I'm just going through the set and thought I'd offer my first impressions.
Jace, the traveler - It seems like it could be a good card in limited or constructed, but this card bores me and seems very unimpressive. Compare it to Jace Beleren. Jace Beleren costs an entire mana less and gets a +2 equivalent to Jace, the Traveler's +1. In exchange you get a passive that doesn't really do anything and an ult that probably doesn't end the game. If you are going for a non-exciting mythic, mission accomplished.
Marus Mist Weaver - The clone ability is very cool, but the look at top ability seems very fiddly and impractical. In a 1v1 game I would have to be constantly reaching across the table to pick up my opponent's top card. I don't know about you, but I don't usually touch another player's cards without permission, meaning I would also be asking to do so constantly. It seems likely that players are going to accidently draw while their top card is in their opponents hands being looked at as well. I don't think the ability is worth the fiddliness. Can't it just say "opponents play with the top card of their library revealed"?
Daramr, the Warrior King - I don't grok why a warrior kings death would lead to the attack of many small spirits. I could grok the warrior becoming a single spirit, or making a spirit for each creature that dies, but making three spirits feels really random. Is this a reference to some story I'm not familiar with?
Astral Forging - Just giving equipment flash without giving them the ability to be equipped at instant speed feels really awkward. I guess I get to play draw go control with equipment?
Skullcrush fanatic - The ability feels really awkward with trample. A 6/6 is likely to be so big that if it blocks a 3 p/t creature, its going to kill it anyway, and the ability might as well read "can't be blocked by creatures with power or toughness three or less" while on offense. How often is the card different from....
Skullcrush Fanatic 4BB
Creature- Giant Berserker (R)
Trample
Skullcrush Fanatic can't be blocked by creatures with power or toughness 3 or less.
Overwhelm 4BB
6/6
High Thane Utaric - What is the ability supposed to represent in terms of flavor? I'm not really grocking it. Could the ability be flavored to represent throwing the weapons? I'm thinking "Creatures you control have 't , unattach an equipment attached to this creature : This creature deals 3 damage to target creature or player'."
Forgotten Hero - This card is my favorite of all the rares and mythics. Its powerful and really flavorful. Who will remember him if everyone is dead...
Soulriver Seer - This is a hard nonbo with itself. If you whiff once, your odds of whiffing again skyrocket. Seems really feel bad. Would the card be too strong if it put the cards on the bottom?
The rest of the cards seem fine to me. I'll go through the uncommons tomorrow.
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
I'm just going through the set and thought I'd offer my first impressions.
Jace, the traveler - It seems like it could be a good card in limited or constructed, but this card bores me and seems very unimpressive. Compare it to Jace Beleren. Jace Beleren costs an entire mana less and gets a +2 equivalent to Jace, the Traveler's +1. In exchange you get a passive that doesn't really do anything and an ult that probably doesn't end the game. If you are going for a non-exciting mythic, mission accomplished.
Yeah, this design is likely to change. Leaving worrying about it all for now because planeswalkers are fiddly and it's not really an important card in terms of the driving forces of the set.
Marus Mist Weaver - The clone ability is very cool, but the look at top ability seems very fiddly and impractical. In a 1v1 game I would have to be constantly reaching across the table to pick up my opponent's top card. I don't know about you, but I don't usually touch another player's cards without permission, meaning I would also be asking to do so constantly. It seems likely that players are going to accidently draw while their top card is in their opponents hands being looked at as well. I don't think the ability is worth the fiddliness. Can't it just say "opponents play with the top card of their library revealed"?
Well, that would allow the opponents to see it as well, so would be substantially weaker. I will be considering changes.
Daramr, the Warrior King - I don't grok why a warrior kings death would lead to the attack of many small spirits. I could grok the warrior becoming a single spirit, or making a spirit for each creature that dies, but making three spirits feels really random. Is this a reference to some story I'm not familiar with?
He's supposed to be man of the people type, very popular, so when he dies the dead start to rally around him now. It's not a reference, but it is sotry related in that Daramr's death is a leadup to the second set's events.
Astral Forging - Just giving equipment flash without giving them the ability to be equipped at instant speed feels really awkward. I guess I get to play draw go control with equipment?
