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Typo mentioning Northern Ice twice? I like the way you try to take my advice to heart with this mechanic. The complexity on these is high though, so these need a play-test on how taxing it is to play with the mechanic.
It is nice that exiling both cards creates a natural reminder for the mechanic: Just put the pair aside with your Oblivion Rings.
It was a top-down design. I figured that anyone who really wanted to use the card would be playing a constructed deck with significant lifegain. Absolutely likely to be pure trash in draft though.
Um, that's kiiiind of expensive. I guess it's very very very swingy, but it's not like most decks can ever use it.
See Northern Ice.
See Journey to Jubya's Roots. Considered costing
and specifiying nonland.
The voyage ability should disappear when the creature returns from exile. How should I include that wording?
See Treasures of Ieschaf.
See Delirium Trek.
See Song of Fury.
See Raven 1.
See An Unassuming Shrub. I considered menace instead of deathtouch, but I didn't want creatures to be a pain in the butt to deal with during combat. I ended up doing a cycle of five enemy-colored gods, because? I didn't want a big pantheon and I didn't want the gods' domains to be too straightforward, so I guessed doing them multicolor was the way to go? This pushed me away from an earlier concpet I had wanted of a good and evil god respectively. The black-white god is supposed to be both good and evil. I wanted white's community and black's desire to win at all costs as the good aspects and white's oppression and black becoming too monstrous (fear of oneself) as the evil. I actually don't know if the black evil I had is black's domains- I didn't have access to any resources when I was designing these. I wanted this deity to be more central than the others. I ended taking character inspiration from Princess Emeraude of Magic Knight Rayearth.
See A Rambling Drunk. I originally had the god form have you play with the top card of your library revealed and if it was a creature you could cast it like you could creatures from the graveyard.
See Aged Fletcher.
See Crash of Valkeryies .
See A Wandering Gardener.
Concept: Deities have often taken disguises to hide their identities. I wanted to try and create that with the gods here. I chose an alternative death trigger to reveal how an indestructible god was hiding all along.
I wholeheartedly agree with you vand see my error. My only goal however was to feature the blue rune.
So conceptwise, this planeswalker is a being that ascended from mortal to avatar prior to their spark igniting. Their origin is lost to time, and they lock themselves away, inside planes, only emerging at moments of dramatic shifts, slightly alternating the planet's existence. Their form as it appears is a circle of chaotic colors and patterns, from which one thirdish (head, neck, torso, and one arm) a bipedal fog emerges. I didn't want to pull The Wanderer, so that's why I gave a planeswalker type. This planeswalker was inspired by Puella Magi Madoka Magicka's Kyubey, but I tried to go for a "power gridmaker" (probably not the term I want) instead of rancher route.
On a six mana 4/4 the additional hoops of playing this precombat, needing an additional creature, attacking with it and evading blockers in turn seven... is a lot to ask for if all you get in return is Twiddle.
That's another reason I suggest a simple ETB trigger. A 4/4 for

could have "When ~ ETBs, carve two blue Runes." considering Heavy Infantry.
I could see this being an uncommon, that grants all creatures the rune-carving saboteur ability.
As a rule of thumb: If you add complexity to a card just to not use the most simple incarnation of an ability, you might not be designing for common anymore.
I forgot the starting loyalyty, whoops. I did consider Unknown.