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Do you mean "if" rather than "as long as"?
See Dance of Blades.
See Aung's Time Gate.
Wanted to make a cephalid, so I was forced to test design for a water world.
That's the weird part. It seems obvious to us, because we understand that costs can't be responded to. I've found it's not something that new players intuit. I've had more than one discussion where I had to explain how a Lightning Bolt can't kill a Jace Beleren on the round he enters the battlefield, presuming I'm cautious about it.
But maybe my opinion of how new players respond to loyalty abilities is woefully tied up in interactions from '05-'06. ;)
What's weird about it? It's a cost. All costs are paid immediately.
You probably want Split Second's wording in there:
"As long as this ability is on the stack, players can't cast spells or activate abilities that aren't mana abilities."
This might cause some awkward timing problems with players who don't understand who has priority, and when. But if you math out all the scenarios where this would be in contest with, let's say, a Giant Growth, it becomes clear that bow trumps growth no matter who has priority.
As a matter of fact, I'm not even sure it's worth adding the 'damage cannot be prevented' clause, since 90% of the time, the Split Second nature of the card will prevent damage prevention anyway.
There's the weird timing of planeswalkers, and how I can get that loyalty counter during my main phase no matter what you do with the Bow of the Eagle. But the same could be said about Prodigal Pyromancer. Loyalty activation is just weird like that.
Concept is a bow that's fired a really, really fast and precise arrow. Probably will need to change the activation cost later. I took reference from split-second for the last part of the ability.
No, scry was never random
I created Salvage partly in response to Recycle Foresight Amethyst.
Scry used to be "At random"? Gosh; I don't rememebr that.
As it is, this feels like it needs to be paired with some graveyward mechanic to really shine.
I find it funny that the difference between this being a keyword action and a keyword ability is that one has a period, and the other doesn't.
Shouldn't the ability like that best be a keyword action? I. e. "Salvage 4. (Mill 4 then draw from graveyard.)"
Right now it's just like scry used to be.
Removed "When you cast" from Salvage at jmgariepy's suggestion. I also increased the cost from
to 
to be safe.
First off, I like Salvage. Neat ability.
That said, I think you want to get rid of "When you cast this spell" and just let the ability start with "Put the top 4 cards...". One, because it's shorter. But also because the 'when' ability might do something wonky when the Bio-Oil Food Chain gets countered. It puts the Food Chain in your graveyard. Then the Salvage ability goes off, and it might put the Food Chain into your hand.
The weird part about all this is that, since your opponent can choose whether or not to wait for Salvage to go off before or after they Cancel the Food Chain, they're the one that gets to choose... and they might spend a long time fussing over something that probably won't matter anyway.
I'm sure the Spikes out there would love to have this technicality that they can exploit. Personally, I try to avoid feeding the Spikes.
As for the card's power level: It kind of bothered me that this was so much better than Refocus (Salvage will generally be better than a cantrip. Untapping an opponent's creature will usually be a meaningless gesture.) But then I remembered Cerulean Wisps. So I don't know. I'm guessing this is probably fine. Untapping creatures is only powerful when it is.
UW mechanic, considering making Armistice only trigger on opponents' turns.
See Unflinching Brigand.
Considering using "leaves the battlefield" instead of dies, so that you can get triggers off of exile.
RW mechanic for dystopian apocalypse world.
Yeah, I got lazy and didn't want to copy look up and copy the exact wording of the Treasure token. Sorcery speed is probably a good idea.
seems like too high of a cost when combined with discard for a one-use mana boost, but then I'd actually have to playtest it.
It's worth adding that this is considered an alternative for Recycle, the mechanic on (((Amethyst of Foresight))), since they were designed with the same flavor and similar mechanical results in mind. Recycle has the problem of getting the card into the graveyard by normal means (I was planning to use recycle on creatures though, which would be easier), while Scrap can be done from hand, with the flavor feeling similar enough. On the other hand, if I use Salvage (Impromptu Journey), Recycle plays well with Salvage. Of course Salvage's repeatability may be a problem.
I assume it has the sac for mana ability. I'm using this kind of ability in my "Zion" set: Gilded Guardian. The first time I saw it featured was in this MTGSalvation thread by foo_intherain. Sorcery speed is probably recommended. To me,
seems like way too small of a cost - especially at instant speed.
Another test for the post-apocalyptoc world. Right now sounds artifact-flavor exclusive, but I'd be willing to put it onto enchantments as well.