I wanted the set to rely on equipment to really drive matches, and I think this card helps with that. Green already has some options as far as destroying artifacts, so another option works out fine. Sacrificing equipment isn't generally something I think people want to do, but sometimes late in a game, you just need one more card, and this'll get you there.
Endless Endurance is a card I had to wheel and deal with to get to work. Initially it was supposed to have an activated regeneration that put a +1/+1 counter on the creature each time you regenerated. But when I tried to word that effect, it got really, really long. I'm talking Takklemaggot long. So I adjusted it and ended up with this. It's another card that might not necessarily be a rare, but it's definitely got some power.
This is a card that started out way worse and way less fun, but in the end, I think it's one of the best cards in the set. Not best as in, "Oh my god I would always draft that first and always win," but best in that it represents what the set is supposed to be all about. It's an equipment-heavy set, and the card obviously leans heavily on equipment. I also like the flavor text I wrote. The picture is actually more of a Mega Man X image, but it can't all be perfect.
A classic Mega Man item, my brother and I used to call them "energy dots," because they were represented by dots in the pause screen. The effect of the Energy Tank is to restore all of your life, so, obviously, that's its effect here.
Good old fashioned tutor card here, with the extra twist of being able to grab a pair of equipment cards. Again, it's another way to try to drive equipment to the forefront of the set.
That'll be all for now. Look for another post on Friday!
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