There have been quite a few changes in the few rounds of playtesting that I've done. This may be the most fun I've had since creating this blog.
I'll be posting original versions of cards and then the "fixed" version, explaining the reasoning for each one. The new versions are going to be playtested soon, and I will give a full report on those cards, as well.
First, we have our snow "tri-lands." Since the Coldsnap duals just entered the battlefield tapped, I wanted to something a bit different. My original version didn't have enough drawback, so I tried again. The Legendary status creates a flavorful experience, while at the same time being enough of a drawback where this wouldn't be an automatic 4-of. This card is also promoted to Rare on account of the Legendaryness of it.
A small change here, but a significant one. This card, along with Disciple of Gargut, can be backbreaking. A slight tweak is all it needs, methinks.
While I previously thought a small tweak we necessary here, after a few more rounds, it turns out that this is the 2nd most powerful card I've played with. (The 1st most powerful is a doozy!) The changes are numerous here. Mana cost, power, rarity, and activation cost tweaks should make this guy a little less broken. We will see soon enough.
Oh, Icy Excavation. This card is, by all accounts, the #1 most broken card I've played with. Every time this card was cast, it was the end of the game. When you pay 4 mana to draw 8 cards, there is a problem. I changed the mana cost to make it less disgusting and hopefully that's enough.
One small tweak to make this feel more like a weird hybrid between a shock land and a fetch land. I think it succeeds in that regard.
Mammoth Lair is still functionally the same, with better language. Playtesting helps you figure that stuff out, too. I modified the wording from the Hidden cards in Urza's Saga.
Winter Bolt as a sorcery fixes is a fair trade for the ice counter.
That's all for today! Stay tuned for the next episode of Playtesting Frostmere.