Lornpulse
Lornpulse by PMega
145 cards in Multiverse
60 commons, 40 uncommons, 35 rares, 10 mythics
25 white, 25 blue, 25 black, 25 red,
26 green, 5 multicolour, 11 artifact, 3 land
71 comments total
Descent into Madness - Set 2 of 3 in Zaberoth Block
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: Add to your mana pool.
, Tap an untapped creature you control: Add one mana of any color to your mana pool.
, Tap an untapped creature you control: Add one mana of any color to your mana pool.
Unbridled power boils in the depths of the crevasse, waiting for someone to harness it.
When Ember Spitter enters the battlefield, it deals 3 damage to target creature or player.
3/3
Return target enchantment card from your graveyard to the battlefield.
Lifelink
When Toramir's Envoy enters the battlefield, target creature gets +2/+2 and gains lifelink until end of turn.
When Toramir's Envoy enters the battlefield, target creature gets +2/+2 and gains lifelink until end of turn.
2/2
Target creature gets -3/-3 until end of turn.
“What lies in the darkness? Bliss. Truth. Freedom. Death. All are one and the same.”
—Jaresh, dreambane cultist
—Jaresh, dreambane cultist
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Now printed as Holdout Settlement. It was inevitable.
Man... I could never quite get Lightning Coils to work the way I wanted it to...
Well, it's kinda a madness enhancer. Costly, triggers only in bunches of 5 - probably ok. Though very aspirational.
Hm. This is also kinda crazy with Windfall effects like Reforge the Soul.
Haha. At first it looks like it's a Liliana's Caress, but it's actually a secret combo with... One with Nothing!
Done, done, DONE!! Other than naming a few placeholder cards, that is. :)
Now on to the third set...
It's enough of a drawback that I'm not interested in bumping this up to mythic. Being able to reanimate Elesh Norn and then have answers in hand (more reanimation, protection against removal, etc) is a substantial advantage over... well... not being able to do that.
I might tone it down to +1/+1 and -1/-1 but this is something I'd rather do after testing (y'know, the testing we can never quite get around to).
By the time you get to 7 mana, it isn't much of a drawback. It's more... it doesn't work with certain archtypes. You can't pack this spell with counterspells and expect it to do well. But in your standard mid-range black deck with some creatures and some removal? Hellbent is unlikely to hurt you much. Even more so if that deck is focused on reanimation.
It's SORT of a drawback, but it's also somewhere most decks are bound to be, eventually.
Let's not forget, though, that hellbent is a very significant drawback.