spazlaz
6/6 Wurm
Posts: 335
Color Alignment: Blue, Black
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Post by spazlaz on Feb 22, 2019 18:19:16 GMT
#honchcrowdavid
Your ability doesn't work how you think. Giving the creatures the ability means the player who controls the creature chooses when to activate it. Which they would never do because it hurts them. Should be
(2) : Put a -1/-1 counter on target creature.
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Post by fluffydeathbringer on Feb 22, 2019 18:28:32 GMT
#honchcrowdavid Your ability doesn't work how you think. Giving the creatures the ability means the player who controls the creature chooses when to activate it. Which they would never do because it hurts them. you'd think so at a casual glance, but if you look at the top half of the card more carefully, you'll see that it has the ability "Creatures without -1/-1 counters on them can't attack you or a planeswalker you control.", meaning that once this card is played, your opponents have the choose between hurting themselves or not being able to hurt you
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Post by gateways7 on Feb 22, 2019 21:44:44 GMT
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Post by kefke on Feb 22, 2019 22:35:55 GMT
gateways7 Something with the potential to destroy a land every turn, from 4 onwards? I don't know whether to be impressed or disgusted.
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Post by gateways7 on Feb 23, 2019 2:41:34 GMT
kefke: I personally think that the downside of having an easily-blocked creature with low toughness is enough to not make it completely broken, but I could be way off the mark on that one.
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spazlaz
6/6 Wurm
Posts: 335
Color Alignment: Blue, Black
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Post by spazlaz on Feb 23, 2019 5:13:31 GMT
Oh, you are totally right.
Here is a more interesting entry:
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Post by sdfkjgh on Feb 23, 2019 15:37:14 GMT
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Post by Tesagk on Feb 24, 2019 0:36:10 GMT
I made an additional text update, hopefully this has the best of both worlds.
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Post by sade612 on Feb 24, 2019 7:00:05 GMT
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Post by shiftyhomunculus on Feb 24, 2019 10:30:55 GMT
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Post by Boogymanjunior on Feb 24, 2019 17:56:21 GMT
Oh, this relief to see your creatures shedding their weakness and setting these incarnations against your opponents! But if these vermins don't manage to transfer themselves onto new hosts, they will settle for anything living... In general, you have three options: 1) Cast it as sorcery. Advantage: Your weakened creatures get stronger for an upcoming attack, bringing along a wave of little pests where your opponents either choose to eat damage or get counters. Disadvantage: in non-instant tempo, this is foreseeable and thus gives your opponents a choice to begin with. 2) Cast it when an opponent attacks you. Advantage: Your weakened creatures get stronger for an upcoming block, bringing along a wave of little pests where your opponents will get counters. Disadvantage: As every block move, it is dependant on your opponent's choice to attack you. 3) Cast it when an opponent blocks your weakened creatures. Advantage: These creatures get stronger and you get a wave of little pests which lets your opponents shy away from a counter-attack. Disadvantage: Although your opponents will probably not attack you, that also means that your pests will transfer themselves back on your creatures. Could be miltigated if you want to get these counters back for future shenanigans.
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Post by hergusbergus on Feb 25, 2019 1:27:30 GMT
First time attempting at one of these challenges
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Post by Daij_Djan on Feb 25, 2019 6:28:46 GMT
This thread is now closed, the poll can be found here. And here's the next challenge!
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