Lets improve on Wood Elemental .
Using +1/+1 counters instead improves my design below, see posts further into the thread for details.
The power has also been decreased based on feedback.
Creature - Elemental
Sacrifice X Forests. Y is 3 times X. Tree Elemental is Y/Y.
Another option could be to exile forests instead, for example all but 1 of the forests to go be exiled and the last be destroyed (sacrificed).
I'd rather it wasn't possible to sacrifise forests then have the creature countered.
Creature -- Elemental
Tree Elemental can't be countered.
When Tree Elemental enters the battlefield, sacrifice any number of Forest. For each Forest sacrificed this way, put four +1/+1 counters on Tree Elemental.
A triggered ability that gives uncounterable is useless, as you can counter in response. Also, your ability just makes you choose without giving the chosen ability, which means it doesn't do anything.
Using counters is preferable to rembering how much Forests you sacrificed and using Y as a variable.
Thanks, yours is better Dilleux. I've fixed some of the faults in my one but left the X/Y stuff.
Would this card see any play, how many counters per land, is 4 about right?
Tilling Treefolk has just occurred to me.
As an additional cost to play ~, sacrifice any number of forests.
~ ETB with four +1/+1 counters on it for each forest sacrificed this way. 0/0
That's...possibly probably broken. See, with this, I get a 12/12 with hexproof on turn 3, or an 8/8 with hexproof on turn 2, with exactly zero effort to speak of.
@Dream_Spinner: Sort of. Fungus Elemental was Maro's first attempt to fix Woody. But compare to Rogue Elephant , let alone Scythe Tiger . These days, popping lands is generally bad.
Maybe something like this:
Rouse the Wood
Put a Forest from your hand into
play. If you do, it is a Green Treefolk Elemental
creature with "This creature's Power and Toughness
are each equal to the number of Forests you control."
It is still a land.
"The Pine pined, the Oak ached, and the Larch lurched..."
In NWO, it would be rare.
I more meant that that's the proper wording for this card, though.
New World Order. It's apparently about simplifying common designs or something.
It is. It comes out of Time Spiral and Lorwyn, because the former got really mechanic-dense and the latter created very complex boards because there were so many interacting pieces, especially with the addition of class tribalism in Morningtide so there was like a two-axis grid of things to track.
Creature — Elemental
As Bark Elemental enters the battlefield, sacrifice any number of Forests. Bark Elemental enters the battlefield with twice that many +1/+1 counters on it.
screw that, there's only so much I can do with simple designs even at common.
Obviously there's only one way to make Wood Elemental playable
Creature -- Elemental
Creature -- Treefolk
When ~ enters the battlefield, sacrifice all untapped forests you control. ~'s Power and toughness become EIGHTY-BILLION times the number of forests you sacrificed this way.
There're 81 uncommon slots in RTR
If you can't make do, for the commons, with things about as complex as Axebane Guardian , Centaur's Herald , Deviant Glee , Dramatic Rescue , or Druid's Deliverance then your design will be really bad for casual players.
It may be dull for you to design, or even dull for you to read through, but it's a whole lot more fun to play a game where the environment is relatively simple to grasp, with more complex stuff being less common.
I wouldn't say axebane guardian is simple so that's fine. I don't make sets for new players anyway.
I don't make sets for playing. I think i m fine as well.
"Oh hay girl, wanna see a wood elemental that's worth playing? No? How about my one-eyed Xiahou Dun ?" :33
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