Each turn..." but it would be much more exciting. And it's a 5-mana mythic that encourages you to attack and makes mana when you do. So why not let it be potent?
Downside of this - the exciting use of "Attack! Attack more!" is less likely to actually be the right play, compared to "Huh, ok, all my creatures have revel and vigilance. Nifty."
Karen, Dancer for my take on 'attack again'; though no revel keyword since that's yours :)
The play pattern where you cast this, alpha strike, use the colorless mana to activate it, and then still have a bunch more mana left over in your third main phase is pretty strong. We want people to have that dream, without necessarily punishing normal activations with a flat cost of
or something.
The casting cost and activation cost are both very flexible still, but I am pretty surprised at a suggestion of making the ability 0 mana -- with a medium number of creatures this can deal a bunch of extra damage at a net cost of 0-2 mana the turn you cast it, and then provide extra damage and extreme ramp on later turns. I think probably the lowest we'd go is

for activation.
--CF
This does already have almost twice as many words as would be optimal. As a mythic - go ahead and drop the other chunk of reminder text too - it'll fit a lot better that way.
The
activation cost is also weird to see. It's got the 

casting cost; so you have that mana - so why permit extra colourless in the activation? I mean - it would let you activate it with revel mana - but you can only activate it once a turn; so why bother? Or just make it a flat
?
Or heck; it's a mythic. Make it happen every turn, without paying anything?
Yeah, kind of unusual, but there isn't really space for the two reminder texts since the other ability is conceptually simple but uses a lot of lines. Would you prefer a version with reminder text for Revel but not reminder text about multiple instances stacking?
--CF
It is weird to have this reminder text but not the reminder text to revel. This is probably the reason every existing example of this kind of ability is on a creature that has the keyword itself and grants it to others.
Well, it's a faction mechanic right now, so it appears on 10+ commons and uncommons. Certainly hoping that it proves tractable to balance in playtests, but in the worst case we could find a new mechanic for R. This particular card is just silly right now, as noted above -- I kind of doubt that anything with a repeatable damage dealing activated ability and revel will end up happening.
--CF
Well, it's a perfectly sane and safe mechanic on otherwise vanilla creatures. A small mana boost; but on attack rather than on utility; so slightly riskier to use. Price it up like the myr.
But on something that repeatably deals damage? Owie.
This mechanic seems difficult to balance, and better suited to appearing on a few rares.
This looks like a cool rare to me.
This one does have a deck building requirement, somewhat like Primal Surge. Could very possible become 10 mana and/or basic Islands only.
--CF