Sweet Tales of Bredoria: Recent Activity
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Mechanics |
Recent updates to Sweet Tales of Bredoria: (Generated at 2025-06-29 01:57:00)
Sweet Tales of Bredoria: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Recent updates to Sweet Tales of Bredoria: (Generated at 2025-06-29 01:57:00)
I got some ideas how these could be used as a cost on your own cards which make it so that Food could power up cards. With that in mind, might something like 'yeast' counters be more appropriate? Would fit with the flavour I think (pun not intended) and while having generally negative associations, could also be seen as beneficial depending on the context.
That also makes me think that 'Thallid' could make an unique appearance here? Dunno.
For example:
> Yeast Thallid

> Creature — Fungus
> At the beginning of your upkeep, you may put an yeast counter on ~. If you do, create a 1/1 green Saproling creature token. (Each yeast counter gives a creature -1/-1.)
> 3/2
Here I kept it so that it can naturally only keep one counter, so that Food usage is likely to spill into life gain, which makes enemy putting these counters on your stuff still relevant.
Bittersweet Moment now exiles a creature instead of creating Food and drawing a card.
While I like the general direction, I'm not sure about the extent of this. I got some 'backlash' for just a single common with this mechanic in my set: Estranged Bride. So including it as a set mechanic that completely shuts down the major mechanic of the set seems rather extreme.
Could something like this work?
> Fudgeblight (This creature deals damage to creatures in the form of blight counters, which each give a creature -1/-1. If a player would gain life, they instead [first] remove that many blight counters from among permanents they control.)
It's more interactive and adds a new angle/focus to all that life gaining. It's however even more wordier and also can increase board complexity when Foods can be sacced at instant-speed.
Removing these counters is generally more preferable to gaining life, but I could see nasty cards placing bunch of these counters on noncreature permanents such as lands.
Btw, the set already has jam counters which are quite complicated themselves. I would be wary about including numerous different counters with these sort of mechanics. Even with just these blight counters alone, I would still recommend removing any usage of +1/+1 counters from the set.
Changed the card from red-white hybrid to just red, since Tahazzar has a point :)
Updated the text, and changed the cost from
to 
.
The keyword has been changed: Now no more creating additional Zombies, but rather preventing opponent's lifegain. So it's basically Infect, but instead of poisoning your opponent, they just can't gain life.
This represents how Fudgeblight corrupts and crumbles Food.
Changed the Dimir archetype "Fudgeblight" ability: Instead of creating a 2/2 Zombie token when a creature with a blight counter on it dies, a player simply can't gain life as long as they control a creature with a blight counter on it.
I thought this'd fit better with all the lifegain going on in the set by other colors, plus there are already a lot of tokens being created by other cards and abilities.
Changed the Adventure side from blue to white.
The keyword seems rather complex. Does it really represent the setting? It looks to be indirectly falling for the problem of 'no +1/+1 and -1/-1 in the same block environment issue' I think. Additionally, this seems to be etching on the sort of Sengir Vampire ability issue where tend to play in a rather disappointing manner since they are dependent on your opponent letting them to trigger.
Perhaps "Put a +1/+1 counter on up to one target creature" ?
Afaik, you currently can't cast this if there are no creatures on the battlefield - and similarly might be forced to give an enemy creature a +1/+1 counter to ramp out given you have no creatures yourself to target.
I would really recommend using the "Add Skeleton" link in the set header to add a design skeleton to your set to track the card slots - like HarrisonY already did. Ie. this sort of view.
Related links about the design skeleton concept:
The adventure side here has been shifted out of blue some time ago.
https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021
> "Transformation" (Target creature becomes a (color) (card type) with N power and N toughness.)
> Primary: Blue
> Transformation can be temporary, through a one-shot spell that lasts for the turn, or more permanent, usually through an Aura. It overwrites the base power and toughness of the creature. This ability used to be in both blue and white, but we decided to focus it in blue. Sometimes blue can overwrite what the creature is currently doing and just make it the "transformed" creature. The one thing that we've taken from blue is destroying or exiling a creature and then giving the controller of that creature a creature token as a means of flavoring transformation. That is now a white ability flavored as giving compensation for destroying/exiling the creature. This means all of blue's transformation abilities are auras or limited effects on spells or activations.
> Destroy target creature. Its controller gets compensation. Primary: White
This ability used to be in white and blue (flavored as transformation in blue), but it's now just a white ability.
That being said, it might be somewhat more acceptable here due to how you still need white to get take full advantage of the card here. Albeit a 2/3 vigilance for
isn't much of a bonus but it is still a body for the board.
This seems like a monoblack card to me - like it seems to be doing pretty much exactly what Cirith Ungol Patro so the color white doesn't seem to be contributing anything.
The card also seems overcosted by a lot. I think you could have this cost a single
and it would still seem like a questionable card to run due to sorcery speed.
Since these tokens seem to be used to represent lactose things, I think it would be really 'cute' if they were white Elemental creatures instead. Notably I see no issue with cards of one color creating tokens of another color - I do faintly recall instances of it happening in the past as well.
Removed the skulk ability and changed it to be more "bait" related. (Also changed some rarities and seperated the flash keyword on the other cards.)