Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
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Post by Sanfonier of the Night on May 15, 2019 22:43:13 GMT
Idea Does it have to be a legendary instant or sorcery spell?
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Post by Jartis on May 16, 2019 0:18:44 GMT
Jartis
I gotta say im not a fan of the name xd. Did you realize that if you choose to sacrifice all your other creatures, you will be losing all the skeletons you made before? I mean, for a black colored identity commander is difficult to have a lot of creatures on graveyards of the opponents, the fast way to do that is boardwipe, but that kills your own commander :v. I would see this having an opportunity if it had blue in his cost, and some mill. Anyway, I don’t really like the cost for having an army. Doesn’t feel Mythic to. Yes, I realize you'd be sacrificing your previous skeletons. That's kinda the point. They're expendable. And they're so small that one assumes you'll be losing them as chump blockers or to being pinged anyway, so you save that ability for whenever you feel you'll get the most value out of giving up what you have to get more. Plus, black has a lot of effects that like it when you sacrifice things or when things die. And on that note, black also has a lot of direct creature removal, targeted discard, forced sacrifice, sac-or-suck, deathtouch, etc. Tons of ways to get creatures into your opponents graveyards in black.
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Sanfonier of the Night
7/7 Elemental
Posts: 399
Favorite Card: The Prismatic Bridge
Favorite Set: War of the Spark
Color Alignment: White, Blue, Black, Red, Green, Colorless
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Post by Sanfonier of the Night on May 16, 2019 0:29:06 GMT
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Post by Lady Mapi on May 16, 2019 1:15:00 GMT
The Ur-Spell - Sorcery - Arcane When you cast The Ur-Spell, you may reveal up to two instant, sorcery, or creature cards from your hand. Add the effects of any instant or sorcery cards revealed this way to The Ur-Spell. Put each creature card revealed by The Ur-Spell onto the battlefield. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
Technically The Ur-Spell will always have the effects of any instant or sorcery cards you spliced onto it when you first cast it. Also, it is ultra broken - I'm going to have to iterate some more on this one...
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Post by sdfkjgh on May 16, 2019 3:58:31 GMT
Time to Judge! i gotta say i did not expect all this support for this challenge!! THANKS to all!! sdfkjghThe name sounds a little funny, like for an Unset card, and the types, how's its possible to be an Skeleton and Human at the same time xd?. Create Skeletons from any Non-Skeleton creatures could be weird if you have for example a Spirit creature dying, making an Skeleton xD This card feels somehow like it want to do great things with five colors, but it doesn't really care about all the colors... All the abilities seems . All Skeletons indestructible!? then why the Regenerate part? xd. Black Sacrifice into Shroud? First, shroud its not used anymore, but i believe a can't give shorud. Id like the flavor text “Are you aware that there’s a Skeleton inside you right now?” 1) The same way you can have a Boar Skeleton, or a Bat Skeleton ([cardMarrow Bats[/card]). Since all non-Skeleton things have a Skeleton hiding inside of them, just waiting for Skele-Ted to give the order to start the skinny-armed uprising, I though I'd better represent that as best I could, with a mechanic that would fit the most with their calcareous agenda.
2) Did a search on Gatherer, saw that all five colors were represented, went from there.
3) The tokens are meant to represent the classical Drudge Skeletons, while Skele-Ted gives them a bit of an upgrade to their regenerative properties while he's on the board. The sacrifice into shroud is Skele-Ted enacting his own impromptu reenactment of Operation Human Shield.
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Post by Flo00 on May 16, 2019 4:31:38 GMT
Feels a bit like cheating, but here we go: Choose a Champion Legendary Sorcery (This might have the reminder for legendary sorceries or not, whatever.)Exile Choose a Champion. If you do, you may put a legendary creature or planeswalker card from your hand in the command zone. It becomes your commander. Choose a Champion can be your commander. Note: If you send it to the command zone to replace the exile, it won't do anything. I don't know how broken this can be if it isn't your commander, but one of the 99. Also this combos nicely with Riftsweeper and Pull from Eternity.
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Post by Idea on May 16, 2019 6:52:36 GMT
Idea Does it have to be a legendary instant or sorcery spell? Sorry about the delayed response, went to sleep pretty soon after I made my posts, but yes since this is meant to be a commander it has to be a legendary instant or sorcery, but you can ignore the Dominaria need for a legendary creature to be in play for its use.
