Reality Glitch
2/2 Zombie
Posts: 131
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Reality Glitch on Jun 6, 2018 18:12:23 GMT
Final call: Get your entries in before June 12th, 2018 as that will be when I judge the designs.
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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 Jun 12, 2018 8:04:55 GMT
Teresa the Smoke-Veiled Legendary Planeswalker - Teresa : Sacrifice up to one creature. If you do, distribute a number of +1/+1 counters among creatures you control equal to the sacrificed creature's power. : Search your library for two cards. Put one into your hand and the other into your graveyard. : You get an emblem with "Whenever a nontoken creature card is put into your graveyard from anywhere, return it to the battlefield at the beginning of the next end step." Partner with Yish the Flame Teresa the Smoke-Veiled can be your commander. Yish the Flame Legendary Planeswalker - Yish : Reveal a card from your hand at random. Create a number of 2/1 red Elemental creature tokens with haste equal to that card's converted mana cost. Sacrifice them at the beginning of the next end step. : Discard up to two cards, then draw that many cards. : You get an emblem with "Whenever a creature enters the battlefield under your control, you may have it gain haste and trample. If you do, sacrifice it at the beginning of the next end step." Partner with Teresa the Smoke-Veiled Yish the Flame can be your commander. Hopefully I got in before the challenge ended. It's good to be back.
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Reality Glitch
2/2 Zombie
Posts: 131
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Reality Glitch on Jun 13, 2018 20:39:00 GMT
{Spoiler} Gressord Centura " style="max-width:100%;"] Legendary Planeswalker - Gressord : Up to one target creature gets +2/+2 until end of turn. If it is a goblin it gains haste. : Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. : Create an emblem with " : This creature deals damage equal to its power to any target." Partners with Larra Centura ~ can be your commander. Larra Centura " style="max-width:100%;"] Legendary Planeswalker - Larra " style="max-width:100%;"] : Create a 1/1 red Goblin creature token. : Sacrifice another nonland permanent. If you do, destroy target artifact or creature. : Create an emblem with "At the beginning of your upkeep create two 1/1 red Goblin creature tokens." Partners with Gressord Centura ~ can be your commander. Nice, obvious synergies, though Gressord's emblem is missworded; it should be "You get an emblem with "Creatures your team controls have " " style="max-width:100%;"]: This creature deals damage equal to it's power to any target."" I now realize is basically making all your creatures permanently unblockable turn six; so points off for that. {Spoiler} Aj, Id of the Whitemane " style="max-width:100%;"] " style="max-width:100%;"] Legendary Planeswalker - Aj " style="max-width:100%;"] " style="max-width:100%;"]: Create a 2/2 red and white Cat creature token. Up to one target creature with power 2 or less can't block this turn. " style="max-width:100%;"]: CARDNAME deals damage equal to the number of creatures you control to target creature or planeswalker and you gain that much life. : Create a 1/1 red and white Avatar creature token with haste, lifelink and "Whenever a creature attacks, put two +1/+1 counters on this creature. Partners with Ani, Mentor's Superego CARDNAME can be your commander. Ani, Mentor's Superego " style="max-width:100%;"] " style="max-width:100%;"] " style="max-width:100%;"] Legendary Planeswalker - Ani " style="max-width:100%;"] : Put a +1/+1 counter on each creature you control, then you gain 1 life for each creature you control. " style="max-width:100%;"]: Draw a card for each creature you control, then discard two cards. " style="max-width:100%;"]: Create X 2/2 green and white Cat creature tokens, where X is your life total. You get an emblem with "At the beginning of your upkeep, you gain life equal to the number of creatures you control. Partners with Aj, Id of the Whitemane CARDNAME can be your commander. Not as much synergy as the previous two (especially the middle abilities and less so with the ults), and the synergies are a little broader, but over all, they seem fine. The bizarre flavor is off putting, though. {Spoiler}Erthos, the Mundane " style="max-width:100%;"] " style="max-width:100%;"] " style="max-width:100%;"] Legendary Planeswalker - Erthos " style="max-width:100%;"] " style="max-width:100%;"] " style="max-width:100%;"]: Up to two target lands become basic Plains until your next turn. " style="max-width:100%;"]: Exile target creature that has been dealt damage this turn. : Each nonwhite creature has base power and toughness 0/3 and defender, and loses all other abilities. Partners with Akia, Lawful Aggressor Erthos, the Mundane can be your commander. Akia, Lawful Aggressor " style="max-width:100%;"] Legendary Planeswalker - Akia " style="max-width:100%;"] Partners with Erthos, the Mundane Akia, Lawful Aggressor can be your commander. " style="max-width:100%;"]: Akia, Lawful Aggressor deals 2 damage to each opponent that does not control a Mountain. : Akia, Lawful Aggressor deals 2 damage to target creature. " style="max-width:100%;"]: Creatures with power X or less can't block this turn. The synergy between the pluses is a little obscure and and wholely inneffective against anyone running a decent number of basic lands and/or a monocolor deck. The middle synergies are nice, if a bit narrow. The ultimates are where these two shine, however; nice trick making one ult reduce the other to cost . {Spoiler} I won't dock points for this, but please be sure to include text versions along side image renders; it makes things easier in case there are rendering issues. That aside, I find the flavor a little odd that it's the same character on both. The Pluses don't synergies, but at least they're nice reflections of each other. The first ults of each are interesting; basically draw two cards each turn for each time you've pulled that off. The second ult on each covering the others weakness is also a nice touch, though, not strictly a kind of synergy. I like the story call back on this entry. Again, text would have been nice, but won't lose you points. The pluses synergies nicely and in a way the others haven't (no one else went for "turn sideways to win"). Jace's middle sets up for Vraska' middle, quite elegantly. (The later does need a woring change "Each player chooses a card name, then reveals the top card of their library. Each player that revealed a card with the name they chose returns a card from their graveyard to their hand.") The ults, while great in a vacuum, are rather lack-luster as counterparts; "more of the same" isn't a kind of synergy in my mind. {Spoiler}Asra, Hero of Ages " style="max-width:100%;"] " style="max-width:100%;"] " style="max-width:100%;"] Legendary Planeswalker - Asra " style="max-width:100%;"] : ~ deals 3 damage to up to two target players, then up to two target players gain 3 life. : ~ deals 3 damage to target nonwhite creature or Planeswalker. : For each player, choose friend or foe. Friends choose three creatures they control, then foes choose one. Destroy the rest. Partner with Paladius, Chronicler of Heroes Asra can be your commander. ----- Paladius, Chronicler of Heroes " style="max-width:100%;"] Legendary Planeswalker -- Paladius " style="max-width:100%;"] " style="max-width:100%;"] : Each player draws a card. " style="max-width:100%;"] : Each of up to two target players draw a card, then legendary spells they cast cost " style="max-width:100%;"] less to cast until end of turn. : Up to two target players shuffle their hands and graveyards into their libraries, then draw seven cards. Partner with Asra, Hero of Ages Paladius can be your commander. I'm sorry, but mechanically, these would be better off with Partner rather than Partner with, if even that; these don't have the barest lick of synergy with each other. {Spoiler}Teresa the Smoke-Veiled " style="max-width:100%;"] Legendary Planeswalker - Teresa " style="max-width:100%;"] " style="max-width:100%;"]: Sacrifice up to one creature. If you do, distribute a number of +1/+1 counters among creatures you control equal to the sacrificed creature's power. : Search your library for two cards. Put one into your hand and the other into your graveyard. " style="max-width:100%;"]: You get an emblem with "Whenever a nontoken creature card is put into your graveyard from anywhere, return it to the battlefield at the beginning of the next end step." Partner with Yish the Flame Teresa the Smoke-Veiled can be your commander. Yish the Flame " style="max-width:100%;"] " style="max-width:100%;"] Legendary Planeswalker -- Yish " style="max-width:100%;"] : Reveal a card from your hand at random. Create a number of 2/1 red Elemental creature tokens with haste equal to that card's converted mana cost. Sacrifice them at the beginning of the next end step. " style="max-width:100%;"]: Discard up to two cards, then draw that many cards. : You get an emblem with "Whenever a creature enters the battlefield under your control, you may have it gain haste and trample. If you do, sacrifice it at the beginning of the next end step." Partner with Teresa the Smoke-Veiled Yish the Flame can be your commander. The first abilities synergies decently, though Yish's same like too much for a plus or 0 ability; making the 0 a +1 in it's place would have worked out nicely. The middles, as-is, don't really synergies with each other. The constant stream of aggro-from-beyond-the-veil is an interesting interaction; even more so if it works like I think it does. (i.e. The creature being sacrificed to Yish's emblem is brought back the next turn with Teresa's emblem.) Finally, I dub oddnanref the judge of the next round!
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oddnanref
3/3 Beast
Am I squirrel yet?
Posts: 198
Formerly Known As: Destiny, or full of yourself
Favorite Card: The one that is red and white all over
Favorite Set: The one with the new cool things
Color Alignment: White, Blue, Red
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Post by oddnanref on Jun 14, 2018 23:23:20 GMT
Reality Glitch Thanks. Noted, I should it made target creatures, which I missed. I have always been interested in different ways a plane dies; I might not be the only one. Maybe all the mana escaped through a rift, maybe they made every living thing a machine, maybe they corrupted the leylines. So for the next challenge I want you to make a planewalker that destroyed at least one world. Similar to what Gideon once said on that obscure trailer for Duels, I think. It might be harder because this is more lore based or it might be easier, either way good luck.
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Casstastrophe
2/2 Zombie
fight the gender binary with fire? you should fight *everything* with fire
Posts: 116
Formerly Known As: Carn13
Favorite Card: Niv-Mizzet, the Firemind
Favorite Set: Khans Block
Color Alignment: Blue, Black, Red
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Post by Casstastrophe on Jun 17, 2018 16:11:48 GMT
Avra, Who Watched in Silence Legendary Planeswalker - Avra : Until your next turn, creatures can't attack unless their controller pays for each creature they control that's attacking. : Put a silence counter on target nonland permanent. Permanents with silence counters lose all abilities. : You get an emblem with "At the beginning of each opponent's upkeep, they choose draw step, main phases or combat step. This turn, they skip the phases that they didn't choose." Equilor is a plane with no future. According to some, it is the most ancient of worlds, and it has played host to thousands of tales over untold aeons - but no longer. It is old, and exhausted, and while wise beyond measure it has no reason to continue. Avra could have given it a future, and a purpose. As a pre-Mending 'walker, she was mightier than gods. She could have rejuvenated the plane, its mana, and its people. But she waited and watched, and refused to intervene. The Mending came, and stripped her of her powers, and Equilor was forever lost to silence and decay.
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Post by Flo00 on Jun 18, 2018 13:00:48 GMT
Is destroying two worlds also ok? Zaram, Collider of Worlds Planeswalker - Zaram : Exile the top card of your library. You may play it this turn. : Exile a random permanent an opponent controls. : Put all land cards from exile onto the battlefield under your control. At the beginning of the next end step, destroy all other lands.
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oddnanref
3/3 Beast
Am I squirrel yet?
Posts: 198
Formerly Known As: Destiny, or full of yourself
Favorite Card: The one that is red and white all over
Favorite Set: The one with the new cool things
Color Alignment: White, Blue, Red
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Post by oddnanref on Jun 19, 2018 2:59:48 GMT
Flo00Two worlds is fine. I meant at least one.
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Post by Daij_Djan on Jun 19, 2018 9:36:22 GMT
Given the challenge, I had to use the original character behind my avatar once again
Animus is an Esper from the future. He rarely fights himself but mostly lets his Golems take care of things (also this is part of a "game" with his sister) but when opposed personally, he simply teleports his enemies away - in most cases high into the air to fall to their death. Once he has won the mentioned game for the sake of the planet, Animus smashes it into pieces (literally using a hammer) before travelling back in time a few decades and starting things all over again. This way he has destroyed earth dozens of times from when he was but a small child.
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Post by burntsquirrelman on Jun 20, 2018 14:29:44 GMT
I created a character for such a purpose long ago. I had called them The Worm of Ten Thousand Arms. The idea was that they were so large, they ate entire worlds to sate their eternal hunger. They did this through their many many mouths, which looked a lot like worms or centipedes. To most people who witnessed their world being devoured, that's all they knew it as, a large monstrous space worm. But The Worm was actually much bigger, and all they were seeing was a mouth arm. Please keep in mind, I had designed this character before I started playing Magic, or even had an inkling of an idea of what the Eldrazi were. Anywho, here's my submission. {Wyrm, of Ten Thousand Arms}
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oddnanref
3/3 Beast
Am I squirrel yet?
Posts: 198
Formerly Known As: Destiny, or full of yourself
Favorite Card: The one that is red and white all over
Favorite Set: The one with the new cool things
Color Alignment: White, Blue, Red
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Post by oddnanref on Jun 22, 2018 13:49:06 GMT
Today is last day. Was a little busy. I am judging tomorrow.
