New Mirrodin: Recent Activity
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Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-08-18 13:39:04)
New Mirrodin: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-08-18 13:39:04)
chivvers! Release the beebles!
Solid. Thanks, Dude!
Me neither. That's why I'm testing it at
. It seems the fairest thing to do. After testing, we'll see what needs to be done.
I am pleased to see, however, that even with this cost and activation, Skullclamp still registers an emotional response.
It's probably the horrible brokenness of skullclamp that is making my inner designer scream "Nerf it! NERF IT NOW!"
There is, obviously, some point at which this becomes sane and balanced.
would be too high.
Is
too low? Mmmmnotsure.
Only thing about comparing this to Treasure Trove is that TT requires 2UU for activation. That's what blue pays for pure card advantage on an enchantment. Theoretically, artifacts can be used by any color. So when an aggro deck comes across this and says 'I can throw away all my useless creatures once my opponent's stabilised on a better form of cycling for cheaper than Treasure Trove until I find my burn spells', that becomes a problem.
With the one or two drops that will be feeding this thing it's going to cost 2-3 + colored mana to activate (depending on the composition of your set of course), which is easier than TT
This is the original cost and equip for skullclamp before they changed it to
and
. It sat in the Darksteel file a very long time, and no one seemed interested in poking it, so, as a very late change, in their effort to make equipment more exciting, they dropped Skullclamp to its current cost. Late in testing they got a whiff that they had made a terrible mistake... but by then they were too far in the process, and didn't have enough information on the card to know if the environment couldn't handle it. It couldn't.
I'm aware that skullclamp is a really good effect, but, when you increase its equip cost, there is a point when activating skulclamp isn't any better than activating Treasure Trove. Like Cursed Scroll to Magus of the Scroll, it seems to me that you don't need to do much to make the card not broken anymore. I could be wrong.
Change it to have an intervening-if clause: "When Flow of Beebles enters the battlefield, if an opponent controls an artifact, all creatures named Flow of Beebles get +1/+1 and are unblockable until end of turn."
For notes on the cylce, see Viashino Hivemate.
Yes, it's modular. It's funny, because that almost seems like it's too much information for a common, but, you know, there were plenty of commons that had modular. I guess the commons in darksteel only had keywords and reminder text, but I assume this isn't too hard to swallow.
For notes on the cycle, see Viashino Hivemate.
If any of these cards increase the casting cost of the cylce, or force the cycle to stagnate in casting cost, it's this one. My original thought was to let this be a 1/1 for
, and make the card only really pleasing to Johnny. But, I'd rather avoid doing that if I can... plus, in block, I don't have many ways of cheating cards in the graveyard. I'll have to make sure there's a few there for the people who are looking for them now... but this can be controlled.
For notes on this cycle, see Viashino Hivemate.
I'm a bit miffed on how powerful this ability is. The general rule of thumb with cards like Daru Cavalier seems to be that you take a 2.25 star creature, add
, then add the mechanic. But does that change when you have the potential to throw 10 of the card in your deck? Really, it's only constructed I need to worry about, and this doesn't look like a problem. It is possible, however, that Squadron Hawk has informed us that, in an environment with good equipment, that the usual rules don't apply.
Funny flavor text, but this equip cost is probably going to have to go up or you risk this thing dominating every game it appears in (Yes, skullclamp really is that good). I would imagine at least costing 4-5 for the equip.
See Viashino Hivemate for notes on this cycle. Also, I'm rather happy that the Relentless Rats mechanic ended up on a bunch of Beebles. That almost felt planned.
I am, however, a bit peeved at the wording of the first ability. That's an odd 'until end of turn' just hanging out there.
I've been thinking what else I can give the Mirrans. So far, they're defined by the Legendary status and a sense of community, but no single mechanic has really popped through... and maybe it won't. Having each Mirran have their own personality feels right as well.
Meanwhile, I figured that I could amp the feel of mindless hordes by giving the local 'monster' races a Relentless Rats line of text. Coldsnap had enough effects along these lines, so I'm not afraid of breaking common so much as I'm going to have a few problems with power level. Some of these, I suppose, will need serious testing.
Delightful implementation of the top-down concept. Nicely done.
The original task was to find a way to make a Legendary creature who was a child that was a solid playable card, but still felt childlike. I toyed with "Whenever a non-Legendary creature enters the battlefield under your control, put a +1/+1 counter on it" as a sort of "I like animals" mechanic, but it didn't seem obvious enough, and still felt a bit grown up. I kind of like this answer better. It's a bit more of "I wander in the woods, and if someone doesn't kill me (which they probably won't, because I like animals, and they aren't spooked by me), I come back with lots stuff to makes the tribe a little better." It feels a bit more, to me, what a ten year old could do to help its struggling community.