[ALA] Alara Assorted

[ALA] Alara Assorted by SecretInfiltrator

23 cards in Multiverse

5 commons, 7 uncommons, 11 rares

2 white, 1 blue, 1 black, 1 green, 18 multicolour

49 comments total

Currently assorted collection of Alara-themed cards that might grow to a set/sube/supplemental

[ALA] Alara Assorted: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity

Recently active cards: (all recent activity)

 R 
Legendary Artifact Creature – Vedalken Wizard
Other artifacts you control are indestructible.
2/2
2 comments
last 2021-08-18 01:10:36 by SecretInfiltrator
 R 
Legendary Creature – Elf Cleric
Creature spells with power 5 or more cost {1} less to cast.
Noncreature spells and creature spells with power 4 or less cost {1} more to cast.
2/2
2 comments
last 2020-12-22 08:51:45 by SecretInfiltrator
 U 
Sorcery
Draw two cards, then discard a card at random. Cruel Tyranny deals damage equal to the discarded cards converted mana cost to target player.
2 comments
last 2020-12-15 16:28:36 by SecretInfiltrator
 R 
Legendary Creature – Viashino Warrior
Trample
Whenever Togk Manytooth deals combat damage to a player for the first time in a turn, untap all creatures you control and after this phase, there is an additional combat phase.
4/4
8 comments
last 2020-10-18 03:53:29 by SecretInfiltrator
 U 
Creature – Human Knight
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
When Akrasan Knight enters the battlefield, you may search your library for a creature card with converted mana cost 1 or less, reveal it, and put it into your hand. If you do, shuffle your library.
2/1
1 comment
2020-08-31 06:51:57 by SecretInfiltrator

Recent comments: (all recent activity)
On Lodus of the Ethersworn:
On Ebrel, Godtouched Mentor:
On Cruel Tyranny:
On Togk Manytooth:
On Akrasan Knight:
On Spoils of Ruins:

...

Sure it's kicker.

On Togk Manytooth:

I don't think that saying I consider vigilance less {g} is the right way to put it. I happily went with Dancing Deer and Shepherd of the Trees for one thing. What I was alluding to is that I feel 'vigilance' is pretty much the opposite of 'reckless' and to a certain extent I think color pairs form a identity of their own that isn't merely a sum of their colors. That's why IMO vigilance (and flying as well) aren't the first things you think of the color combination.

I guess one could argue that this falls under the hybrid design mechanically but eh. Also, this could be the reason why people are at so much odds with the idea of {3}{b}{g} Serra Angel ala Neldanc Coven. This could also come down to guild identity that is separate from the color pair identity (a subset). While flying and vigilance make sense for {r}{g}, mechanically speaking at least, they don't necessarily feel so well at home in Gruul clan specifically.

EDIT: Wait, derp, this card is set in Alara, not in Ravnica. Nevermind. This is probably an indication of a larger issue where if we think of a two-colored card, we might immediately think of the guild specifically since they have become so predominant. We'be been referring to the color pairs for years with the guild names after all. So when people think of {b}{g} Serra Angel, they might say 'The Golgari don't really fly and aren't vigilant either' but not necessarily even that {b}{g} as a color pair couldn't achieve that combination - just that the guild couldn't or at least isn't known for it.


Entering combat multiple times is an interesting point, and I've seen twice or so the mono-{r} design being pushed that has vigilance with 'must attack and/or block each combat if able'.

Removing haste from this makes it a lot less desirable competitively speaking indeed, so perhaps you could buff its stats now to compensate. {r}{g} is a match for beefy creatures after all.

On Togk Manytooth:

> Well, Ruric Thar, the Unbowed had vigilance, but I don't know why.

Because some designers consider vigilance more of a green thing than you do. Not saying any side is correct, just stating what lesson I learn from the card about the internal perspective of WotC.

I actually think that something that let's you enter combat twice (once as attacker, once as blocker) seems like a fit for Gruul (which is probably why it use to be red for a few cards to begin with). Even flavorwise if you consider the rule of the clans as defenders of the wild.

> Honestly, I'd make it feel greener by removing the haste

Interesting. The opposite was my intention. I wanted to make trample feel like less of the red half by adding haste as the more obvious red keyword.


No haste it is. Worse Medomai the Ageless though.

On Wild Reclamation:

> WotC's stand is that they don't tend to do multicolored cards that could be mono-colored.

The official stance sure contains the word "try" (or "tend" as you phrase it).

You might not be aware, but you actually are just pointing out the cycle's theme to me. It's five commons that could be monocolored in their main color but are slanted towards the supporting colors.

This particular card makes some assumptions that are no longer reasonable from the direction the color pie has advanced though, so it requires a little refresher to make white more pronounced the same way blue and black are in Tidehollow Gargoyle.

Making player's sac stuff is fine by Tribute to the Wild, but that shouldn't be the issue here anyway, because the sacrifice angle of this card actually comes from main color red (Misguided Rage) - it's the aspect that gives up control over choosing affected permanents to the target.

I'm open to constructive suggestions for an improved text, though I'll likely pick ideas apart a little and mull them over before settling on a replacement. :)

On Togk Manytooth:

The trample is a very green thing; and is seriously pulling its weight here.

Honestly, I'd make it feel greener by removing the haste - which is terrifying.

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