[Tribute] Ngasama
[Tribute] Ngasama by SecretInfiltrator
66 cards in Multiverse
38 commons, 12 uncommons,
5 rares, 5 basics, 6 tokens
1 token blue, 2 token black, 1 token white, 1 token green, 1 token artifact, 12 white, 10 blue,
9 black, 9 red, 9 green, 3 multicolour, 3 artifact, 5 land
73 comments total
Ngasama is a world of labyrinths - mighty wizards here like to build massive stone mazes full of monsters and deadly traps.
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Mechanics | Released Booster | Creative | Cycles | Mechanical Themes | Alternate Visual Spoiler |
MTGNexus - Collaborative Create-A-Booster #5
Ngasama is a world of labyrinths - mighty wizards here like to build massive stone mazes full of monsters and deadly traps to make sure greedy adventurers won't take their treasures. However, the robberies happen surprisingly often - which makes other wizards to try even harder to protect their treasures.
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When Cadaver Mold dies, if it had a counter on it, create a Treasure token.
Destroy target enchantment. If the current Chamber is white, destroy up to two target enchantments instead.
Reach, protection from artifacts
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
There are already two common creatures for , so this shifts to +, +1/+0.
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I am pretty certain, I came up with 90% of this concept without influence from having watched Last of Us recently.
This had black/green hybrid vibes.
I'd rather "this way" over this turn, if only to not let this give a second Treasure to someone without a Chamber or nonbasic who had some other sac ability on the battlefield.
For the cycle!
I'm not certain on the balance of these, but the green version seemed quite weak/specific.
Top-down. For the treasure theme.
I have not the slightest idea what to do with this card. Both potential draft signpost uncommons I inherited for this set are bad at being draft signpost cards, but this one might just be bad at being a card.
Maybe I should make more cards like Plundering Mwizi and exchange life loss for damage?
Sometimes colors get to have access to interactions with subtypes that don't extent to the type e. g. red can tutor for Dragons, but not any creature, and black can destroy Attractions, but not any given artifact.
The idea is that I divide tutoring for Traps and raising Traps between the two Trap colors. And both times I considered this card the other color seemed a better fit for the tutor.
I like the alternative equip cost.
Aren't Traps typically instants and sorceries? Does black get unconditional recursions for those card types? I like the idea, but the color is what's putting me off.
I don't get this card's purpose. Flash is an archetype in that color pairing, sure. Bloodthirst seems pointless though. Unless there would be black cards specifically dealing damage to players and not life loss, which isn't the normal run of things, you'd only want to cast this on your turn (barring multiplayer). If I'm casting this on my own turn, why would I need flash? I'd rather just draft a removal spell (which is probably cheaper) than play this for , assuming I have a Keeper of the Pewter Bell out. This reminds of how I think some draft archetypes are hints to not draft that color pairing.