#hexproof is a dangerous ability that needs to be handled carefully so throwing around hexproof counters in a set about buffing is no good
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You're more amazing than ramp
Finished the green uncommons and made the green-white signpost, and also realized that I never posted the common artifacts, which are kinda really important because of the artifact and equipment themes
Realized while posting this that, just like with Living Battleaxe, I made the equipment too strong. Took lifelink off of Zealot's Sword and made Giant Oak Log cost 5 to equip instead of 4
#asks#custom cards#the enchantment theme continues to be awkward but i was able to make enough support cards for it to work#i think#it's just such an awkward tacked-on archetype that has no overlap with green's counter themes#silver lining: drafting green-white will be easy because no one else will be taking the green enchantment cards#also i ended up making 3 “choose two” cards that all put counters on your creatures#oh also a thing i stayed away from until now was hexproof counters#hexproof is a dangerous ability that needs to be handled carefully so throwing around hexproof counters in a set about buffing is no good#but if the hexproof is only on a small creature? that's fine#thus: Adapted Camouflage#and of course you have plenty of tools to get the hexproof counter onto something bigger#but that's fine because you have to work for it#i'm a little worried about Mass Mutation#the only card i could find as comparison was Elusive Otter's adventure Grove's Bounty#it's a rare but the spell is an adventure but it's an adventure on a 1-drop so basically i have no idea#vigilance and reach aren't very strong so it's probably fine#oh yeah i also swapped around the order of the resonance text#from “[card type] or Spirit” to “Spirit or [card type]”#based on Geistlight Snare and Urgent Exorcism#it's a nice coincidence that the white spirits line up with the enchantment theme of crimson vow's spirits
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