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oddnanref
3/3 Beast
Am I squirrel yet?
Posts: 198
Formerly Known As: Destiny, or full of yourself
Favorite Card: The one that is red and white all over
Favorite Set: The one with the new cool things
Color Alignment: White, Blue, Red
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Post by oddnanref on Jun 24, 2018 0:00:54 GMT
CasstastropheAvra, Who Watched in Silence
Has a way to mitigate damage, It furthers its own plan, and an game ending ultimate. Which arrives at turn 7. She can easily shut down most if not all creature plans and way to deal with her. A inbuilt prison effect and a silence. I guess this balances it off, add the fact that it has little inbuilt card advantage. It is a fine card, though a nightmare for creature based decks. I wonder how does the interact with undying and persist? My guess is it shuts them down too. Although keeping track of silenced creature might be an issue with other counters on the set. The turn 7 ultimate, would probably be a little too strong for turn 7 at least. A little unfun also, because you just shut down the rest of the turn. I had a friend who played Fatespinner like that emblem and hehas not fun playing against it. Though it will decidedly end the game fast if you have a strong board presence. Lore wise, I am not so sure. She did nothing, to save her plane, but she was not actively preventing others from doing something either. A small flavor clash, which I guess is fine considering it is hard to translate that into a mechanic in the game. The ultimate is really flavorful, showing how the futures was broken/lost/finished. Flo00Zaram, Collider of WorldsSeems a little inconsistent for competitive play. It is "extra draws" in red which makes it good for decks looking for that card advantage. The -1 seems way too unreliable to make use of anything. Not sure it even justifies it having -1. But it is a little to strong for 0. As you are getting something. The -8 is fine. It nails the flavor somewhat in the colliding two planes and returning lands that were "saved" before by himself. However the second part of the ultimate give the entire ability memory issues. It might becomes troublesome to remember which lands where put from exile and which ones where not. Though props for making it and end step trigger. Giving time for people to react. It is unreliable as a card, can be a one sided Armageddon, or a normal one. Lore wise, the card does an okay job selling its flavor. The first two abilities do not mesh well, flavorwise, with the name, but the ultimate does give the name justice. Daij_DjanAnimus, the MageInteresting name considering what it does. This one does half of what you want a competitive planeswalker to do. It has damage mitigation, but no direct card advantage. The ultimate is very symmetric, though I can see some ways of breaking that symmetry: phasing, and things like Banishing light. It comes with an inbuilt removal for small guy blockers for the next turn. However, the -8 seems extremely hard to pull off, and breaking its symmetry requires jumping through so many hoops that I am not sure it is worth playing competitively. However, the design itself is fine. I cannot say it is overpowered. Flavor-wise, it has an interesting backstory. It is a little disappointing not all of it could make it into the card. Certainly the restarting of the plane and its destruction are really on point with the ultimate. The -3 goes with the golem creation. I can see the fall damage on its +1. I just wish I could see the game he plays with his sister. fluffydeathbringerAlahal, Who Salts the EternitiesThis has everything a competitive planeswalker wants. +1 card advantage, +3 removal, -9 game-ending. The +1 seems fine, though it is basically a 2 for 1 specially since you control what you exile, so you can pick some troublesome cards. Plus drawing another card from that. Considering she gains advantage from her +1, she then gets more loyalty for removing threats on the board, you have to remember that is a color combination that is pretty good at destroying things. Green covers artifact and enchantments and black covers hand and creatures. So, your walker will always have removal in the deck to draw into. It is nice that the +3 is a shortcut to its -9, and that the +3 has synergy with its -9, making impossible for your opponent to play anything without hexproof or shroud and have it stick on the field after turn 10. Considering you want this is a more controlling deck you might make it so the -9 loses you less life. Flavor-wise, she is rather mysterious on her backstory. +1 does not tell me much. Maybe she gets rid of something destroyed, and through that she gains knowledge of her future location. +3 eliminate further things from her investigation, but where it really shines is showing her attempting to get rid of what remains of her destroyed plane. Which brings us to the ultimate. The destruction of her plane. Seems cohesive enough, though it is hard to place the chronology the same way you execute her abilities. The story goes from the -9 to the +3. The +1 is investigation I guess so it is the last. However you execute her abilities +1.+3 -9. burntsquirrelmanWyrm, of Ten Thousand ArmsThis is a little complicated to evaluate. It is basically a massive walker with starting loyalty of 5. Having to include the arms in your deck for maximum playability though, makes the card parasitic. What is even more interesting is that its -13 is not what ends the game, it is mostly the 0. Which is a tutor and cheat into play ability. Combined with the massive things you can tutor for. Specially the Arm of Annihilation. That is basically a 2 for 1, with potential land destruction. That you find in Karn, Liberated but it costs -3. I guess the fact that it is limited to four cards might solve the issue, but damn. The other thing is the 8/8 beater that will keep on beating will the main body feeds it smaller arms, of which there is not end to. CMC8 cards should be powerful, this certainly fits the bill. However, like I mentioned before it is parasitic. You cannot print arms that are too powerful or you make a deck that depends only on arms, but if you make them too weak it is not worth playing. Lore wise, it is basically another form of eldrazi. Though I guess it has some differences they are minor. Both live in the Blind Eternities, both feed on worlds, killing its presence on a world does not kill the main body, and it spread smaller versions of itself to digest the entire planet. The main difference is the art. One hand you have worms, on the other you have squid. Also, it makes little sense to have an arm summon more arms if the people only see an arm as a big worm. What are the other arms then? Won't they see a big worm mouth, with several smaller tentacles then? Hard to describe. Either it is not anything major.
