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This reminds me of Timely Reinforcements.
Dunno, it's an interesting tension - less life gain means this is more usable for the token-creation part.
See Gravescythe.
Not sure about costing this. Maybe 5 life instead since you're paying 3 mana.
Concept of having boons for having less, in this case cards in hand.
I like the cultist type. It can clearly cover operatives other than priests, and will show up on some worlds (eg. most of Rakdos) and not others. And has a specific flavour and role.
Infectious Rage and Grifter's Blade suggest something like "attached to a random permanent you control that it could be attached to".
Not sure on wording, obviously you can't attach an equipment to a land or "enchant land" to a creature, etc.
Eh; you'd need a second copy of the spell to do so; and it just makes three 1/1 for two spells. Doesn't seem game breaking to permit it, if someone really really needs the extra two tokens.
Maybe non-token or some clause so it can't hit its own tokens?
It's kinda an odd time to have hexproof. I mean, wouldn't they just blow it up before blockers got declared?
> As long as ~ is blocking or being blocked by one or more red and/or green creatures, ~ has prowess and hexproof.
Alternatively (Amphibious Kavu):
> Whenever ~ blocks or becomes blocked by one or more red and/or green creatures, ~ gains prowess and hexproof until end of turn.
See Greatfang Hermit. See Climate Shift
See Volcanic Shot. Taken points from Meandering Towershell.
See Climate Shift
I was just tinkering around with the idea of only having access to things at certain times. I'm really not sure why I put the 7 card restriction on this creature.
Yeah; but you have a chance get to cast them. The 7 card limit does make it... special. But you'd really use this for something like:
Cast Wheel of fortune, tap Stash Warden to save my hand. Draw seven cards. Have, effectively, 14 cards.
But that 7 card limit is very very high on this cycle. 4 would seem more attainable.
"Oh, so you are trying to cause me to discard cards from hand with seven cards. Well, guess what? I'm just gonna exile my whole hand instead! Mwahahahhahaaa!" o_O
Yeah, I think that's the primary benefit, like Ignorant Bliss or Bottled Cloister. It's very nice with Damia, Sage of Stone. Except for the aforementioned risk of entrusting lots of cards to a little 1/2. (Also it's a pity you can't play lands exiled with this.)
I guess you use it to protect yourself against discard effects?
Isn't this more like Ignorant Bliss, isn't it?
It does seem like it should grant some card advantage.
I like it. But it's quite... high-risk? The risk of cards like Bottled Cloister and Skyship Weatherlight was that the opponent would kill your artifact, and then all your tucked cards are gone forever. This has the same issue except it's much easier to kill because it's a little creature.
There's something nifty here. But I don't think a vulnerable 1/2 is what I'd want to entrust my hand of 7 cards to.
That doesn't seem like an ability that is likely to actually matter very often. So why the limit to only when you have 7? Just to be a cycle?