All equipment in set have Mantle, so affecting equip abilities is irrelevant in the set, they don't have any. Note then all mantle abilities act at instant speed, and more than a few have this matter significantly when combined with this card. And being able to hold off playing equipment is still useful for holding up removal, draw etc. or simply withholding information.
Skullcrush fanatic - The ability feels really awkward with trample. A 6/6 is likely to be so big that if it blocks a 3 p/t creature, its going to kill it anyway, and the ability might as well read "can't be blocked by creatures with power or toughness three or less" while on offense. How often is the card different from....
Skullcrush Fanatic 4BB
Creature- Giant Berserker (R)
Trample
Skullcrush Fanatic can't be blocked by creatures with power or toughness 3 or less.
Overwhelm 4BB
6/6
Oop. Forgot to change this card. Latest version: Skullcrush Fanatic )
Creature- Giant Berserker (R)
Menace
Whenever a creature with power 3 or less blocks or becomes blocked by Skullcrush Berserker, destroy it.
Overwhelm
6/6
High Thane Utaric - What is the ability supposed to represent in terms of flavor? I'm not really grocking it. Could the ability be flavored to represent throwing the weapons? I'm thinking "Creatures you control have 't , unattach an equipment attached to this creature : This creature deals 3 damage to target creature or player'."
The flavour is using weapons to channel magic like with a staff.
Forgotten Hero - This card is my favorite of all the rares and mythics. Its powerful and really flavorful. Who will remember him if everyone is dead..
Soulriver Seer - This is a hard nonbo with itself. If you whiff once, your odds of whiffing again skyrocket. Seems really feel bad. Would the card be too strong if it put the cards on the bottom?
That would be hard nonbo with the point of the card. is big on fated here and this helps you with that. I'll make it 2/2 and rework it as a scry based effect so you can put them on the bottom instead.
Astral Forging - All equipment in set have Mantle, so affecting equip abilities is irrelevant in the set, they don't have any. Note then all mantle abilities act at instant speed, and more than a few have this matter significantly when combined with this card. And being able to hold off playing equipment is still useful for holding up removal, draw etc. or simply withholding information.
I was thinking something more like...
Astral Forging 1U
Enchantment (R)
You may cast equipment cards as though they had flash.
Whenever an equipment enters the battlefield under your control, you may attach it to target creature you control.
Skullcrush Fanatic - Oop. Forgot to change this card. Latest version:
The latest version seems much better.
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Astral Forging - All equipment in set have Mantle, so affecting equip abilities is irrelevant in the set, they don't have any. Note then all mantle abilities act at instant speed, and more than a few have this matter significantly when combined with this card. And being able to hold off playing equipment is still useful for holding up removal, draw etc. or simply withholding information.
I was thinking something more like...
Astral Forging 1U
Enchantment (R)
You may cast equipment cards as though they had flash.
Whenever an equipment enters the battlefield under your control, you may attach it to target creature you control.
I don't want to much free equip effects in set because it takes away from mantle, some are good to allow you to equip them anyway when you are struggling to, but not so much that you aren't concerned about building to fill their requirements. I think I've already got plenty.
When Ragnarok is fated target creature you control gains indestructible until end of turn.
Not exactly Ragnarok flavor, but that was just a quick name.
I'm probably adding a wrath variant in white, but probably not a fated variant (largely because white is the weakest colour in fated- UGR are the main). A card called Ragnarok would be odd for a set which has no such event in it's storyline. Now for the second set....
Looking at the visual spoilers I´m beginning to look forward to this set even tho it´s just for fooling around. The Mechanics and the theme is just really interesting.
Looking at the visual spoilers I´m beginning to look forward to this set even tho it´s just for fooling around. The Mechanics and the theme is just really interesting.
Quick card change for Marus, ability was changed to 'Whenever you draw a card, you may put that card on the bottom of your library. If you do, draw a card.' to avoid play issues as mentioned earlier.
-Fall from Grace- added to white rares
-Soulriver Seer- 'At the beginning of your upkeep, scry 3, then you may reveal the top card of your library. If it’s a creature card, put it into your hand.' -> 'At the beginning of your upkeep, look at the top card of your library. If it’s a land, you may reveal it and put it into your hand. Otherwise, you may put that card on the bottom of your library.' To avoid similarity to Sylvan Rally.
