Envertol by Sorrow

249 cards in Multiverse

101 commons, 80 uncommons, 53 rares, 15 mythics

37 white, 39 blue, 38 black, 39 red,
38 green, 24 multicolour, 28 artifact, 6 land

150 comments total

Dystopian post-apocalyptic world.

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Mechanics | Skeleton | Envertol Map

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Legendary Creature – Human Nomad
{t}: Reveal the top two cards of your library. Put one into your hand, then gain life equal to the converted mana cost of the other and put it on the bottom of your library.
1 comment
2021-10-25 21:45:51 by SecretInfiltrator
Creature – Human Wizard
Punish (At the beginning of each end step, if this creature is tapped, it deals 1 damage to each opponent that lost life this turn.)
{3}{b}{b}{b},{t}: Return target creature from a graveyard to the battlefield. That creature is a zombie in addition to its other types and gains "when this creature dies, exile it."
Enchantment – Aura
Enchant creature not enchanted by a card named Survivor
Enchanted creature gains "at the beginning of each upkeep, put a survival counter on this creature. When this creature has 20 survival counters, you win the game."
last 2020-08-07 21:58:47 by Sorrow
Legendary Creature – Human Noble
{1}{w}: Target creature's base power and toughness become 2 until end of turn.
Creatures with a power less than Ozsaet, Empress of Ordinance's can't attack or block.
Legendary Creature – Human Noble
At the beginning of your upkeep create a colorless Treasure artifact token with "Tap, Sacrifice this artifact: Add one mana of any color." unless an opponent pays 2 life.
Kremsha, Merchant of Flesh gets +1/+0 for each Treasure you control.

Recent comments: (all recent activity)
On Hyale, World's Visionary:

Look Augury Adept! Gold multicolor. It's not that hard!

I like the twist of splitting the purpose of the two cards.

On Survivor:

I'd argue that with infinite turns, most altwins are essentially X upkeeps because you can presumably play out the wincon unimpeded when you have infinite turns. Thassa's Oracle, Test of Endurance, Liliana's Contract, Azor's Elocutors,Labratory Maniac, and more are all conditions that you'll reach if you take infinite turns, unless yo either ran no cards to support the altwin (in which case, why were you playing that card) or had all the cards necessary to reach the wincon taken out by Extirpate-type effects.

In looking through these type of abilities, 20 does seem to be the standard for counters, although they're usually only on your own turn. The reason I switched this to every turn is that this card bears additional vulnerability from being an aura, where it can be destroyed and the creature it's attached to can die. That being said, I don't think I'd want multiple copies of Survivor on the same creature.

On Survivor:

Of course infinite turns is problematic. But that's the first thing to ask when designing altwins

If played "normally ", then this aura is looking for good targets that can survive on their own. Especially indestructible and/or Hexproof.

On Survivor:

Yeah, if you have infinite turns, then the win condition is pretty irrelevant. Anything that can tap to deal damage will do it. And.. wow. Did they really make that combo THAT easy to pull off? Yeesh.

On Survivor:

Perhaps I'm ignorant, but I feel infinite turns is a far bigger problem than the altwin ability.

On Survivor:

I've been studying all these altwin cards for Forge's quest mode (because altwin earns more credits.) One thing to conclude is all these "wait X upkeeps" conditions are actually quite trivial to meet. Because all you need is Time Vault + Voltaic Key lock, and you'll have infinite turns to win with these altwin.

On Survivor:

I'll echo that a name like Struggle for Survival or Survivor's Glory would make the card better. Even merely changing it from "Survivor" to "Survival" would be an improvement.

See also Tread on Bone and Ash.

On Plastic Continent:

As an alternative to the second ability, what do you think of, using old wording here for clarity, "All mana in your mana pool becomes colorless." I'm not sure what that current wording would be, since mana pool is gone. That decreases the worry of popping of any burn spell or as a Harmless Offering.

On Mine Out:

Fair- I thought total land destruction would have costed more in the current era, but the most recent card, Fall of the Thran is only six mana. I will cut this down to six, though I wonder if it could be five since the players will essentially get an extra turn of full mana.

On Mine Out:

Overcosted? Ignoring the likes of Armageddon, this still seems worse than Boom // Bust even without taking mana cost into consideration - and Bust is one half of a split card.

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