Gaddgar by Sorrow

142 cards in Multiverse

68 commons, 40 uncommons, 27 rares, 7 mythics

23 white, 20 blue, 23 black, 24 red,
23 green, 6 multicolour, 3 artifact, 20 land

136 comments total

A dinosaur world not canon with my other sets.

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Mechanics | Skeleton | Fossil Supertype and Fossil Turns

Cardset comments (10) | Add a comment on this cardset

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

On Stolen RIverbend (reply):

Honestly this seems so bad with it continually entering tapped that I'm wondering if I should give it the dual land types.

Recently active cards: (all recent activity)

Fossil Enchantment
Evidence (This card loses the fossil supertype at the beginning of your fossil endstep. This card gains the fossil supertype at the beginning of your regular endstep.)
Creatures you control get +0/+1.
Destroy target creature that dealt damage to a player this turn.
Fossil Artifact
Evidence (This card loses the fossil supertype at the beginning of your fossil endstep. This card gains the fossil supertype at the beginning of your regular endstep).

{t}: Add {c} to your mana pool.
last 2018-07-29 00:18:39 by Sorrow
Fossil Instant
Cast Alpha Scavenge only if a fossil creature died this turn.

Put a +1/+1 counter on target fossil creature you control. Target fossil creature you don't control gets -1/-1 until end of turn.
last 2018-07-29 00:29:08 by Sorrow
Fossil Enchantment – Aura
Enchant fossil creature
Enchanted creature can't be blocked by creatures with a power of 2 or less.
"All will shudder at my might, forever"
last 2018-07-29 00:16:03 by Sorrow

Recent comments: (all recent activity)
On Alpha Scavenge:

Honestly this was a top-down design based on the concept of a large dinosaur like a T-Rex scavenging another dinosaur's kill- the one who stole the kill eats well and gets better (the counter), while another creature goes hungry. Instant just seemed like the natural card type, so that the player had the option to use it during an opponent's turn if the player wished.

I wasn't aware of Fungal Infection, but based on that, this could probably be reduced to just {b}.

The idea with Gaddgar and the fossil supertype is that constructed decks would have to figure out how to balance two decks within itself, since focusing entirely on either fossil or non-fossil would leave the player unable to answer to whichever they didn't focus on. So that being said, it'd be a dead card against a deck that wasn't using any fossil creatures, but unless the other deck was fossil removal, the opposing deck should be vulnerable to your fossil battlefield. Also, something so basic as

On Amber:

I guess it could be a {3} drop.

Your suggestion is simpler. I wanted my reminder text to be clear as to how the ability was happening.

On Apex Ascension:

I somehow never noticed there wasn't a line space between "Enchant creature" and "Enchanted creature xyz"

On Amber:

Wouldn't it be more easily grokked and shorter as well as easier to avoid players messing with to just use something as reminder text like "This card is not fossil as long as it's not [your|a] fossil turn."

Imagine someone trying to pay the cost of a end-of-turn Mana Leak with this, but being unable because the opponent waited with their spell until after the trigger resolved and made the permanent disappear. A static ability avoids that kind of fiddly gameplay tricks for more intended interactions.

Does this untap twice a turn cycle? That seems to be worth more than {2}.

On Apex Ascension:

That's what I thought.

I'm not certain whether these are new typoes, but also:

  • missing subtype Aura
  • unnecessary line break between enchant ability and main ability
  • "shuddeer"?
  • missing line break after the second quotation mark
  • IIRC typing a double hyphen into flavor text it correctly substitutes the long dash, otherwise: —
On Apex Ascension:

If the fossil creature was somehow existing simultaneously with a non-fossil creature, then it could be blocked by a non-fossil creature. That would be very niche and require outside cards to make happen (if it even could?). This is supposed to be a standalone set, so I'm not concerned with fossil interacting with non-fossil for the majority of interactions.

On Apex Ascension:

This is not how Aura text works - even if the "enchant" keyword specifies a specific subset of creatures, the criteria are not repeated all over the card, compare Controlled Instincts.

Can the fossil creature be blocked by nonfossil creatures with power 2 or less?

On Alpha Scavenge:

This card has an identity problem - and I think part of it is being an instant rather than a sorcery. At least if you feel the casting restriction should be part of the card.

It kinda reads like a combat trick that usually isn't active during combat (where the most dying of creatures is going to happen). The flavor implies more that this is meant as a post-combat play that gets you the counter plus something afterwards - which would fit with a sorcery.

Comparing the card to Fungal Infection also doesn't really favor it. This is already a card that is in its interaction entirely restricted to fossil creatures. That's like a card "Cast this spell only if a creature with shadow died this turn. Target creature with shadow you control gets a +1/+1 counter. Target creature with shadow an opponent controls gets -1/-1 until end of turn."

Wouldn't you consider such a spell incredibly niche? If your opponent doesn't use the block mechanic of fossil/shadow, the card is dead. If your opponent uses removal to control your fossil creatures and keeps them to zero, this card is dead unless you are about to lose your second creature already. If there aren't enough fossil creatures that each player controls one after one has already died, this card is dead.

On Lightninh Chanter:


I get the ida, why you made the sacrifice mandatory, but I don't think it's a good idea to put a card that affords misplays so easily is a good idea for a common.

This card is a trap.

On Lightninh Chanter:
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