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Quote from Gutterstorm »2018? In 2019? or am I missing something. Also how does one go about getting these Kharis & the Beholder and Sol are ******* sweet.
Quote from R_Lancer »I thought Smuggler's Copter was going to be banned, and I'm leaning towards any cards that were banned in standard is going to have a short existence in Pioneer.
Quote from rowanalpha » If you want their shrine cards to "turn them on", the Seeing Winds and Infinite Rage abilities should be "~~ can't attack or block unless a opponent lost 2 or more life since the beginning of your last upkeep." That way, the shrine can trigger on your turn, but you could still block on an opponent's turn. I would make the tap requirement more specific, as in tap a red creature for Infinite Rage, for instance, and if your intention is to represent praying it should be a non-Spirit creature too. Otherwise, its especially weird that two Myojin could "pray" to each other to avoid a board wipe.
Quote from BlazingRagnarok »I like the tap-for-indestructible idea. It makes these cards more interactive than previous iterations on the mechanic. I'm a little concerned with how wildly the 'animation' requirements and activated abilities vary amongst these cards, though. The green one looks like the most complete of the bunch, as it has an easy activation requirement that synergizes well with both the activated ability and means of protection. It's also huge and unstoppable. The white one has a much less sensible design. The requirement to attack and block is incredibly winmore, so much so that you will rarely attack or block at all. The activated ability, by contrast, is incredibly oppressive. Who need to block when all opposing creatures are dead? It doesn't so much synergize with the animation as cause the game to grind to a halt. The blue one is just weak. Attacking and blocking requires specific support, and it has a non-synergistic activated ability that pales in comparison with the rest of the abilities you gave. The black one is probably where you want this cycle to be. The animation is difficult, but it enables itself with an appropriately powerful activated ability. Five mana is probably high enough to dodge the usual sorcery requirement for this type of ability. The red one is in the same category as white, as it has a difficult animation and a grotesque activated ability. Precombat life loss/damage is an even narrower category than what the blue one has, and the red one will more frequently cost you a card to use. The activated ability probably shouldn't exist on any card of this cost in any form. You drop this on turn 3 and curve into destroying a land every turn for the rest of the game. Awful.