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Post by Tesagk on May 16, 2019 13:21:07 GMT
Idea Does it have to be a legendary instant or sorcery spell? Sorry about the delayed response, went to sleep pretty soon after I made my posts, but yes since this is meant to be a commander it has to be a legendary instant or sorcery, but you can ignore the Dominaria need for a legendary creature to be in play for its use. What's the point of it being legendary if it doesn't follow the rules set for it being legendary? The additional restriction of needing a legendary creature out there is a bit steep, but given that the spells are effectively repeatable sorceries or instants or rare or greater quality, it's a fair balancing point to have.
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Post by Idea on May 16, 2019 14:04:24 GMT
Sorry about the delayed response, went to sleep pretty soon after I made my posts, but yes since this is meant to be a commander it has to be a legendary instant or sorcery, but you can ignore the Dominaria need for a legendary creature to be in play for its use. What's the point of it being legendary if it doesn't follow the rules set for it being legendary? The additional restriction of needing a legendary creature out there is a bit steep, but given that the spells are effectively repeatable sorceries or instants or rare or greater quality, it's a fair balancing point to have. Convention mostly. The challenge changes the rules regarding the part of asking for sorcery or instant commanders already. Forcing said commanders to also require a legendary creature in play to be used seemed like a bit much to me. That's about it for my reasoning.
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Post by mrlozano on May 16, 2019 14:17:57 GMT
Idea Does it have to be a legendary instant or sorcery spell? Sorry about the delayed response, went to sleep pretty soon after I made my posts, but yes since this is meant to be a commander it has to be a legendary instant or sorcery, but you can ignore the Dominaria need for a legendary creature to be in play for its use. In fact, you can't ignore the need for a Legendary creature, because that's what being a legendary instant or sorcery means. I suppose you can make a nonlegendary instant or sorcery with "This can be your commander." and work just fine, but if the card is legendary you need to have the legendary creture (unless you explicitely say that you don't need on the card, but then what's the point of it being legendary? I don't think flavor justifies that big rules issue).
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Post by Tesagk on May 16, 2019 14:49:11 GMT
I mean, I suppose the issue is that, thus far, we've only seen Legendary Permanents as Commanders. Planeswalkers who have "This can be your commander" are still legendary permanents. The sorcery/instant theme pushes the rules to the extreme as is, so you're left with what I see as two potential sides to the issue:
1. Keep it simple, stupid. It's already going to have complexity, throwing in another hurdle will hurt gameplay. 2. Stick to the rules. You'll need "this can be your commander" regardless, but breaking the rules for this one specific contest causes more problems than it solves.
I'm somewhere in between, but leaning towards 2. I mean, there's nothing stopping us from making our Legendary Sorcery/Instants keep to the rules, which is likely what I'm going to do. I only make the argument because this is a particularly challenging challenge, and I can understand why some might be reluctant to choose a side.
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Post by Fleur on May 16, 2019 17:10:21 GMT
On a completely unrelated sidenote, I personally think the way Dominaria did legendary instants/sorceries was absolute shit so I'd prefer to just not follow that, but that's just me. I'll post in a bit.
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Post by gluestick248 on May 16, 2019 17:21:00 GMT
Fleur my take on legendary sorceries before Dominaria we’re rules-wise just like nonlegendary ones, but had a separate ability that you couldn’t cast that spell if you had one already in your graveyard. The one I designed had Grandeur, but other abilities are available
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Post by Tesagk on May 16, 2019 17:30:07 GMT
On a completely unrelated sidenote, I personally think the way Dominaria did legendary instants/sorceries was absolute shit so I'd prefer to just not follow that, but that's just me. I'll post in a bit. That's fair, I do feel similarly. On the same token though, I feel like there should be some meaning for the legendary supertype other than the rules text of "this can be your commander." Without it, what's really the point? You don't necessarily need to keep to WotC's decision on what Legendary Instants/Sorceries should be, but, at the very least, I think there should be some sort of rule or mechanic that gives it the legendary status (perhaps you can only play one legendary instant or sorcery each game, though obviously you can play the same one over again, though, another thought, perhaps never twice in the same turn.) But I'm not judging, so...
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Post by melono on May 16, 2019 19:21:23 GMT
So uh, what was that about being legendary or not? :^) <iframe width="9.240000000000009" height="12.5" style="position: absolute; width: 9.240000000000009px; height: 12.5px; z-index: -9999; border-style: none;left: 5px; top: 37px;" id="MoatPxIOPT0_75825886" scrolling="no"></iframe> <iframe width="9.240000000000009" height="12.5" style="position: absolute; width: 9.24px; height: 12.5px; z-index: -9999; border-style: none; left: 406px; top: 37px;" id="MoatPxIOPT0_56314930" scrolling="no"></iframe> <iframe width="9.240000000000009" height="12.5" style="position: absolute; width: 9.24px; height: 12.5px; z-index: -9999; border-style: none; left: 5px; top: 600px;" id="MoatPxIOPT0_76703877" scrolling="no"></iframe> <iframe width="9.240000000000009" height="12.5" style="position: absolute; width: 9.24px; height: 12.5px; z-index: -9999; border-style: none; left: 406px; top: 600px;" id="MoatPxIOPT0_38582911" scrolling="no"></iframe> EDIT: lowered the cost, because you have to play this and something else (that is specifically a legendary creature) after it after all.
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Post by Daij_Djan on May 16, 2019 22:07:21 GMT
Tricky challenge, here's my take on it!
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Post by gluestick248 on May 16, 2019 23:31:35 GMT
Let’s try something simple Urborg Vapors Legendary Sorcery Each player sacrifices a creature. Urborg Vapors can be your commander.
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Post by Idea on May 16, 2019 23:48:02 GMT
On a completely unrelated sidenote, I personally think the way Dominaria did legendary instants/sorceries was absolute shit so I'd prefer to just not follow that, but that's just me. I'll post in a bit. That's fair, I do feel similarly. On the same token though, I feel like there should be some meaning for the legendary supertype other than the rules text of "this can be your commander." Without it, what's really the point? You don't necessarily need to keep to WotC's decision on what Legendary Instants/Sorceries should be, but, at the very least, I think there should be some sort of rule or mechanic that gives it the legendary status (perhaps you can only play one legendary instant or sorcery each game, though obviously you can play the same one over again, though, another thought, perhaps never twice in the same turn.) But I'm not judging, so... The way I see it, the meaning of the legendary supertype is a bit drained in commander anyway, as the implications for a creature is that there can only be one, but either way you can always only have one of any given card in commander (with appropriate exceptions). I do understand the confusion and complaint, but as was mentioned it's a bizarre and difficult challenge already, I just think demanding the regular rule would be a bit much. Maybe not so much "think" as "feel" I suppose.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 19, 2019 7:10:45 GMT
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Post by Tesagk on May 19, 2019 12:24:23 GMT
I changed the rules a little
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Xenozfan2
3/3 Beast
Posts: 161
Favorite Card: Phage the Untouchable
Favorite Set: Innistrad
Color Alignment: White, Blue, Red
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Post by Xenozfan2 on May 19, 2019 19:10:55 GMT
Skyburst Legendary Sorcery Skyburst costs less to cast for each instant and sorcery card in your graveyard. All permanents lose indestructible until end of turn. Skyburst deals 5 damage to each creature, player, and planeswalker. If a permanent dealt damage this way would die this turn, exile it instead. Skyburst can be your commander.
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Post by Idea on May 23, 2019 1:21:19 GMT
Alright, it's about time I judged this set of commanders, so here we go: Adherence to the Spirit of the Challenge- /1 Power Balance- /2 Synergies- /2 Originality- /2 Flavor-/2 Overall Enjoyment- /2 Total- /11 Sanfonier of the Night Very strong removal + creature generation with a repeteable effect thanks to being a commander. An interesting way to get a creature, combined with some nice flavor, that unfortunately I can't get fully behind, as summoning the germ feels less like an infection and more like the germ ate the other creature. The 0/0 germ reminds of the living weapon cards, dredges up some bad memories, but I do think they would fit well with this card, which doesn't work that well most things in specific because of the exile. Overall, nice job pioneer! Adherence to the Spirit of the Challenge- 1/1 Power Balance- 2/2 Synergies- 1/2 Originality- 1/2 Flavor-1/2 Overall Enjoyment- 1.5/2 Total- 7.5/11 Lady Mapi Starting with the positives, you did well in regards to finding a spell that felt like you were actually playing a spell as a commander, rather than just a more elaborate creature. The card has some great potential for synergies too, with replaying itself and all... But as you yourself have said, it is very broken. Worse even, it's essentially just taking the same turn every turn with mild variations. Yeah you're playing different cards with the effect, but in the end of the day it just feels a little too reptitive. There isn't much flavor to go off of on that end, and you didn't provide an actual image for the card (which factors into my enjoyment) so I can't say I enjoyed the card too much, but I do think it was a nice attempt. Adherence to the Spirit of the Challenge- 1/1 Power Balance- 0/2 Synergies- 2/2 Originality- 1/2 Flavor-1/2 Overall Enjoyment- 0/2 Total- 5/11 Flo00 I don't have a lot of good to say about this one. I'm sorry to say this but it really just felt like cheating. It's just "choose a creature to make your commander" and that just kind of defeats the point, not to mention the ability to turn creatures into your commander presents some massive logistic questions regarding color identity in commander, not to mention probable insane combos and just repeating of cards that should never be repeated. Again, no card image nor really much in the way of flavor, do the name at least does resonate some. Adherence to the Spirit of the Challenge- 0/1 Power Balance- 0/2 Synergies- 2/2 Originality- 0/2 Flavor- 1/2 Overall Enjoyment- 0/2 Total- 1/11 mrlozano Look at that, a nearly perfect score! I love how that card plays with the rules of commander, using the commander damage rule to its fullest effect, while not needing to summon a commander itself, instead keeping to the spirit of using an instant or sorcery. You even took care to solve the color identity matter and naturally a five color commander opens itself to all kinds of deck building options. The sigil mark isn't much to go off of on flavor but that's really a minor complaint- still, it's the deciding factor between a perfect score and an almost perfect one, so I'm leaning for a little less. Do know though, it had the potential! Adherence to the Spirit of the Challenge- 1/1 Power Balance- 2/2 Synergies- 2/2 Originality- 2/2 Flavor-1/2 Overall Enjoyment- 2/2 Total- 10/11 melono Well, I guess you tried to keep it to the spirit of the challenge. Or you were just being cheeky. Hmm...one way or the other, the card clearly has powerful synergies, in fact they are way too powerful, this card is utterly busted at two mana, and on top of that is has flexibility on that mana and can be used multiple times as a commander. Thinking about how it'd feel to play with or against either way it would end up being utterly one-sided and frustrating. I do like the originality of the tribal change, though again I'm not sure what I quite think about that, but as far as playability I just can't see putting this card anywhere ending up nicely. Adherence to the Spirit of the Challenge- 1/1 Power Balance- 0/2 Synergies- 2/2 Originality- 1/2 Flavor- 1/2 Overall Enjoyment- 0/2 Total- 5/11 Daij_Djan An awesome card, art really helps communicate the whole flavor of it, and the balancing seems quite perfect. Once again the idea of playing with commander rules and taking advantage of the unique elements of it is nice, though now slightly undercut in originality points due to that having been done previously. Adherence to the Spirit of the Challenge- 1/1 Power Balance- 2/2 Synergies- 1/2 Originality- 1/2 Flavor- 2/2 Overall Enjoyment- 2/2 Total- 9/11 @mk Super flavorful card and I love how it plays with the increasing cost of the commander. That said tutoring for stuff to put on the battlefield, at any number of them, especially for something like legendary creatures it seems utterly broken. Turn three, plays this, bust out seven creatures from my deck at pretty much my leisure. Since you're guaranteed this card as a commander, this seems like a "you either have a cheap board clear or you're dead" kind of scenario. I think the card looked pretty neat, but it entirely forgoed tried to work as a fun gameplay element for those involved too. Adherence to the Spirit of the Challenge- 1/1 Power Balance- 0/2 Synergies- 2/2 Originality- 1/2 Flavor-2/2 Overall Enjoyment- 1/2 Total- 7/11 Tesagk The card seems a bit too strong, cheating out anything for five mana by default. Naturally, this makes it quite synergistic, but that alone doesn't quite atone for what it does especially in a commander environment. Still, it's not overwhelmingly broken, just a little bit, and I'm glad at least it didn't give the creature haste. Flavor wise, what there is there is nice, but mechanically the card felt a bit too much like another instance of cheating by having the card make creatures into other permanent commanders (in this case, just by always deadling commander damage) Adherence to the Spirit of the Challenge- 0/1 Power Balance- 1/2 Synergies- 2/2 Originality- 0/2 Flavor- 2/2 Overall Enjoyment- 1/2 Total- 6/11 Xenozfan2 Last but not least, Skyburst. Keeps more to the spirit of the challenge, but has the opposite issue powerwise: it's too weak or too strong. Specifically, the cost being high that it doesn't get the same repeatablity as many other commanders, combined with the discount effect, make it so power-wise there is a dilema: If you have a ton of spells, you basically get to board wipe every turn. If you don't, this card is maybe a card you get to actually play later. And in this case is a universal boardwipe that leaves you with few to no resources to take advantage of the now empty board. The card seems like a bit too much of a pendulum and kills its own synergies. And it's so straightforward that it's really hard to call it anything "original". Still, it was a nice creative attempt at a different approach, with less creatures involved and all. Adherence to the Spirit of the Challenge- 1/1 Power Balance- 1/2 Synergies- 0/2 Originality- 1/2 Flavor- 1/2 Overall Enjoyment- 0/2 Total- 4/11 And the winner is, mrlozano ! Thank you all for participating!
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Post by Lady Mapi on May 23, 2019 1:33:08 GMT
IdeaThat's fair - I basically just tossed out the first thing that came to mind, and then... never came back to revise it. If I were to redo it, I'd probably go with a 'Commander Splice' keyword that just super-powered spells. Or a Legendary instant/sorcery with Partner (so you can play pseudo-Oathbreaker). But hey. To the victor goes the spoils.
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Post by gluestick248 on May 23, 2019 5:32:26 GMT
Idea mine was that bad?
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Post by Idea on May 23, 2019 7:03:25 GMT
Idea mine was that bad? Oh crap I’m so sorry it blended in completely between two much larger posts and my tired brain just skipped it by accident. I’ll add it in soon as I get home today!
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Post by mrlozano on May 23, 2019 9:56:52 GMT
Thanks for the win! I'll issue a challenge later today, because I can't think of anything at the moment.
Okey, so, after taking a quick look at EDHrec the first commander in the Top10 (the most built commander in last week) is Feather, the Redeemed. The angel's popularity is not entirely because it's power (it's powerful, but not Atraxa-level) but more because it is innovative for it's color combination. You next challenge is to design buildaround commander, a commander that provides a focus for the deck and not simply goodstuf. Bonus points if it encourages deckbuilding in a new way in its color combination (take as an example Feather, being a Boros Spellslinger commader, something almost unprecedented).
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Post by Tesagk on May 23, 2019 12:05:18 GMT
Honestly not surprised. I really didn't know what to make of that challenge, gave it my best effort though.
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Post by sdfkjgh on May 23, 2019 16:41:12 GMT
Not really sure just how well this fits the challenge, but here goes:
Marjha, Acolyte of Ajani Legendary Planeswalker--Marjha Marjha, Acolyte of Ajani can only ever be your commander. Partner : Put a loyalty counter on each planeswalker you control.
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Post by Idea on May 23, 2019 17:11:43 GMT
Let’s try something simple Urborg Vapors Legendary Sorcery Each player sacrifices a creature. Urborg Vapors can be your commander. Adherence to the Spirit of the Challenge- 1/1 Power Balance- 1/2 Synergies- 2/2 Originality- 1/2 Flavor- 2/2 Overall Enjoyment- 1/2 Total- 8/11 It's a fine card, but overall a bit too weak for a legendary spell, even with the commander repetition. The synergies for such a simple effect are plenty and common, and I think the flavor has a nice ring to it, though the lack of an actual image drags it a little down for me. It was a fun card, but I don't think it would be worth making a commander out of it. And that concludes what I missed from the reviews.
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Post by Idea on May 23, 2019 17:12:13 GMT
Honestly not surprised. I really didn't know what to make of that challenge, gave it my best effort though. Thank you for your efforts
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