jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 14, 2021 4:50:08 GMT
Awesome card for Gandalf. I really like your design, but I wonder why you don't get to transform Gandalf and use his abilities immediately, as with Nicol Bolas or a similar planeswalker? Is it for flavor reasons?
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 14, 2021 18:56:05 GMT
Awesome card for Gandalf. I really like your design, but I wonder why you don't get to transform Gandalf and use his abilities immediately, as with Nicol Bolas or a similar planeswalker? Is it for flavor reasons? That's a flavor reason, as you guessed. Anyway, here a couple of new cards!
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 15, 2021 18:40:40 GMT
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 16, 2021 3:33:42 GMT
All three of these seem really fun and balanced. I would love to try out your fellowship mechanic in a game.
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 16, 2021 21:19:44 GMT
Here's today cards! First, the remaining "uncommon commands" of the cycle. The black one is particularly interesting: gives a clever way for black to get rid of enchantments, but not as easily as white or green. Also synergizes with a couple of black enchantments in the set (returns them back to play them again). And then there is The One Ring. Not a cumbersome equipment with seven lines of text. Not an expensive five mana artifact that probably doesn't even worth a pick in draft. Just a nice and flavorful two mana artifact that does everything the Ring does in a very clean and funny-to-play way. Of course Fire of the Doom is able to get rid of the ring! jverse Well, the set is almost ready, and in these days I'm testing it with friend. If you want to try out a draft on Planescuptor we can organize it together, give your feedback, and test how the mechanichs feel.
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 17, 2021 21:32:58 GMT
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 17, 2021 22:56:31 GMT
I'd love to play a draft, but I don't think I have the time these days. Too many work and family commitments. Anyway, I look forward to your full spoiler so I can give you some card by card feedback. I've noticed various wording and rules issues on some of your spoilers so far.
Those are indeed strong lands! They are probably weaker than shocks since they are legendary and can't be fetched by the usual means, but 1 life is pretty negligible. Maybe you know already, but WotC pretty much gave up on doing legendary lands since they are a real downer in constructed formats. More recent lands with unique names that should otherwise be legendary simply aren't. If you are planning to use your set for cube or drafting, however, it should be fine.
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 18, 2021 8:13:52 GMT
Anyway, I look forward to your full spoiler so I can give you some card by card feedback. I've noticed various wording and rules issues on some of your spoilers so far. Thank you man! The full set will be out hopefully within the end of the week! Those are indeed strong lands! They are probably weaker than shocks since they are legendary and can't be fetched by the usual means, but 1 life is pretty negligible. Maybe you know already, but WotC pretty much gave up on doing legendary lands since they are a real downer in constructed formats. More recent lands with unique names that should otherwise be legendary simply aren't. If you are planning to use your set for cube or drafting, however, it should be fine. Actually I didn't know that. I'll think about the issue, but it feels not a big deal given the purpose of the set (basically draft it as a stand alone)
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Post by z3ncha0s on Jan 18, 2021 11:39:44 GMT
This set looks really awesome! I'm very interested in seeing the full set. I especially like the Fellowship mechanic, a very cool variation of that party mechanic, although I think I prefer Fellowship because it is wider in terms of targets (or at least feels that way).
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 18, 2021 22:44:24 GMT
Esgaroth, the Lake Town, was a small settlement in the south of the Lonely Mountain. When the company of dwarves captained by Thorin Oakenshield instigated the dragon Smaug, he came down from his lair to burn the entire city down! But Bard the Archer, with its last arrow, in an heroic attempt, managed to kill the dragon, leaving a huge haul unguarder, in the heart of the Mountain... The Battle of the Five Armies began!
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 19, 2021 22:45:07 GMT
Two cards for today Gollum: I wanted to create something special with this one. So I tryed something very risky: a card that can be casted from library. The stats are not impressive, but the upside is as strong as a free extra card in hand. This card could potentially impact constructed format, but it's the kind of design for which is hard to figure out the power balance. Shadowfox: Yes, haste on a white card is not something you see every day, but given that this horse feels very white, as well as very fast, the flavor led me here. The fact that this has 0 power can almost be seen as a "combat trick" (which white is definitely allowed to have), so maybe haste in this case is fine. Let me know your thoughts! P.s. Notice the creature type of Gollum. I'm not sure what a Slith is, but seems kinda fitting well, at least from what I imagine a slith to be
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
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Post by thaneofglamis on Jan 20, 2021 1:57:25 GMT
P.s. Notice the creature type of Gollum. I'm not sure what a Slith is, but seems kinda fitting well, at least from what I imagine a slith to be Slith are humanoid, metallic monsters from Mirrodin that are born of the plane's molten core. As Gollum doesn't really have anything in common with the slith and lacks their signature "get a +1/+1 counter when hitting an opponent" ability, I'd suggest making him a different type. If I remember correctly, he used to be a hobbit, so I would recommend just Halfling or maybe Halfling Horror.
