Homelands Restored: Recent Activity
Homelands Restored: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Homelands Restored: (Generated at 2024-05-20 07:59:49)
Homelands Restored: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Homelands Restored: (Generated at 2024-05-20 07:59:49)
Changed the cycle to uncommon.
Removed Legendary and moved this cycle to rare to make room for uncommon land cycle.
Meh. I'm not too happy with the anime art. But asking for fantasy art for a pair of shears from Google Image Search is admittedly a tall order.
Mm. I agree. I pushed the limits of what could be in the set for the sake of doing it, seeing what I could pull out. But now that they're here, it's pretty obvious that they superfluous. I'll be pulling them shortly... them and Wanderlust which slipped into the set for similar reasons, but had to be warped in order to make sense in a Modern environment.
Nice thought pushing this far to get everything I could, but in the end I just pushed too far.
This seems pretty strange. I'd be more in favour of ditching Deathgrip & Lifeforce rather than designing cards that aren't colour hosers at all, because being a mirrored pair of colour hosers is so key to what those two are about.
...Huh, wait, they're not even in Homelands at all originally? They seem exceedingly strange candidates to add, then. Especially if you're not staying especially close to the original designs (which are certainly completely foreign to the colour pie).
An aside aside: This is one nasty card when combined with effects that make artifacts indestructible...
I try to keep these cards as close as I can to the original, while still keeping them competitive. So adding a mana requirement doesn't seem like the right choice... but I could increase the life payment to 5. Five damage for sounds like something even red would pay for... which might mean the card is too good. But there's no guarantee that playing a creature is important, and the card can still be shot down with a Naturalize, so maybe it's fine.
Oh, and as an aside: While the four damage version may not seem that great in one on one matches, it seems pretty reasonable in normal multiplayer. Since no one wants to take the damage, it will end up stalling the creature game for far too long... even if its almost guaranteed to leave the table later. So even if I have to return to 4 damage version, I know the card still has its niches.
Pillar Tombs of Aku in reverse?
This small change is actually pretty sweet. Any non-green deck could potentially want this effect. At least, they could want their opponent not to cast creatures. Even gren miiiiiight want to ramp into having the biggest creatures and then put this down to try to prevent the opponent fromt catching up.
That said, paying 4 life doesn't feel like a very high price, though. 4 mana, 4 damage, and creature spells can be cast again without skipping a beat. I think I'd generally rather have 4 mana and a card, than have 4 life. This card could read as: "Pay 4 life. The person who played this card doesn't get a 4 drop. You do."
What if it cost 1 mana as well, or even 2 mana, 2 life? Then your opponent at the least is getting their "curve out" (if they were otherwise set to curve out successfully) actually disrupted a bit.