Frontier World: Recent Activity
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Mechanics | Skeleton | Hover and Orbital | World | Templating Guidelines |
Recent updates to Frontier World: (Generated at 2025-08-18 21:30:35)
Generic mid-size creature, concepted as an another wandering beast.
Either vanilla, or with another as-yet-to-be-determined block mechanic or other tie to the mechanical themes.
A bit small for a wurm, but I wanted a sandwurmy monster and these stats seemed right.
I wanted a large trample creature without being a reprint of anything. I think this fills a gap that's not been used.
I don't know if having six-toughness and trample is too good. I feel like in limited 5/6 is likely more useful than 6/5, but 6/5 has generally been cost more. There have been creatures with these stats at common, but generally costing 7 with another slight upside.
OK, decided this one can be a 5/4 with a drawback, called "restless". Green can have a trample creature.
I considered "unless you control a Rancher" like on Loose Steer, but decided it was probably more interesting without.
Hm. I think Stampede should have trample, and the trample herd should be green. But stampede sounds more red. How can I separate the aurochs herd into a couple of different cards?
I added an activation to the hexproof even though it doesn't necessarily need it because of how much hexproof can frustrate people.
This complicates the board state somewhat, but I don't think it's too bad, since the player can generally ignore it, or always keep mana for it.
A hexproof-alike, but with more downsides. I originally wanted it in green, but "return to hand" and the flavour just screamed white.
Hover is a little weaker than flying so there's only going to be a couple of reach creatures and no keyword. I'm not sure if the creatures should be weaker (because hover needs nerfing slightly less) or stronger (because reach is less useful).
But I figure that if I'm going to try out a non-spider reach creature, that's a bit weaker, this is the only time I'll get to use these stats, so lets try them first :)
I think "disrupt teleport" is a standard interpretation of countermagic?
The wording is awkward. I mainly want a 1U remove soul that doesn't hit orbital creatures for flavour reasons. I added "artifact" because it made sense they were teleported too, but it looks messy and may be too useful for 1U -- any suggestions for a better tweak?