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Recent updates to Phandalor: (Generated at 2025-06-29 08:00:39)
Hellstorm was fucked up this whole time. The copies kept Hellstorm.
Actually, do copied spells even get cast? Copies are so confusing. If not, then there's no reason to stop them from having Hellstorm (Except the fact that it overly triggers certain cards)
Edit: NVM, all those hellstorm-matters cards trigger on hellstorm cards being cast, so if copies aren't cast, there is no reason to have a few extra words in the mechanic's reminder txt. Meaning, if copies aren't cast, the mechanic can be reverted. I assume they're probably cast though...
Being able to ping your opponents down is powerful, but there are few cheap Hellstorm cards, interestingly.
Tell me if it's okay, but I removed 'The' because generally magic uses commas, and the name was already a bit long to add 2 characters, but mainly because i love the elder dragon feel to this name
Removed haste; probably too much to get 4 (likely face) damage on top of your free spell. This also means that you can't use it twice in a turn, because of it's self-bounce trigger. Much more balanced, still strong and cool
Changed. Probably more bahroken than before.
made it cost
instead of 

. since this could fit into only two-color archetypes, and those other colors can cast spells as well, this is deceptively buffed by costing less pure
. Might be a bit good, tbh, you can revert these if you think their busted
Downshifted to uncommon, seems probably fine
Jojo reference hahHHAahAHHA!
By the way, i really like how this card works in this set.
First of all, it's pretty good win-condition for the Big Blue theme. It's also a bit of an all-or-nothing card, since if you're opponent has even a single (((Dreza's Fog))) in hand, you've cucked yourself, because you don't have any Homarids left in play to tap mercilessly for alternate costs. Honestly, fine by me.
Secondly, this will absolutely trigger Fatigue almost always. Unless you're opponent is playing super heavy artifacts without any Offerings (which would be la dumb), then you've just fatigued both players (awesome). Chances are, you might want to not play this if you have it in hand, just because of how dangerous it can be to give your opponent the opportunity to play their best spells with a setup cost of
for them and
for you.
Thirdly, this could actually make the current iteration of Storm's Eye playable, if you've just got a bunch of things you don't want to replay bounced, I guess. Which isn't probs true.
Also it's a shoutout to Titanic Flood so i'm happy.
I like how this set's mechanics play into each other in interesting ways. Honestly if things had been different this could have been similar to Unsanctioned, where you can play certain archetypes interchangeably. BRB; Imagining Temur land-artifacts for Dreza's Steamworkers (literally wouldn't work, but maybe could have).
"A storm's eye would definitely act like a hurricane and throw stuff everywhere"
Yeah that's actually pretty good flavor, I either missed that or forgot to mention it.
The thing about Cyclonic Rift (not that I've played with it) is it's way stronger. Viashino Storm-Wielder, Storm's Eye Seeker and Thunderfish are the only cards that care about Hellstorm. Doesn't seem like enough synergy to make this equal in strength, except in an ideal situation (one of each on board, maybe even multiple copies in play for any of them)
Honestly, the flavor is fine, the mechanic is okay... My main gripe with this is that you're discarding 3 cards and paying 2 to bounce 4 nonlands
compared to the rift which is 7 mana to bounce everything. I'd much rather wait until my turn 7 comes naturally to bounce a board then to discard most my cards early-game to stall an opponent as much as I'm stalling myself. Sure, if I have Storm Wielder out, I get to bolt them once (hopefully all) their stuff is gone, but IMO, there's never a good time to activate this more than once. Discarding a card for an extra bounce is questionable but might sometimes be the right choice, but that would fit a Common more than a Rare.
Honestly, by the time your opponent has 4 threats on board, you're not gonna have three cards in hand. Even if this archetype had better card advantage (it has some, but not lots, especially since it ranges from aggro to aggro-control to tempo, from first look no playtesting) but not enough for something like this to be viable.
Honestly, I like this card a lot, I'm just worried it's too weak. I suppose having a dead card in hand isn't awful for this archetype, since what else would you rather sacrifice to the storm?
A (less interesting, stronger, probably common-not-rare) idea for this card might be:
Return target nonland permanent to it's owners hand. When you discard this card, return target nonland permanent to it's owners hand. Could maybe be uncommon, too. But might as well be common.
Changing this to rare: It's not too complex for uncommon, sure. But imagine drafting more than one of these in limited, you would basically be able to set back all your opponents by a turn when needed, or severely ruin one players gaming experience.
This is the only card in this set that uses Hexproof instead of Shroud.
Keep in mind, that Shroud prevents effects like Wild Brawl and a big synergy you have with your dinos. It also stops you from Majesty of Ogasha.
My idea to make deckbuilding with this in mind easier is that since
is secondary to
for this archetype (it's pretty scarcely splashed), we should limit Shroud to the 
archetype which will probably focus on having stickier guys, rather than the mono-
which will focus on supporting that but also doing the rest of the stuff such as fights and combat tricks, in a way being more aggressive.
My 'fix' for this card is to change it from 1UG to 2GG.
New design that me and wurms think is better. not done yet
Dream Guardian. It gave Hexproof UEOT, and gave Hexproof until either the start or end of your next turn (dont remember) if you met the Fatigue requirement.
It was a 2/2 sphynx and honestly wasn't super jiving with me.
flavorchange
shroud synergy yaaay
I was trying to make a hellstorm card with a powerful control effect. this was heavily inspired by Cyclonic Rift and serves the same function. It seems like one of the better hellstorm cards in the set. Note that Cyclonic Rift is one of the most played cards in EDH. No doubt this is weaker, but with hellstorm synergies it can pull of some crazy swings. I was actually going to nerf it yesterday to just have hellstorm twice. Mass bounce is really strong in pretty much any format but insane in multiplayer. I made this thinking it would be the 'face card' for the mechanic. Meaning it is viable in competitive. I trust you to balance the effect if you want. As for the flavor, it seems pretty spot on to me. A storm's eye would definitely act like a hurricane and throw stuff everywhere. Just some thoughts. The legendary idea is cool, but I can't see it working on a cheap card like this.
what did this card used to be?
This is probably a good tool to have in play if you're going aggro.
The flavor is really cool on this card, but it matches horribly with what it does mechanically. Honestly, I don't even know why I made the black end of it draw cards, should probably be inverted.