Land of Little Cubes and Tea
Ah, LOLCAT. I did resist the temptation to give it something cat related. Instead I decided that obviously tea was a healing drink. Lifegain is weak, I admit, but play 4 of these and on top of getting the lands it’s 18 life, which isn’t shabby at all.
Land of Sand and Zephyr
Relatively straightforward. Originally I gave this to the Land of Pyramids and Neon, which is G/R, but one-shot mana boosts are red these days, so I gave it to the mirror image, which is this one. We never learn much of anything about this land so there’s no canon to try to match or contradict.
Land of Brains and Fire
I’ve changed this one slightly. I read on Maro’s tumblr that when “looting”, red usually gets discard then draw, while blue usually gets draw then discard. While this card is both colors, in the land cycle the ability goes with the dominant color. Also, the red version, on this land, was a lot more powerful, making this clearly the best land IMO, and so nerfing it a bit seems like it’ll be fine.
If it was nerfed too much I will consider making the discard be draws minus one. But come on, people, these are common.
Homestuck Planes, now in Glorious High Res!
I’m not sure that this’ll be the art for this one, but it’s a pretty agonizing memory. The card is a reprint.
The “can’t be equipped” comes from the submission earlier. I considered having him destroy equipped stuff after combat, but that’s a lot more words just for the flavor. Instead he gets to tinker to the hand (since he can make most things, but frequently destroys his robots in the process), and the trample is basically just him getting a green ability- I’ll think about that one more.
I considered giving this guy “Aurthour gets -1/-1 for each +1/+1 counter on him.” And then his ability to remove counters would have done something better, and possibly he would have had a way to give himself the counters. Basically I wanted them to stick with being +1/+1 because it’s a theme of the set, but I didn’t actually want him to be able to get big from them.
In the end I decided that was way too obnoxious and went with this instead, at least for now. Removing the counters, btw, is milking.
This card is a terrible idea.
There are a bunch of cards that have Do A if W was spent, do B if B was spent mechanics, but none of them were permanents. Welding it to ETB is awkward, and I’m going to hate this card when the time comes to count how many cards I have in what color combinations.
But, I kind of like the flavor of it, so in it goes for now and I’ll improve it later if I think of anything.
Jack Noir, Double Agent
This is basically a legendary version of Sleeper Agent. To offset it being legendary I added the bit about blocking. A lot of the time it won’t be an issue but if you’ve got Jack and a bunch of 1/1s you’re going to regret letting him stabgreet them.
Basically he’s a double agent but spends a lot of time stabbing his new team.
Based on the concept by cousindrive, here is a first draft. Part of me wants this to spawn like 5 dudes, based on the picture, but one thing at a time.
I removed the ‘choose a color’ part- yeah, it had flavor, but it was an added complication on a card that is only situationally strong in the first place.
Ironically, this could make someone lose flying and, say, fall off a cliff.
I extended the duration on the ability loss just as test- I might change it back, but this lets you ‘turn off’ upkeep abilities if you set things up right.