![]() The scarecrows of Shadowmoor were created by kithkin cobblesmiths and hedge-mages to help them with farming. One card remained One-Eyed Scarecrow discourages flying creatures just like the original Scarecrow and the intended purpose of real life Scarecrows. R&D had considered Scarecrow tribal for artifacts in Innistrad, but decided it didn't fit cleanly into the ally-colored “monster/victim” tribal. Mechanically they often deal with colors and -1/-1 counters. Shadowmoor block added 23 Scarecrows at once. The first creature to bear the type Scarecrow was the original Scarecrow from The Dark, though it only gained the subtype first in the Grand Creature Type Update, together with Straw Soldiers from Portal Three Kingdoms. With the exception of Straw Soldiers all Scarecrows are artifact creatures. Wingrattle Scarecrow ( create) - Blue creatures give it flying and black creatures give it persist.Scarecrow is an creature type used for cards depicting vaguely humanoid objects dressed in old clothes. Wicker Warcrawler ( create) - Puts -1/-1 counters on itself. Watchwing Scarecrow ( create) - White creatures give it vigilance and blue creatures give it flying. Thornwatch Scarecrow ( create) - Green creatures give it wither and white creatures give it vigilance. Tatterkite ( create) - Can't have counters placed on it. Shell Skulkin - Can give a blue creature shroud. Scuttlemutt ( create) - Can add any color mana to your mana pool and can make another creature any color for a turn. Scrapbasket ( create) - Can become all colors for a turn. Scarecrone - It can sacrifice a scarecrow to draw a card and can then bring them back. ![]() Reaper King - Gives other scarecrows +1/+1 and it destroys a permanent whenever another scarecrow comes into play under your control. Rattleblaze Scarecrow ( create) - Black creatures give it persist and red creatures give it haste. Pili-Pala ( create) - Can add any color mana to your mana pool and untaps cards. Spells, permanents, and cards not in play are that color in addition to its other colors. Painter's Servant ( create) - When it comes into play, you choose a color. It dies if you don't control a card of that color. Lurebound Scarecrow ( create) - When it comes into play, you choose a color. Lockjaw Snapper ( create) - Has wither and puts a -1/-1 on each creature with a -1/-1 counter on it when it hits the grave. Jawbone Skulkin - Can give a red creature haste. Hoof Skulkin - Can give a green creature +1/+1. Heap Doll - Sacrifices itself to remove a card in a graveyard from the game. Grim Poppet ( create) - Puts -1/-1 counters on itself, then it removes them and puts them on someone else. 1/-1 Counters - Some scarecrows have abilities that manipulate -1/-1 counters.Īrtifact Recursion - A few scarecrows can bring artifacts that have been destroyed back into play, while a few have abilities that trigger upon artifact recursion.Īntler Skulkin - Can give a white creature persist.īlazethorn Scarecrow ( create) - Red creautes give it haste and green creatures give it wither.Ĭhainbreaker ( create) - Puts -1/-1 on itself, then it puts them on others.įang Skulkin - Gives black creatures wither. The Reaper King is the leader of the scarecrows.Ĭolor Matters - Despite being artifact creatures, the scarecrows have abilities that become active when you control a creature of a certain color(s).Ĭolor Manipulation - Some scarecrows, such as Scrapbasket ( create), Scuttlemutt ( create), and Painter's Servant ( create), can add colors to other creatures or themselves. Other scarecrows are more innocuous in purpose, but can still be strange and scary. A scarecrow designed for scything grain, for example, can seem menacing when it comes at you in the dark, its sickle-arm raised high and its empty eyes trying to decide whether you are ripe for mowing. Most of them continue to try to perform their intended actions, but removed of their context, their actions seem bizarre and inappropriate. Over time, as farmers moved or passed away, some of the scarecrows remained. Whatever the cause of their strange movements, they didn't do their jobs very well, but at least when dark things in the night snatched them away, the farmers hadn't lost much. Some say the first scarecrow-makers used the enchanted wood of dead treefolk, and their movements are indicative of the wood's intrinsic rage. The cobblesmiths could only spare a few tools, bones, or scraps of wood to create the things, which caused the scarecrows to move in an unsettling, herky-jerky way. Even on that dimly lit plane, kithkin have to raise springjacks and care for their sickly, nettle-infested crops, so enterprising hedge-mages of the kithkin villages (known as douns) built creatures to help with the chores. Most of the scarecrows of Shadowmoor were built by kithkin cobblesmiths to perform basic farming tasks.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |