Fetish Wars: Recent Activity
Fetish Wars: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Fetish Wars: (Generated at 2024-05-19 06:50:45)
Fetish Wars: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Fetish Wars: (Generated at 2024-05-19 06:50:45)
Hmm. Well, at the very least, it's easy to imagine playing one of these on round 2 and 3, and consistently swinging with a 4/4 and 5/5 every turn. That puts it at approximately Tarmogoyf level of good. It's not that players can't defend against that... but a good player should be able to supply consistent pressure, making a card like this lethal.
No, the +X/+X was meant to be until end of turn. I imagine my sets to exist in their own separate continuity, so the most expensive card this could hit is at 8 mana, but that's still a 9/9 on turn three and they're milling 8.
I think that this creature 1/1 body and lack of defensive abilities means that just about anything can kill this creature before it swings. Additionally this doesn't have trample so it can be chumped for days (though the mill may become a problem).
It's considerably strong in Standard too, considering that Battle for Zendikar is on tap. Swinging with an 11/11 on round 3 sounds pretty good.
By the way, is that +X/+X supposed to be permanent, or until end of turn. Because I would think permanent would be "and gets +X/+X, where X is equal to all cards exiled by ~."
My friend said this card would break legacy.
Bleh, I made a simple cycle for common.
This should probably be white, but I'm bending here to match the Fetish mechanic and flavor.
Definately. The whole reason it isn't allowed for common is because it makes combat confusing, and causes many players to forgo attacking in limited. Sorcery speed prevents that from being a problem.
Interestingly, sorcery speed optionally makes it a red ability if you wanted to go for that instead.
Do you think a clause of say "activate this ability only during your main phase" would make it an acceptable common?
reduced power by 1
upped from 4 to 5 life.
Originally this card was just about bouncing your own monsters. I like this interaction with creatures with -1/-1 counters though, so I'll look into making this a suitable common with that ability still on there. Maybe just as a one-time ability.
Originally this card was just about bouncing your own monsters. I like this interaction with creatures with -1/-1 counters though, so I'll look into making this a suitable common with that ability still on there.