-Arm with Fate- Put two +1/+1 counters/put a +1/+1 counter -> Creatures you control gain +1/+1 lifelink UEOT/target creature gets +1/+1 lifelink UOET to avoid Reinforce overlap. Now costs to weaken it slightly.
-Risen Infiltrator- added 'may' to it's ability.
-Lost with Memory- Renamed as 'Oblivion Render'.
-Fall from Grace- renamed from 'Fall from Grace' -> 'Daramr's Trial'. More suitable for world and now shows off part of the storyline (more on that soon).
-Sylvan Rally- add may clause
EDIT: And more
Blue rare legendary leader added- Lady Lor'el of the Water
-Lady Lor'el- adjusted to avoid similarity with Alesava
-High Thane Utaric- ability now scales of power
-Winterfront Vanguard- adjusted to work with saboteurs archetype
-Watch over Skybreen- added
-Vile Servant- adjsuted to work with saboteurs archetype
-Razaag's Vanguard- makes more sense as a shaman than a warrior
-Cloud Reaver- added to red uncommons
-Tainted Restoration- changed to life loss rather than discard
-Lady Lor'el- Returned to original version
-Alesava, Voice of the Forest- hexproof->reach, +1 toughness, renamed as 'the Forest's Voice' because it fits better on cards
-Unyielding Thane Keeper- added to white uncommons
-Ceaseless Growth- This had boring flavour, and I am trying to inject more unique flavour to the set. So, renamed as 'Barrow's Tale'.
-Written Future- Redesign to increase power level
-Dormant Ancient- Fated ability cost reduced to increase relevance, increased coloured requirements
-Frontier Ranger- Fated ability now puts a land straight onto the battlefield so it works with instant speed draw
Cards added:
-Deepwell Outsider- To red uncommons
-Lesson Never Taught- To green uncommons
Card changes:
-Stormsea Gale- 3/3->2/3
-Arm with Faith- ->
-Soulriver Current- Base effect from 'Move any number of counters from a creature you control onto another target creature'->'Untap two target permanents'. This card was a relic from when Reinforce was big in blue, it makes no sense currently given blue now has only a smidge of reinforce, especially as it makes it seem like there is more than there is.
Also, thanks for more than 10,000 view everybody! Let's just hope I can finish this thing soon-ish.
-Alesan Druid- Redesign to work with the BG graveyard archetype
-Scrap Forger- Redesigned to have a more relevant ability
-Dolgar Champion- Loses cost reduction ability to Scrap Forger, now grants buff to all creatures
EDIT:
-Skallan Deathless- Changed the activated ability's effect from 'Untap target creature' -> 'Skallan Deathless gets +1/+1 until end of turn' largely because it's more color suitable.
-Rising Champion- Changed the effect to be more conditional, now a trigger of attacking or blocking rather than continuous.
-Subjugating Will- Removed the randomness because it was not very common suitable, also an opportunity to provide more graveyard support. Added mill effect
Card adjustments-
-Alesava, Forest's Voice- nerf to 2/3
-Daramr's Guard- nerf to 2/3, honored effect from 'target player can't cast spells this turn' -> 'deals 2 damage to target tapped creature an opponent controls'
-Wall of Mists- redesign with more relevant ability
-Toward Destiny- ->
-Felamas Stalker- Redesigned abilities
-Deepweel Outsider- Trying with +1 toughness
-Profound Journey- Was already a card, now 'Meeting of Ways' (might change again)
A Norse mythology set is interesting, I might (try) and make my own Norse/Germanic mythology set at some point. And the mechanics are interesting as well. Do you need any suggestions for cards?
Couldn't hurt. I'd be happy to hear any ideas you have.
I'm working on it
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Jace, the traveler - It seems like it could be a good card in limited or constructed, but this card bores me and seems very unimpressive. Compare it to Jace Beleren. Jace Beleren costs an entire mana less and gets a +2 equivalent to Jace, the Traveler's +1. In exchange you get a passive that doesn't really do anything and an ult that probably doesn't end the game. If you are going for a non-exciting mythic, mission accomplished.
