Welcome to the last day of manifest
(strictly speaking). Today I'll be covering the rare cycle of
manifest. My goals for this cycle were:
- Giant creatures such as titans.
- Relevent on the battlefield (living) abilities appropriate for their size.
- Graveyard relevant abilities (think genesis & anger) that worked off of manifest.
- Abilities and creature stats should be relevant enough on both sides that players should be happy to play the creature as is, or manifest it.
- Living abilities & Manifest abilities should feel related.
The common cycle gave additional
purpose to cards that might not always be relevant. The uncommon
cycle worked off triggers from manifesting, changing their larger
bodies into something smaller if the need was great. The rare cycle
should feel like something epic changes with the world when a spirit
that powerful manifests. As such, I give you the Eidolons:
New posts will resume Monday.
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ReplyDeleteOverall I'm not the happiest with the rare cycle, but it does do some interesting things.
ReplyDeleteThe correct wording is "As long as ~ is in your graveyard,". You have it right on the black one, but the rest should follow suit. The red one also needs the "they" changes to "he or she".
ReplyDeleteI really like the abilities they have in graveyard. However, did you want them to work in every deck? The Judgement cycle required you to have a basic land of its color as there was so much discard in the format. Maybe your format would be different, but at the very least a black tokens deck would have an advantage to play all of these with discard.
I feel Manifest could use a variable number of tokens that are put into play. Maybe this cycle could put in 2 or 3 spirit tokens. Just an idea. Or maybe the common cycle puts in 1, the uncommon cycle puts in 2 and the rare cycle puts in 3. Would love to see the hella crazy mythic rare cycle at 4! :)