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Recent updates to Superhero Shenanigans: (Generated at 2024-05-19 01:34:52)
Mirrodin had assorted "Equipped creature gets +N/+N" with both casting and equip cost N. But then M11 brought Warlord's Axe, which was still perfectly playable in limited. Darksteel Axe shows that a Bonesplitter with bonus is printable at uncommon if you increase one of the costs by , so this is probably fine.
Reminiscent of Torch Song. Grows faster if the opponent's playing more spells (or in multiplayer); grows less if they're ahead on the board already. Could be cheaper.
Hmm... yes, so it is. It couldn't really cost more because then it'd just be inferior to Lava Axe. Somehow it seems better than Lava Axe though.
Gets serious points for the name. But I'm entertained that being On Fire doesn't actually harm the creature in any way...
Hah. The triple-parens link won't work unless you're consistent with your capitalisation :P You can do triple-paren links to codes, though: Street thug.
The drawback is not as severe as just "can't block", so gives even less credit than that does.
Heh. A henchman with a sense of self-preservation? Fire him at once!
I think dual-evasion is best saved for uncommon and higher. The "Flying, fear" creature is uncommon, the "Flying, shadow" creature is rare.
Feels like a card called "Ascendant Phoenix" should be able to have flying...
How about phrasing the last ability, "At the beginning of your upkeep, if you control an Octopus Tentacle, put 1/1 blue Octopus Tentacle creature tokens onto the battlefield until you control eight Octopus Tentacles"? ...Actually, that's no shorter and less clear, so forget that.
I know the reminder text shouldn't be necessary, but I have to look the layer rules up every time, so I suspect many other people do too...
switching P/T seems more like a full body mod - Adrenalin Injector (could be used for haste instead), Exoskeleton Armour, etc
Bionic Arm seems more just stronger +2/+1 or +3/+1 etc
Ehh, kind of. I think a bionic arm would be more like ": Equipped creature gains your choice of first strike, reach, or +1/+0 until end of turn." But that is just me. As is it is ok. I don't think the reminder text is necessary though.
Combined small equipment/mana storage. What's a reasonable guideline for costing equipment? Flavourwise should give about +2/+0, but shouldn't be much more costed than similar existing artifacts.
I wasn't going to do any "artifact enchantments", but it fit the concept here, though it could have been just one or the other (and I may go back to the simpler version).
Not sure if it provides much drawback, since lots of removal hits BOTH, so it's not much more vulnerable, but hopefully enough for the bonus, which is probably quite small, but hopefully appropriately creepy.
Does this make sense for a bionic arm? Is permanent p/t switching ok?
Another to add to Letter Bomb and Booby Trap and Ratchet Bomb and a couple of others. I tried to make this seem scary and ominous without being too strong.
How is the mana cost?
As described on Burn from the inside, there's normally an efficient creature removal spell. This can hit most creatures, albeit a moment too late, with the exception of small utility non-ping creatures that don't go into combat, but they normally have low enough toughness a 2 or 3 burn spell will be enough for them.
I'm not sure of the right break down of red commons. It seems red gets several burn spells at common, typically a few small-ish ones including one for 1 mana and several for more, and one or two that can do a higher amount of damage (often to just a creature, or just a player), normally as a sorcery. Eg. recent core sets have "2R. Additional cost. 5 damage to target creature" and "4R. 5 damage to target player".
This is a cross between Lava Axe, Ball Lightning and Fling :)
Red should have an aura of some sort. How to make an aura that doesn't suck? Red doesn't normally mind long-term card disadvantage if its getting something now. So have an aura which does part of the job of playing a new creature or burn spell: getting more creatures through to do damage to the opponent.
Could tweak mana cost. Originally was "a creature of opponent's choice can't block" but was way too fiddly. This felt fairly generous, but wanted it to be somewhat playable.
It seems an obvious combination. "Do a small-medium amount of damage; creatures are tough, artifacts are weak "
Want to cost high to avoid people always playing it as a mediocre burn spell or an artifact destruction spell if necessary, removing the tension of ever playing an artifact destruction spell.
Variant on lightningbolt- or shock+. I think (?) wizards deliberately avoid having too many cheap 3-burn spells, but this can be this set's lightning bolt as it will never be in standard.
I assume this will have a similar effect on the game as lightning bolt, but be not quite as good.
I toyed with several other variants, and tried to avoid making a worse-than-lightnigbolt spell, but eventually decided the simplest was best.