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 Post subject: Rework Sandpit Wurm
PostPosted: Tue May 19, 2015 8:43 am 
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Sandpit Wurm

We'll do this like the regular voting.

Mown wrote:
Eject
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Destroy target artifact. Put a Relic artifact token onto the battlefield. (Relics have no abilities.)
The most precious of treasures are always held closest to the heart.

Except named "Smash to Bits" and with the flavor text "The treasure hunters of Illpyre often score their most valuable finds in the wake of a hungry sand wurm."

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Tue May 19, 2015 12:59 pm 
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Decipher Glyphs
Sorcery (C)
Until end of turn artifacts you control gain "Sacrifice this: Destroy target artifact."
So THAT's what that switch does!

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Tue May 19, 2015 5:16 pm 
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Sandpit Wurm, except destroy instead of bottoming. It's a neat design, although it will probably hit lands over relics a lot of the time.

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Tue May 19, 2015 5:31 pm 
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It bottoms for flavor and so you can use it more effectively on engrave tokens.

Make it uncommon?


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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Tue May 19, 2015 6:06 pm 
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Sandpit Wurm
:5::r:
Creautre - Wurm
When Sandpit Wurm enters the battlefield, destroy target artifact or land. That permanent leaving the battlefield this turn doesn't case abilities to trigger.
Whatever it drags down is never seen again.
3/4

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Wed May 20, 2015 4:28 am 
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Shazzeh wrote:
It bottoms for flavor and so you can use it more effectively on engrave tokens.

Make it uncommon?

Oh, right. I temporarily forgot.

Could it just bounce? bounce is sort of red... in Planar Chaos. Then it wouldn't be used for LD as effectively either.

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Wed May 20, 2015 4:37 am 
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Tevish design, but Exiling?


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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Wed May 20, 2015 1:48 pm 
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The question here is do we want anti-engrave tech, or do we want a wurm that breaks things.

If we want engrave hate then Bounce/Pacifism/library and exile are the only real ways to go. The easiest one for red to get is exile. So then we make a red spell that exiles an artifact. Easy.

If we want a wurm that breaks stuff, then we just change make current card "destroy target artifact (or land)" instead of fooling around with this 0 cmc bottom of the library stuff.

So which do we want?

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CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Wed May 20, 2015 4:55 pm 
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There are, like, fewer than 20 cards that bottom stuff. I don't really understand what's so nonred about it. It's not even a color pie thing because it's the same as exile but more flavorful.


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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Wed May 20, 2015 5:12 pm 
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But why do it if we don't have a reason. Crazy, uncharted territory like that should be saved for something that can do something with it.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Wed May 20, 2015 5:40 pm 
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Is it crazy or uncharted? Stuff gets exiled all the time and this is identical.


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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Wed May 20, 2015 8:14 pm 
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Even if it's allowable, it's hardly like we have a reason to do it. If we do though, we need a good flavourful justification. And oh god, now you've got me thinking about it.

Bury In Sand
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Put target artifact or land on the bottom of its owner's library.
What other wonders have been forgotten, scattered with the dust of the old world?

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Wed May 20, 2015 10:11 pm 
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If we're going to go with tuck, I'd want it to be shuffle-into-library as that's quite red, rather than bottomdeck which is more blue (or white)

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Wed May 20, 2015 11:15 pm 
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Good point. The Burial flavour kind of points towards bottom of library though. Maybe just sitch it back to exile.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Thu May 21, 2015 1:26 am 
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The card is flavourful and fills a good mechanical niche for the set, and I don't think it does anything that red shouldn't do. Bottoming cards is basically the same as exiling them, and exiling lands/artifacts is far enough within red territory that i think its alright if the flavour calls for it, which it does in this case.


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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Thu May 21, 2015 10:25 pm 
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I never got a strong "bottom of the library" vibe from sandpit wurm. When I hear "sandpit" I think of something like an antlion's pit or the one the sarlaac lived in- not that deep.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
TPortfolioW


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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Sat May 30, 2015 7:23 pm 
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Preferred Pronoun Set:
Smash to Bits
Instant
Destroy target artifact. Put a Relic artifact token onto the battlefield. (Relics have no abilities.)
"The treasure hunters of Illpyre often score their most valuable finds in the wake of a hungry sand wurm."

Sandpit Wurm
:5::r:
Creautre - Wurm
When Sandpit Wurm enters the battlefield, destroy target artifact or land. That permanent leaving the battlefield this turn doesn't case abilities to trigger.
Whatever it drags down is never seen again.
3/4

TPmanW wrote:
Bury In Sand
Instant
Put target artifact or land on the bottom of its owner's library.
What other wonders have been forgotten, scattered with the dust of the old world?

Tevish's is even less common than the original. I vote for TP's.

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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Sat May 30, 2015 7:29 pm 
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i vote tevish because its a creature


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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Sat May 30, 2015 7:33 pm 
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I vote for the original.


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 Post subject: Re: Rework Sandpit Wurm
PostPosted: Sat May 30, 2015 7:40 pm 
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Ew these all suck. I vote for the original.

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