Now we've mostly finished with cards
about the new mechanics, but there always have to be a few simpler
spells. Some of these I won't have too much to talk about.
Click to enlarge. |
Fallback Plan is a good way to save a
creature from combat, however, it sort of acts as a Backup payoff,
because this would only work onyour own creatures if they had
Vigilnce or were targeted for Backup, so they could tap. If you
target an opponent's creature with this (a plan I didn't realize was
possible until I looked at the card just now), you could tap it down
during the Begin Combat step, making it effectively super cheap
removal. I gotta pay attention to those interactions in the future. I
should probably have made Fallback Plan more expensive, or made it
say "Enchant creature you control"...
Inescapable Trap is a much more fun
spell to me. It's an O-Ring, but once you've taken an opponent's
creature with it, they can pay eight mana to get it out. Inescapable,
you say?
Bucolic Homunculus (oops, spelled it
wrong in the title) is an Enchantment payoff for the Green/White
Enchantment deck (though again, I'm reconsidering that since it's not
interesting to me).
Grounding Wire is the first white
Artifact, to go with red's Chainbomb from before. In this set, there
are a few colored artifacts, in particular giving Red/White an
equipment theme (once again rethinking that). Grounding Wire lets you
protect your creatures from damage, but it's not really a splashable
card because the activated ability on it uses only white mana. There
is something so cool about the look of colored artifacts...
Exit Strategy lets you return creatures
to your hand, but only at sorcery speed, so this is not like Fallback
Plan. This is more for a blink deck, which would be interesting to
make White/Blue be a blink shenanigans deck.
Speaking of White/Blue, something I've
never gotten around to mentioning is that there are no fliers in this
set. I considered Bats for flying and Spiders for reach, but
ultimately I stayed away from all of that in favor of pushing forward
the other new mechanics. This meant it was tough for White to not
have as many combat manuevers (flying and, for the most part,
vigilance), which presented quite the challenge for coming up with
white cards. I had also considered earlier on to have Swimming be a
mechanic, which is literally just Flying but likely moved to be
heavier on Blue/Black. I ended up trashing that when I settled on the
three-color mechanics.
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