The winner is fluffydeathbringer. Good luck
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Post by Daij_Djan on Jun 24, 2018 22:26:47 GMT
@ oddnanref: Glad you liked my card. The ultimate actually isn't really symmetrical, though - as a "small" reward for winning the game (aka using the ability) and to prepare for his return, only you are drawing the new seven cards. Also: The name of the manga is Lucifer and the Buiscuit Hammer, I can only suggest you check it out (if you don't mind the spoilers my short intro technically already contains ). It's probably my favorite manga of all time.
@challenge: Here is the full list of all 22 planeswalker cards fitting the challenge
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Post by Daij_Djan on Jun 30, 2018 22:25:41 GMT
Well, it took me a while to figure out which character to use (as I sadly either don't know much and/or don't care about the ones we were left with), but in the end I went with Ashiok, Nightmare Weaver. To do something new I decided to take a more tribal focussed monoblack approach - except I tried to broaden up the supported tribes a bit while staying in flavor (just as WotC does sometimes)..
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Post by viriss on Jul 1, 2018 15:47:57 GMT
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Post by mixedrandomj on Jul 2, 2018 3:31:04 GMT
I guess I'll swoop in and try my hand at this. I thought it would be cool to make a duel deck Saheeli, so this is my attempt. Saheeli, Boundless Innovator Legendary Planeswalker - Saheeli : Reveal the top two cards of your library. Put all artifact cards revealed this way into your hand, and the rest on the bottom of your library in a random order. :Target an artifact you control. At the end of the turn, create a token that's a copy of that artifact. :Search your library for a permanent card, put it onto the battlefield, then shuffle your library. (I made the -3 this way to prevent some of the broken combos that happened with the original from happening again.)
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Post by Neottolemo on Jul 2, 2018 7:53:37 GMT
Planeswalker - Domri : Up to one target creature you control gets +3/+0 and gains menace until end of turn. : Create a red and green Aura enchantment token named Gorepaint with "Enchanted creature gets +3/+3 and has haste" attached to target creature. : Look at the top eight cards of your library. For each of those cards, if it shares a name with a card on the battlefield or in a graveyard, you may put it on the battlefield. Put the rest in your graveyard.
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Post by mixedrandomj on Jul 2, 2018 14:33:40 GMT
Yeah,I was considering making it 3 permanents for ult but I kind of forgot to change it.
As for the challenge, I like the battlebond and other commander planeswalkers and everything, but maybe there is more that can be done with the planeswalker with other ability workspace.
Challenge: Create a planeswalker with a non loyalty ability. This can include activated, triggered, or even a static or keyword ability. Allowing it as a commander is still ok, but try to innovate a little. Let's also see some new stuff on it if you do.
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Post by viriss on Jul 2, 2018 21:55:35 GMT
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Post by Fleur on Jul 3, 2018 14:49:33 GMT
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Post by gateways7 on Jul 3, 2018 17:23:32 GMT
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Akai Ryu
1/1 Squirrel
Posts: 63
Favorite Card: Arcbound Ravager
Color Alignment: Colorless
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Post by Akai Ryu on Jul 10, 2018 21:34:52 GMT
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Post by mixedrandomj on Jul 10, 2018 23:39:52 GMT
Since there hasnt been much activity on this, I'll give it another day till judging. Since I have limited time right now it will be later tommorow most likely, and if not that maybe earlier the day after.
