Recent updates to Foundations: (Generated at 2014-03-07 18:06:13)
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Slightly confusing about when the counter goes on. (Could use an intervening 'then') But what a simple and lovely idea.
That was what I intended. When I started the set I really didn't know how to properly template anything (and still don't for the most part).
Should hierarchy only refer to each OTHER creature, though? A 6/5 for four that makes everything else 4 bigger is very powerful.
I don't think I mentioned this when I first saw it; but I really like the Heirachy ability.
Quite like the bizarre lizard-rooster thingy too.
If we're simplifying though: "Creatures trample" would be a nice wording on a full-image card.
This is somewhat worse than the original Primal Rage... :P
Nice: your choice of a Ballynock Cohort or a Wild Griffin.
Hee, the Forest ability now makes it like Mirror-Sigil Sergeant (which also provides an example of how to template that ability). A self-replicating army of 2/2 wither creatures is pretty good.
One problem: the name and art make it look like it flies, but it doesn't, not even if I control an Island.
I like the idea of it giving up its ability for a boost, but it could probably have a similar effect more simply. For instance, the "lose forestwalk" effect doesn't usually do anything, assuming that if you want to use forestwalk, you pump it after you attack. (And it'll usually be clear whether you want to attack as a 2/2 or a 1/1 forestwalk.)
But the idea of trading in shroud for a bonus is very interesting: when do you risk it and when don't you? Can it be tweaked somehow?
No, that's incorrect. You have to be able to pay the cost (everything before the colon), and you have to be able to choose all targets in the effect, but everything else can be activated even if it won't do anything on resolution.
Two fixes I can see, both of which make it more wordy:
: ~ loses shroud and gets +1/+1 UEOT. Activate this ability only once per turn.
: If ~ has shroud, it loses shroud and gets +1/+1 UEOT.
On its own, it's a 3-way pain land. But it's double pain. That aint all bad; but it's unavoidable pain, which is. So yes, city of brass trumps it massively.
With the discard a card option, it becomes a pure triple play. Which is a nice thing, if fairly specialised. Seems ok to me.
Hmm. That's an arguable statement. It's certainly good, but if we compare it to City of Brass, it doesn't look so hot. I know there's a general assumption that "loss of life means nothing when you're winning", and that's true. But 2 life still hurts, and I'd much rather play a few pain and shock lands, then take a whalloping 2 damage regularly.
This land is insanely good without the ability to stop taking damage.
Normally the abilities can't be used more than once, right?