Marus Mist Weaver - The clone ability is very cool, but the look at top ability seems very fiddly and impractical. In a 1v1 game I would have to be constantly reaching across the table to pick up my opponent's top card. I don't know about you, but I don't usually touch another player's cards without permission, meaning I would also be asking to do so constantly. It seems likely that players are going to accidently draw while their top card is in their opponents hands being looked at as well. I don't think the ability is worth the fiddliness. Can't it just say "opponents play with the top card of their library revealed"?
Daramr, the Warrior King - I don't grok why a warrior kings death would lead to the attack of many small spirits. I could grok the warrior becoming a single spirit, or making a spirit for each creature that dies, but making three spirits feels really random. Is this a reference to some story I'm not familiar with?
Astral Forging - Just giving equipment flash without giving them the ability to be equipped at instant speed feels really awkward. I guess I get to play draw go control with equipment?
Skullcrush fanatic - The ability feels really awkward with trample. A 6/6 is likely to be so big that if it blocks a 3 p/t creature, its going to kill it anyway, and the ability might as well read "can't be blocked by creatures with power or toughness three or less" while on offense. How often is the card different from....
Skullcrush Fanatic 4BB
Creature- Giant Berserker (R)
Trample
Skullcrush Fanatic can't be blocked by creatures with power or toughness 3 or less.
Overwhelm 4BB
6/6
High Thane Utaric - What is the ability supposed to represent in terms of flavor? I'm not really grocking it. Could the ability be flavored to represent throwing the weapons? I'm thinking "Creatures you control have 't , unattach an equipment attached to this creature : This creature deals 3 damage to target creature or player'."
Forgotten Hero - This card is my favorite of all the rares and mythics. Its powerful and really flavorful. Who will remember him if everyone is dead...
Soulriver Seer - This is a hard nonbo with itself. If you whiff once, your odds of whiffing again skyrocket. Seems really feel bad. Would the card be too strong if it put the cards on the bottom?
The rest of the cards seem fine to me. I'll go through the uncommons tomorrow.
- Manite
Yeah, this design is likely to change. Leaving worrying about it all for now because planeswalkers are fiddly and it's not really an important card in terms of the driving forces of the set.
Well, that would allow the opponents to see it as well, so would be substantially weaker. I will be considering changes.
He's supposed to be man of the people type, very popular, so when he dies the dead start to rally around him now. It's not a reference, but it is sotry related in that Daramr's death is a leadup to the second set's events.
All equipment in set have Mantle, so affecting equip abilities is irrelevant in the set, they don't have any. Note then all mantle abilities act at instant speed, and more than a few have this matter significantly when combined with this card. And being able to hold off playing equipment is still useful for holding up removal, draw etc. or simply withholding information.
Oop. Forgot to change this card. Latest version:
Skullcrush Fanatic )
Creature- Giant Berserker (R)
Menace
Whenever a creature with power 3 or less blocks or becomes blocked by Skullcrush Berserker, destroy it.
Overwhelm
6/6
The flavour is using weapons to channel magic like with a staff.
That would be hard nonbo with the point of the card. is big on fated here and this helps you with that. I'll make it 2/2 and rework it as a scry based effect so you can put them on the bottom instead.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I was thinking something more like...
Astral Forging 1U
Enchantment (R)
You may cast equipment cards as though they had flash.
Whenever an equipment enters the battlefield under your control, you may attach it to target creature you control.
The latest version seems much better.
- Manite
I don't want to much free equip effects in set because it takes away from mantle, some are good to allow you to equip them anyway when you are struggling to, but not so much that you aren't concerned about building to fill their requirements. I think I've already got plenty.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
That will take some time, but I do intend to upload one in not very long. Maybe less than a month?
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Ragnarok 3WW
Sorcery
Destroy all creatures
Fated 1W
When Ragnarok is fated target creature you control gains indestructible until end of turn.
Not exactly Ragnarok flavor, but that was just a quick name.
I'm probably adding a wrath variant in white, but probably not a fated variant (largely because white is the weakest colour in fated- UGR are the main). A card called Ragnarok would be odd for a set which has no such event in it's storyline. Now for the second set....
