Ink-Treader wrote: ↑2 years ago
Bejeweled Missile 2R
Instant (C)
You may pay
R and sacrifice a Treasure to cast Bejeweled Missile.
Bejeweled Missile deals 4 damage to any target. That player or permanent's controller creates a Treasure token.
(They're artifacts with "T, Sacrifice this artifact: Add one mana of any color.)
I like this card, from the alternative cost to giving the damaged player a Treasure in exchange for the damage. The mana cost feels right to me. I think this card has the potential to see a lot of play in several formats. In the end, if you sacrifice a Treasure to cast it you deal four damage for a single red mana, or, if you count sacrificing a Treasure as getting a mana from it, four damage for two mana. I hope giving them a Treasure is enough to make such a high rate possible. Anyway, I don't think this card should be common. I'd put it at uncommon probably.
slimytrout wrote: ↑2 years ago
Dragon's Greed 1R
Enchantment - Aura (U)
Enchant creature
Whenever Dragon's Greed enters the battlefield or enchanted creature deals combat damage to a player, create a Treasure token and exile the top card of your library. You may play that card until end of turn.
Enchanted creature has flying and "Sacrifice a Treasure: This creature gets +2/+0 until end of turn."
A fine card. The only thing that might be a bend in red is granting flying. Red is the fourth color in flying, second last, using it only on Dragons and Phoenixes normally. The fourth color in an ability usually doesn't grant it. You justified it with the Dragon flavor, but flavor can justify almost everything.
marioguy3 wrote: ↑2 years ago
Goblin Springcharger
Enchantment (Uncommon)
At the beginning of combat on your turn, create a treasure token.
Whenever you sacrifice a non-creature token, create a 1/1 red Goblin with haste.
It is the natural evolution of silvery things.
So, at the beginning of combat you create a Treasure and immediately sacrifice it to get a hasty Goblin right on time for the declare attackers step. You also get a mana, but you need an instant or activated ability to use it before it goes away. Or, if you need the mana for something at sorcery speed or you want to keep it to use it on your opponent's turn, you give up the hasty Goblin. After all, I don't expect a 1/1 Goblin to change combat, but it's nice being able to control when you get the Goblin. You can also get it as a surprise blocker on your opponent's turn. Very versatile card. What I don't understand is the flavor text, but it might just be me. What are the "silvery things" this is the evolution of? Minor nitpick: the word "treasure" in the first ability should be capitalized.
Lorn Asbord Schutta wrote: ↑2 years ago
Fair Deal
Instant (C)
Target opponent creates a Treasure token.
(It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Whenever opponent sacrifices a Treasure, if Fair Deal is in your graveyard, you may exile it. If you do, scry 1 and draw a card.
Commerce allow to flourish all.
"Whenever *an* opponent..." This card feels a little strange to me. I give them a Treasure, and when they use it I get an effect. Scry 1 and draw is nice but as a Spike I don't like my opponent having control over when and if I get to do it. Johnny will surely love this card. This is another flavor text that needs adjusting: should it be "Commerce allows all to flourish"?
netn10 wrote: ↑2 years ago
Kerion, Soul of Axgard 2RW
Legendary Planeswalker - Kerion (Mythic)
Tap two untapped creatures you control: Create a Treasure token.
+1: Create a 2/2 white Dwarf creature token with vigilance.
-1: Untap all creatures you control.
-6: You get an emblem with "You may sacrifice Treasures as though as it was removing loyalty counters."
{2}
It's always hard to judge planeswalkers. What I like is the synergy among the different abilities. If you only have one creature, the +1 gives you the second creature that you can tap immediately to get a Treasure, probably on your opponent's end step. Or if you already have two creatures, you can do it during your turn and then the -1 allows you to untap the creatures you tapped to get the Treasure. The -6 is very original and it's probably best used with other planeswalkers. What I don't like is the low starting loyalty, but overall this is a rather good design.
kwanyeegor-ii wrote: ↑2 years ago
Turn to Ore GGGGGG
Sorcery (Mythic)
Exile all artifacts and enchantments. Create X Treasure tokens, where X is the total mana value of permanents exiled this way.
I like this card, but that mana cost... Yes, we've had even more restrictive ones for real (I remember
eight green mana symbols), but this feels too much for the abilities. The mana cost is exactly what makes this feel like a mythic to me, I would have probably used a less restrictive mana cost and put this at regular rare, but it's just me.
RaikouRider wrote: ↑2 years ago
Aurify 1WWW
Sorcery {R}
Destroy all nonland permanents. For each permanent destroyed this way, that permanent's controller creates a tapped Treasure token.
(They're artifacts with "T, Sacrifice this artifact: Add one mana of any color.)
With this name I wish they were Gold tokens... Anyway, this is a fine card. Normally destroying all nonland permanents costs something like
six mana or
even more, I'm not sure giving your opponents Treasures while also getting them yourselves is enough to lower the mana cost by at least two mana. What's good is that the Treasures you get will help you rebuild the board faster after the Wrath, and I like that.