Faith vs Science DD challenge: Recent Activity
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Mechanics | Skeleton |
Recent updates to Faith vs Science DD challenge: (Generated at 2025-04-30 22:45:19)
nontoken seems fine.
I think this is too easy to go infinite with creatures that make a creature token when you pray. Changed to nontoken for now, but could easily have, "Whenever another creature enters the battlefield under your control, you may pay 1. If you do,Pray (You gain 1 life for each creature you control.)"
Compulsion
There has been an issue with the question whether the triggered abilities on creatures with pray trigger when the ability is activated or when it resolves. I suggest changing the wording from "Pray " to ": Pray." to remove any ambiguity.
A further benefit: The legendary creature alreay uses pray as a keyword action, so that's consistent then.
Note that making pray a keyword action does not mean I want to functionally change the cards from all being activated (excpet for the legendary creature).
On a similar issue I changed the reminder text for faith to
(If you reveal an Angel card as you cast this spell or if you control an Angel, you show faith.)
This no longer implies a triggered ability.
"Showing faith" is a play on revealing as well as moving away from the "having faith" wording which originally was confusing due to misleading wording used on some cards - currently faith is both a keyword and a state (achieved through the keyword).
Possible for Reverberating March's "nonremoval, nontoken" spot.
Sometimes drawing too many nonartifact cards turns "off" the deck, so I colorshifted the most brutally efficient solution to card quality that I could come up with.
I want to test something less "win more" in this spot: Survey the Blueprints.
Contesting Clockwork Theory.
Now you're just flickering them. That seems too good. I liked it as an ETB effect, but if you want to do it every upkeep, at least exile them at end of turn.
Shouldn't we give them haste so the creatures can attack?
2/1 with +1/+1? Like a Thraben Valiant with a bonus.
I, on the other hand, think activated indestructibility is a very suitable thing for common. It's much more suited than regeneration which has multiple fiddly bits. I think the game would be better if most cards with activated regeneration were replaced with activated indestructibility (probably upping the cost by
in most cases).
On the other hand, I don't think a common should be able to block and kill a 5/5 every turn. +2/+2 and indestructible is too much (though I think it'd be okay if it could only be activated when attacking).
...I really don't think repeatable indestructability is something that is a common effect. I think the rootwalla effect alone is a good effect on a vigilance creature.
I'd make it a 2/2 first though.
changed +2/+0 to +1/+1 due to feeling too red
This version I find interesting.
Templating
added to replace the altar
removed from set skeleton
changed back to upkeep trigger but made the return of artifacts only temporary. Also changed from 6cmc 6/6 to 7cmc 5/5
2/2 -> 3/2
adding to set skeleton
removing from set skeleton
Created as an alternative for Selesnyan Altar
changed from G/W storage land to faith dual land
its an acceptable bend. keeping this version for playtesting
Temporary flying is, but normally it's followed by sacrifice, like in the case of Chuck.
Changed to pump plus indestructibility to give it effect on attack and block.
Changed activated ability.
Is granting flying to a target creature really a red thing? There are many examples of giving it to yourself in red, but few for others, not without their impending death, which I don't think we should include in this ability.
Might be fine a la Shiv's Embrace
changed to targeted tinker
removed from set skeleton