aralia, simic prodigy - (1)(U)(G)
legendary creature - elf wizard - [U]
creature cards in your hand have mutate [X], were X is their converted mana cost.
2/2
-rakdos-
rakdos Mob - (R)(R)
creature - human army (uncommon)
flash, haste
rakdos Mob's power is the amount of of damage dealt this turn plus two, and its toughness is the amount of of damage dealt this turn.
*a mob forms quickly, violently, and is gone almost as soon.*
*+2/*
-azorius-
court of azorius [2][w/u][w/u]
legendary creature - human wizard - [rare]
whenever a creature dies, investigate.
sacrifice a clue: detain target creature.
sacrifice 3 clues: exile target detained creature.
*the court finds you... guilty!*
[3/3]
Aralia’s mutate ability needs to be non-human specific, in accordance to mutate’s ability.
For the mob, it’ll die the next turn it’s out because you define it as “this turn,” hence the damage at the beginning of the next turn will be zero.
And the court, it’s a little weak. In my opinion, to make it more blue you can say “whenever a creature an opponent controls becomes the target of a spell.”
Aralia’s mutate ability needs to be non-human specific, in accordance to mutate’s ability.
For the mob, it’ll die the next turn it’s out because you define it as “this turn,” hence the damage at the beginning of the next turn will be zero.
And the court, it’s a little weak. In my opinion, to make it more blue you can say “whenever a creature an opponent controls becomes the target of a spell.”
thats the point. either you use magic to keep the mob angry, or just try the normal way (kep dealing damage)
For the mob, it’ll die the next turn it’s out because you define it as “this turn,” hence the damage at the beginning of the next turn will be zero.
thats the point. either you use magic to keep the mob angry, or just try the normal way (kep dealing damage)
Yes, but at the beginning of the next turn, no damage will have been dealt and this will die as a state based effect before there is the opportunity to deal more damage. This only functions as a one-and-done attacker, and only if you have a way to deal damage pre-combat on the turn you want to attack with it.
Overall, User pretty much hits the nail on the head in the first post: Aralia (really close to Aurelia, btw) will enable some broken combos, so the mutate cost should probably be CMC+2, Red doesn't get flash except for creatures that need to interact with instants, and the court is really good flavor/mechanic combo but needs to be 2WU not 2(W/U)(W/U).
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-simic-
aralia, simic prodigy - (1)(U)(G)
legendary creature - elf wizard - [U]
creature cards in your hand have mutate [X], were X is their converted mana cost.
2/2
-rakdos-
rakdos Mob - (R)(R)
creature - human army (uncommon)
flash, haste
rakdos Mob's power is the amount of of damage dealt this turn plus two, and its toughness is the amount of of damage dealt this turn.
*a mob forms quickly, violently, and is gone almost as soon.*
*+2/*
-azorius-
court of azorius [2][w/u][w/u]
legendary creature - human wizard - [rare]
whenever a creature dies, investigate.
sacrifice a clue: detain target creature.
sacrifice 3 clues: exile target detained creature.
*the court finds you... guilty!*
[3/3]
https://www.mtgsalvation.com/forums/magic-fundamentals/other-magic-products/mtg-mmo/820175-the-ashblood-ascendants
GENERATION 21: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Mob, red doesn't get flash like this. While its an interesting puzzle it doesn't feel worth solving.
Court, this can't be hybrid because the last ability isn't blue.
Aralia’s mutate ability needs to be non-human specific, in accordance to mutate’s ability.
For the mob, it’ll die the next turn it’s out because you define it as “this turn,” hence the damage at the beginning of the next turn will be zero.
And the court, it’s a little weak. In my opinion, to make it more blue you can say “whenever a creature an opponent controls becomes the target of a spell.”
thats the point. either you use magic to keep the mob angry, or just try the normal way (kep dealing damage)
https://www.mtgsalvation.com/forums/magic-fundamentals/other-magic-products/mtg-mmo/820175-the-ashblood-ascendants
GENERATION 21: The first time you see this, copy and paste it into your signature and add 1 to the generation number. It's a social experiment.
Yes, but at the beginning of the next turn, no damage will have been dealt and this will die as a state based effect before there is the opportunity to deal more damage. This only functions as a one-and-done attacker, and only if you have a way to deal damage pre-combat on the turn you want to attack with it.
Overall, User pretty much hits the nail on the head in the first post: Aralia (really close to Aurelia, btw) will enable some broken combos, so the mutate cost should probably be CMC+2, Red doesn't get flash except for creatures that need to interact with instants, and the court is really good flavor/mechanic combo but needs to be 2WU not 2(W/U)(W/U).