If you want to submit an entry, do it before then,
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Post by augur on Jul 11, 2018 4:15:37 GMT
Attachment DeletedTeysa, Orzhov Emissary Legendary Planeswalker- Teysa , Pay 1 life: Put a loyalty counter on ~. Activate this ability only any time you could cast a sorcery. : Up to one target creature gains lifelink until end of turn. : Choose target creature. You may pay X life, where X is that creature’s converted mana cost. If you do, destroy that creature. : You get an emblem with “Nonland, nonplaneswalker permanents you control have extort.” e: should be "Activate this ability only any time you could cast a sorcery." but idk if I will be able to change render
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Post by ZephyrPhantom on Jul 12, 2018 4:56:52 GMT
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Post by mixedrandomj on Jul 12, 2018 20:09:12 GMT
Okay well it's time to judge. viriss : Zella, Master of Forms: I like the +1. Easily repeatable manifest is actually really cool, although the fact that this basically makes a 2/2 makes it a tad strong, especially with it's activated ability also protecting it from some spells. Although I have to admit that they work well together and this is the type of stuff I really liked to see for this. The ult is alright and I get that it's supposed to work with manifest, but it probably could have been better if it were just all creatures getting +2/+2 and trample. The vigilance is also a little weird. Fleur : Drea, Eternal Champion: The ability being a downside is good but I really don't see why this needs a downside, especially because it doesn't get indestructible like gideon. Speaking of gideon, I see your trying to make it different from him with flanking and with lifelink, but this still doesn't really separate itself that much, and it doesnt help that some of what makes it different is a bunch of negatives. The +1 in a set with flanking even is more of a hinderence than an upside, because once again it's not indestructible. Now moving on to the other abilities, the -3 is pretty good but fair, and the ultimate is pretty balanced for how hard it is to get to it. gateways7 : Ychra, Guileful Assassin: I'm assuming you meant exile Ychra? I can't see why you would make a planeswaker like this that can't be attacked without a downside so I'm going to rate it that it's ability is that it blinks itself. In this case, pretty cool evasion ability, although it returns with 1 loyalty every time. Interesting, although it could do with "and isn't blocked" clause, otherwise the opponent can just keep blinking it for free basically. The +1 is cool, with temporary tokens that you can either attack or block with. And for the ult, I don't know the exactly flavor behind it, but set life to 1 and exile all permenants is about as close to just straight up target player loses the game as I can think, however as printed it would need to survive 5 turns without even being attacked to use, so ok. For more flavor, maybe it could just set a players life to 1 and give you some unblockable haste guys or something similar, or maybe exiles the stuff until the end of their turn. I don't know what was the flavor behind the ultimate, but as it stands it's a pretty plain one right now.
Akai Ryu : Ozkathatl, the Sacred Sage: Nice etb ability the synergizes with the +1 and scales up with multiplayer. The +1 is also cool because it can be very good or very bad depending, although I would add a may to it so it can't backfire. For the second +1, pretty good ability when the first +1 can't work or if you need hexproof and lifelink on something. The ultimate isn't very good but it's probably for the best considering it has two +1's and one of them is fairly good. Pretty neat design. augur : Teysa, Orzhov Emissary: The activated ability is playing with fire, so the rest of the card needs to be made with it in mind, or else it could be broken easily. Keeping this in mind for the three loyalty abilities. At first glance, it's good that this card doesn't have any +'s, forcing you to pay life for loyalty counters. The two loyalty is also good for this reason. The 0 is pretty good for what it is, which is an ability to use without having to pay life to get up to. -2 is pretty good and synergizes with what this card wants you to do, which I beleive is gain life to pay life. And the -5 is why this card suffers from it's ability. It's way too easy to get up to an ultimate this powerful, especially since you can hold off for a turn you know it can stay on the board for a turn, then play it and next turn up it three times with only paying three life and six mana. Now it doesn't seem bad for a finisher to need that much setup, but emblems being untargetable and practically unkillable means that there is nothing you can do to remove this. It also probably should have been creatures you control have extort or the loyalty cost increased drastically. The ultimate is the only big issue with this, but it's a big issue when it can be easily gotten to with just a single turn of it surviving. ZephyrPhantom : Lyriel, Scheming Executor: For the sudo extort ability, I love this and it's actually really good flavor. The starting loyalty may need to be a tad lower because of how many counters can get on this thin in a turn. The +1 is great life gain but once again gives them another way to gain a loyalty counter, which as I said with the current starting loyalty might be an issue, making it too sticky and easy to ult. Speaking of which, the ult is a big finish unless the opponent has a board wipe. Since you only really need to extort twice and +1 to even get to seven, it may be too simple to get to the ult, but can be fixed by just increasing the loyalty cost, decreasing starting loyalty, or making the +1 a 0 instead. Sorry if I was a little wordy on judging this. And the winner is..... {Spoiler} Viriss with Zella, Master of Forms. The non-loyalty ability is good, protection against spells or abilities, which goes well with the manifest wall it can bring up.