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Thanks
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Quick card change for Marus, ability was changed to 'Whenever you draw a card, you may put that card on the bottom of your library. If you do, draw a card.' to avoid play issues as mentioned earlier.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-Fall from Grace- added to white rares
-Soulriver Seer- 'At the beginning of your upkeep, scry 3, then you may reveal the top card of your library. If it’s a creature card, put it into your hand.' -> 'At the beginning of your upkeep, look at the top card of your library. If it’s a land, you may reveal it and put it into your hand. Otherwise, you may put that card on the bottom of your library.' To avoid similarity to Sylvan Rally.
-Arm with Fate- Put two +1/+1 counters/put a +1/+1 counter -> Creatures you control gain +1/+1 lifelink UEOT/target creature gets +1/+1 lifelink UOET to avoid Reinforce overlap. Now costs to weaken it slightly.
-Risen Infiltrator- added 'may' to it's ability.
-Lost with Memory- Renamed as 'Oblivion Render'.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-Fall from Grace- renamed from 'Fall from Grace' -> 'Daramr's Trial'. More suitable for world and now shows off part of the storyline (more on that soon).
-Sylvan Rally- add may clause
EDIT: And more
Blue rare legendary leader added- Lady Lor'el of the Water
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-Lady Lor'el- adjusted to avoid similarity with Alesava
-High Thane Utaric- ability now scales of power
-Winterfront Vanguard- adjusted to work with saboteurs archetype
-Watch over Skybreen- added
-Vile Servant- adjsuted to work with saboteurs archetype
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-Razaag's Vanguard- makes more sense as a shaman than a warrior
-Cloud Reaver- added to red uncommons
-Tainted Restoration- changed to life loss rather than discard
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-Lady Lor'el- Returned to original version
-Alesava, Voice of the Forest- hexproof->reach, +1 toughness, renamed as 'the Forest's Voice' because it fits better on cards
-Unyielding Thane Keeper- added to white uncommons
-Ceaseless Growth- This had boring flavour, and I am trying to inject more unique flavour to the set. So, renamed as 'Barrow's Tale'.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
From GU fated archetype thread.
-Written Future- Redesign to increase power level
-Dormant Ancient- Fated ability cost reduced to increase relevance, increased coloured requirements
-Frontier Ranger- Fated ability now puts a land straight onto the battlefield so it works with instant speed draw
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Formatting fixes/updates
Card Changes (from GU archetype thread):
-Verdant Future- Redesign
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Cards added:
-Deepwell Outsider- To red uncommons
-Lesson Never Taught- To green uncommons
Card changes:
-Stormsea Gale- 3/3->2/3
-Arm with Faith- ->
-Soulriver Current- Base effect from 'Move any number of counters from a creature you control onto another target creature'->'Untap two target permanents'. This card was a relic from when Reinforce was big in blue, it makes no sense currently given blue now has only a smidge of reinforce, especially as it makes it seem like there is more than there is.
Also, thanks for more than 10,000 view everybody! Let's just hope I can finish this thing soon-ish.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-Wilder-Watcher- Redesign
-Pilgrim's Blade- -Traveler's Companion- Adjusted Mantle triggers to reduce the variation between Mantle triggers.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-Alesan Druid- Redesign to work with the BG graveyard archetype
-Scrap Forger- Redesigned to have a more relevant ability
-Dolgar Champion- Loses cost reduction ability to Scrap Forger, now grants buff to all creatures
EDIT:
-Skallan Deathless- Changed the activated ability's effect from 'Untap target creature' -> 'Skallan Deathless gets +1/+1 until end of turn' largely because it's more color suitable.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-Rising Champion- Changed the effect to be more conditional, now a trigger of attacking or blocking rather than continuous.
-Subjugating Will- Removed the randomness because it was not very common suitable, also an opportunity to provide more graveyard support. Added mill effect
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Kaldesh create token wording implemented.
Card adjustments-
-Alesava, Forest's Voice- nerf to 2/3
-Daramr's Guard- nerf to 2/3, honored effect from 'target player can't cast spells this turn' -> 'deals 2 damage to target tapped creature an opponent controls'
-Wall of Mists- redesign with more relevant ability
-Toward Destiny- ->
Some very minor formatting/wording fixes as well
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-Felamas Stalker- Redesigned abilities
-Deepweel Outsider- Trying with +1 toughness
-Profound Journey- Was already a card, now 'Meeting of Ways' (might change again)
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Couldn't hurt. I'd be happy to hear any ideas you have.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice