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Whoops, I forgot how low Prodigal Pyromancer and it's family's stats were. That's my fault.
As for grokkability, I wish I had a way to make it less wordy and still be balanced.
I'm not sure how I feel about the mechanic. It can be a bit hard to grokk since it took me a while to properly understand what it's trying to do. I guess I would have to see how it plays.
This particular card is too much of an upgrade over Prodigal Pyromancer.
See Oilfield Stoneshot.
See Oilfield Stoneshot.
See Whip-Cracker Goblin.
See Impromptu Journey. Test mechanic. Doesn't relate to graveyard theme that I want in the set, but I guess not all the mechanics should. Flavorwise, I was going for a mechanic an oppressor or their minions would have. I think this would be a BR mechanic.
Test 2 for Salvage. This time salvage can hit any card. I also altered the wording to "When you cast this spell" rather than "When you cast CARDNAME," but that change was just so that it'd be easier to copypaste on multiple cards. I think Salvage could be GU. As recusrion, I don't know what to cost cards with Salvage at. I think I'd like to keep Salvage only on instants and sorceries though.
Ashwi is a necromancer who only uses spirits in his craft.
See Triji Rubblebeast.
See Sewage Reclamation.
Changed from player to opponent
See Fuel Volley.
Hoard test #1. I think Hoard won't work because layering the treasure artifact into a new mechanic is weird.
It's an idea for "big mana" world, a plane focused on high cost spells and having a lot of mana in one's mana pool at once, so yeah, twelve different cards would want it.
Well; yes. That's a requirement to keyword something (except in weird future-sight type expersiments).
But... would you really want a set with twelve different cards all having this ability? It doens't seem a wide and interesting enough ability to support that.
The idea was that the ability would appear on multiple cards.
I don't really see this as something you would want to keyword.
Recycle test
You're not wrong. I was looking for a way that a creature could make use of mantra counters, but checking them rather than being incremental. This probably is not the way.
Gaining the mantra counter upon ETB you might as well remove the counter restriction altogether.
Another restriction that is unnecessary is "Attacking". Trample doesn't affect creatures that aren't attacking.
Outside of provifing mantra counters for other creatures and supposed interactions with counter removal, this might as well just have "Creatures you control have trample."
See Hymn.
Test 1 for mantra. Repeating abilities seems hard to do at common (barring something like replicate). Here the idea is players get mantra counters which last until the end of the turn. Mantra counters do nothing on their own, but cards can reference the numbers of mantra counters. I don't think mantra counters will be spent since at this point they last only UEOT.