Runner up in second place is Akai Ryu with Ozkathatl, the Sacred Sage. An etb planeswalker was another card I had hoped to see, and the etb synergizes well with the first +1. It also has some pretty neat, but balanced abilities all around
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Post by viriss on Jul 12, 2018 21:11:52 GMT
Sweet!
Challenge: Choose a legendary creature that doesn't have a planeswalker card and give them the planeswalker spark.
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Post by augur on Jul 12, 2018 23:31:27 GMT
Sorry if I was a little wordy on judging this. Don't be, good feedback is always useful. Thanks for that, by the way- I think I balanced it too much around being a three-drop that you would have to invest in for multiple turns. That could have worked if the activated ability was 1/turn, but it wasn't. You're right in that there's little risk in dropping this if you can ult next turn in lategame. As for the ult itself, I'm honestly unsure of how useful of a finisher it would be, given the conditions needed for it to have a major impact (need permanents, extra mana, cards in hand). That being said, you're right again in that having no way to deal with it would be irritating. I like the suggestion of switching it to creatures. Attachment DeletedZurgo Armycleaver Legendary Planeswalker- Zurgo : At the beginning of your next declare attackers step, up to one target creature you control gains first strike, indestructible, and menace until end of turn. : Until end of turn, ~ becomes a 7/4 Orc Warrior creature with haste and indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. : You get an emblem with "Whenever a creature you control attacks, put two +1/+1 counters on it." edit 7 21: changed loyalty values
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Post by ZephyrPhantom on Jul 12, 2018 23:44:27 GMT
Agreed with Monger, I appreciated the feedback as well. I wasn't really sure about the loyalty values (it's been a while since I've made a PW) so it was good to see how I could tweak the card. Gosta Dirk, Planeswalker Legendary Planeswalker - Gosta :mythic: : Create a 1/1 white Warrior creature token. : Until end of turn, creatures you control gain first strike if you control a Plains and flying if you control an Island. : Draw three cards, then you may return up to any number of target nonland permanents to their owner’s hand equal to the number of cards in your hand. Apparently Gosta was both a war leader and a dude who manipulated tidal waves against opponents, so I tried to reflect that.
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Post by Fleur on Jul 13, 2018 3:22:06 GMT
mixedrandomj: Thanks for the feedback. I do agree that the planeswalker in a lot of ways did feel like Gideon (not good), but I'd be inclined to point out the fact that Drea prevents all damage dealt to her while a creature, which functions as indestructible would save for the protection from creature removal, in case you missed that part. As well, I'm a bit confused by what you mean when you say that Drea's static ability is a downside - it debuffs creatures without flanking that attack her, making it harder for her to be killed. I don't really see how that's downside, unless I've worded it in a way that's ambiguous for you, in which case I'd love to know how to make it better. Nebuchadnezzar the Wise Legendary Planeswalker - Nebuchadnezzar : You draw a card and lose 1 life. : Name a card, then target player reveals their hand. They discard each nonland card with the chosen name, then draw a card for each card discarded this way. : You get an emblem with "Discard two cards: Gain control of target permanent." relevant links: gatherer - gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=1671lore - mtg.gamepedia.com/Nebuchadnezzar
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Post by mixedrandomj on Jul 13, 2018 6:14:40 GMT
Fleur nope, nothing wrong with the wording, I'm just stupid and read the ability completely wrong. The ability is ok, and maybe even if included in a set with flanking. Now that I'm actually reading it right. Also the part about it not being indestructible was just me saying that creature removal being able to take it out made it a little worse. Otherwise cool card now that I understand. Sorry about that.
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