Homelands Restored: Recent Activity
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Skeleton |
Recent updates to Homelands Restored: (Generated at 2024-05-20 04:43:50)
Homelands Restored: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Homelands Restored: (Generated at 2024-05-20 04:43:50)
Original card.
For the spare black uncommon slots, I'm tossing in a bunch of vampires and some vampire tribal. I mean, Baron Sengir is just begging for the set to have more vampires. And while I did his bidding and toyed with the numbers, we're still under vampires being a competitive tribe.
Since The Baron likes to add on counters the old-school way, I figured I'd make a number of different vampires with the Sengir Vampire trigger. I really want there to be a combination Prodigal Pyromancer/Sengir Vampire, but I'm not sure how to make it a black card (or black/red.) I could have it reduce power and toughness... but then the wording for the trigger would have to be awfully weird for that to work. [Edit: Oh wait, maybe not. "Target creature gets -1/-1 until end of turn. Until end of turn, when that creature dies, put a +1/+1 counter on ~." Good to go.]
On the artwork: Despite the internet being flooded with zombie and vampire art, it turns out there isn't much in the way of a vampire controlling a zombie. Something about the mood of the piece I suppose. Most people want to draw vampires sexy, and zombies not. Or both funny, which doesn't help me.
I think just a clause that prevents you from using it in combat is fine. I wouldn't want to remove other obscure functions, like donating a Phyrexian War Beast in response to your opponent's removal spell.
Sorcery speed ftw
Oh whoops. I totally forgot that this ability can remove an attacking or blocking creature from combat. That isn't the intent (or, to be more precise, if I made this the intent it would cost too much to do other fun stuff with the card) so I guess I'll have to fix it.
I like it.
Blue doesn't do enough donate effects, I like it. Not sure how it is in terms of power level but that's not really my question to answer
Original card.
One more 'Islands-matters' card. Was trying to figure out how to make a Floodchaser style card with no second drawback, and came up with this. Granted, there aren't many uses in set for giving your opponent your stuff until end of turn. The ability to give another player a blocker in multi-player is relevant, I'm sure. There's some weird Brand type stuff going on here, too... it's pretty close to being a red mechanic. But I figured that since you could do it every turn, it's still kind of blue.
Probably. But I'm probably just going to end up changing the flavor anyway. I like it, but it isn't really appropriate.
It would be. But there would be a flavor disconnect.
"Target creature's controller sacrifices it" would be the more standard way to accomplish this
If you're going to do a leviathan flavour text, shouldn't it be a leviathan creature, not a serpent?
Original card.
Part of the 'Islands matters' theme. It also doubles as yet another card that will turn on one of the red mountainwalkers. Between this and Jinx, I don't think I need a red card that turns a land into a mountain.
Kakra has been getting suspiciously smarter the more flavor text I add. I fear that if I made two expansions for this set that she would eventually overthrow Baron Sengir and be the true nemesis of the Homelands. ;)
Reduced to and made an instant. I'm not sure what's fair, but it seems wrong to have this be outmatched by Feed the Pack.
Original card.
Another 'Islands Matter' card, this time flooding the table with Islands.
Technically, this is blue mana acceleration... and that's something only Green is supposed to do. You could also argue that Path to Exile makes the mechanic require white somehow.
I don't know. I just made a top down card here. Flooding the table with Islands and pushing everything else back just seems like a blue thing to do. I figure that maybe it's okay if it's just one card.
The set already includes Dark Maze, so that would be redundant (though a good idea). I don't think the theme is going to be such a bad problem. I plan to include cards like keflexx was suggesting that both have the restriction, but also enable the restriction to work. I just think it's cool to have one card do it the old fashioned way.
The island restriction was removed becuase the variance was so large over something that you can't control - in some matchups you have a beater and in some matchups they're just huge walls. (which is why fear/intimidate is being replaced by menace).
If you're looking for a slightly more forgiving design, I've always liked "doesn't untap during your untap step unless defending player controls an island". Can attack once if you really want.
Lorwyn did enough, as far as I'm concerned. There could have been more, though. I'm not a fan of them either, to be honest. But considering where the design went, I'm just following through and hoping its interesting enough when coming out the other end.
I suppose I could always scale back down if I don't think it works... but I also think one of the reasons why it doesn't work is that there's never a good enough incentive. And there's never a good enough incentive because Wizards is afraid of promoting the mechanic because people don't like it. What a weird limbo to be in.
i really enjoy the real-world quotes too, but it's clear why they went away: magic started to obtain its own mythos and it's hard to immerse a player in it when you're using quotes that wouldn't exist in that world
i don't think they're bad, they're just not what wizards wants to be doing with magic. if you want them for your set then go for it
personally i always found these type of cards annoying (that's why i built the solution into ((C60255))), but there hasn't been a set yet that gave them enough enablers in draft.
yeah i can get behind that, i love cleric tribal anyway. the tokens would be particularly cool if the set had anything that cared about total toughness as well rather than just the toughness of a specific creature
Original card.
Looking at blue, I think the uncommon slot would be best served by strengthening the 'Islands matter' theme. My first thought was to make yet another twist on Sea Serpent/Sea Monster. But it occurred to me that we've seen so many twists on that card, that the original mechanic can kind of seem like a breath of fresh air.
Originally, I was going to print an 8/8 for . But then it occurred to me that creature power creep would let me outclass Sea Monster in the same way that card outclassed Sea Serpent. Made the cost 3UUU to 'follow the pattern'. Honestly, I think I could have made the creature bigger... but maybe that job should be left for a future 8/8 serpent that costs 2UUUU.
On the quote: Segovian Leviathan's flavor text still sticks with me today. I don't know why. There's just something lyrical about it. So I looked up Job and saw what else I could learn about Leviathan.
Real world quotes used to be a thing. But they fell out of favor just as Homelands became a set. And a quote from the Bible is even more intrusive than, say, something from Shelby. Maybe I'll change it. I kind of like it, though.
Kind of bugged me, realizing that the 'Serpent' in common could only attack once. So I buffed it. And re-added the .
There's a few tribes going on in Homelands, and I'm trying to support them. Clerics is a tribe by accident: there are so many clerics and religious stuff in the file, that I ended up adding some Cleric tribal.
Although, admittedly, some of the reason why I chose 1/2 cleric tokens is because I'm sick of seeing 1/1 soldier tokens. It's, like, 50% of all tokens in white. I know white likes uniformity, but the color could use a few more evergreen tribes...
are the clerics a flavour choice?
Original card.
Continuing the toughness-matters theme. Yet another 'what the heck do I cost this as' card. 5W feels like I stretched too far... but Mnemonic Wall would probably bust this card in half if it was too cheap. Maybe 4W is fine, though. Kind of depends on what's out there.
Switched to "Blessed be the Righteous costs X less to cast, where X is equal to the targeted creature’s toughness."
...but that's not quite right. That sounds like it could be targeting any creature, not necessarily the creature it's enchanting. I guess that was my real problem all along... not that I was afraid that people wouldn't know that auras target, but that they wouldn't make the proper mental jump to associate that rule with this card's text. Maybe I should put aura reminder text just on this one card? Would that do anything?
Both fair points. I'll switch over.
Also it was more or less assumed knowledge in Theros block