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Test design for a mechanic where an instant or sorcery could be pitched for a creature token. Ideally each color would have one type of creature token. This would increase tokens across all colors, though I could limit it to primarily naya colors with only rare instances in black and blue. The flavor I was going for on this (replaceable cannon fodder) isn't really clear if it's coming off of an instant or sorcery.
I thought the said mono-red knight, which was quite confusing
Test for color-gaining focused set.
Added "up to one" in both abilities.
Quick aside: If your opponent doesn't control an artifact or enchantment, you can't do the first option. If you don't control a creature, you can't do the second option.
Maybe that's what you want. If it wasn't, then 'up to one' does the trick as per usual.
Mirroring was never the intention nor a desire. Green can return any card from the graveyard to the hand, so I admit the first mode doesn't look as special. I had considered a Sign in Blood type effect.
I don't get why these don't mirror each other...
>Choose one -
• Return a creature card from your graveyard to your hand. Target opponent sacrifices an artifact or enchantment.
• Return an artifact or enchantment card from your graveyard to your hand. Target opponent sacrifices a creature.
Done.
The idea is the option between a mono-color boon with an enemy allied-color ability that hates on an opponent, or an allied-color boon with an enemy mono-colored hate.
Do you think Explode should be a static 1 damage with 1 mana or should I have Explode N. I ask because if a large creature with Explode for 1 seems bad, but there would be times when exploding a big creature for 3 could be useful.
As for mana generation, this came up with white I may increase the number of instants each color has or create other mana sinks to spend mana when you could only cast an instant. Alternatively, explode could be at sorcery speed only (which would be safer for the damage aspect).
It's probably pretty unintuitive to have the damage always at 1 and varied mana amounts. Also the damage is instant speed, so sometimes you'll receive the mana at really unopportune times if you try to use it as removal.
Considerations: the mana produced will vary in size depending on the creature, but I may keep the damage at 1.
This mechanic would be exclusive to red, as all mana-producing mechanics in the set would be exclusive to a single color.
I'm not talking about flavor or high-concept. I'm talking about the actual words on the card (which are important because they change how people feel about those words), and about function (which is allows this to be played with distinct sources of life gain and life loss e. g. casting Angel of Mercy after an attack for 3, so it's already seeding the separation of requirements).
And my original point about being restrictive doesn't change in this context. The necessity to fulfill both conditions at once means the card text invites comparisson to variants that only track life gain or only track life loss e. g. Sygg, River Cutthroat.
My point is: If you cannot sell the "drain 3" idea without typing out two conditions (regardless of them conceptually representing a single goal), then you can create a more satisfying reading experience by rewarding each of the conditions individually without losing the ultimate reward of tutoring a card if you drain 3 life, if the individual rewards sum up to tutoring e. g.
> "At the beginning of your end step, if you gained at least 3 life this turn, search your library for a card. Then shuffle your library and put that card on top of it.
At the beginning of your end step, if an opponent lost 3 or more life this turn, draw a a card."
You get the same overall reward, but a better impression with regards to partial success/partial failure.
Also talking about the high concept: What's the concept here? Orcish Tutor is one of the less popular ones.
Sure, you can. But the flavour is clear.
Except that you can fulfill the requirements without draining life as well.
It's kinda only a single requirement - did you drain 3 life? But that does need both lines to work.
"ei" -> "ie"
The double requirement feels a little restrictive. Part of me feels this would be better as a variant on Momir Vig, Simic Visionary - splitting the tutor in two.
Any typo'd relation to Olane's Bloodmage?
Out of curiosity, did you think about doing this in reverse? A creature that enters the battlefield tapped unless you have more tapped creatures than untapped creatures? And I suppose etb triggers that care about untapped creatures... hm.
Now that I think of it, I like that entering the battlefield untapped is the reward (since you can make bigger creatures that way.) But a bonus for etb untapped makes you feel real bad when you have to play the creature tapped. Tricky.
See Olane's Bloodmage.
See Glitterwing Admonisher.
Ohhhhh.. Ok; that's much more reasonable. Shame :) The other one was exciting; but did need an up-cost, or a downside, or something.
Ah, I was sloppy, there was supposed to be an "instead" in the second sentence. The card was never meant to deal six damage, just 3 to a creature, or the potential for that 3 damage to go to any target instead if a condition is met.
added "instead" at the end of the if of sentence. Actually, that should just be "any target" with current wording.
Also, the card this should probably be compared to is Lash Out. Keeping in mind that clash tends to fail 65% of the time or more, Lash Out still saw a lot of play.
For what it's worth, even at sorcery speed and with a cost of
, I'd say that Chaotic Shot is a more powerful card than Lightning Strike. The ability to do 6 damage with one spell, even only occasionally, is just too good to pass up.