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 21, 2021 19:09:42 GMT
Slith are humanoid, metallic monsters from Mirrodin that are born of the plane's molten core. As Gollum doesn't really have anything in common with the slith and lacks their signature "get a +1/+1 counter when hitting an opponent" ability, I'd suggest making him a different type. If I remember correctly, he used to be a hobbit, so I would recommend just Halfling or maybe Halfling Horror. Yes, let's not be fancy and re-type it as you said. Anyway, here some legendary creatures! Here we have a pretty strong one drop, a versatile two drop, and a uncommon build-aroud. The wording of the latter is pretty tricky, though.. I'm not sure this even technically works as intended. I would like to known also what you think of the two hobbits' appearance. All these watermarks are pretty, but looks heavy on adventure cards, doesn't they?
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Post by Daij_Djan on Jan 22, 2021 12:25:14 GMT
Due to different RL stuff it#s been a while since I last comented – so I have some catching up to do! - Didn‘t think about the story reasons for not rearranging the Saga chapters – but I really like them the way they are now as well.
- Fortresses are a difficult topic for obvious reasons. I used them as a new card type and even brought two cards into MSEM – where they then were changed to planeswalkers mostly due to a lack of possible interactions (yeah, there were powerlevel concerns, but they could have been fixed otherwise). Also that change actually was interestig flavorwise for the given cards – but obviously not in general for all fortress designs. That‘s why, since I‘m pretty much out of the loop as far as MESM is concerned, I‘ve actually changed Fotresses back to being a card type itself. Within my own projects they also have several designs interacting with them directly, so I‘m working at solving that issue as well
- The Tower of Cirith Ungol has a typo: „fight
s“ - reliance reminds me of Lieutenant in a good way.
- The flavor text bar needs to be moved up a bit on Army of the Citadel. Also on Act of Treason.
- I like Mount and I‘m glad you dropped Rider. For the record: I do like the idea of keeping a few Rider designs around (just unkeyworded).
- I don‘t like Gandalf the White for breaking the color pie. He might have a white color identity, but you can cast him with just blue or red mana. His static ability feels rather green (as it can lead to buffs greater than +2/+2, but I guess it can still work in white. His doesn‘t work for red. His doesn‘t for blue at all – and the enchantment removal not for red. His again is pretty much white. This means from his one (blue) ability aside, all of his abilities are pretty much white – so I‘d suggest making the transformation cost include that and/or maybe make the abilities reflect his red/blue nature more.
- For a second I found it weird for The One Ring not to be an equipment, but I guess it actually makes sence considering noone wears it for longer periods anyway. Also that aside: Bravo! I‘ve seen many LotR sets over the years (and several more attempts) and this is the cleanest design I think I‘ve ever seen for the ring. Most people tend to heavily overdesign it – so I sincerily applaud you for this design.
- Concerning the legendary lands: In contrast to WotC i actually like them if the flavor and the mechanics reflect that. So your dual land cycle, while it has a lot of flavor, for me is too „ordinary“ to work as legends.
- Personally not convinced on the color pie break for Shadowfax, sorry
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 22, 2021 14:37:46 GMT
I have to admit that I wasn't even aware of the existance of Lieutenant until now The flavor text bar needs to be moved up a bit on Army of the Citadel. Also on Act of Treason. Yes, this is a problem that I have on many cards. Before "releasing" the set I'll make sure everything is fine. I'm not still sure why this happens though. Maybe the text is too long? I like Mount and I‘m glad you dropped Rider. For the record: I do like the idea of keeping a few Rider designs around (just unkeyworded). I'm happy to read, because it's exactly what I'm willing to do! I don‘t like Gandalf the White for breaking the color pie. He might have a white color identity, but you can cast him with just blue or red mana. His static ability feels rather green (as it can lead to buffs greater than +2/+2, but I guess it can still work in white. His doesn‘t work for red. His doesn‘t for blue at all – and the enchantment removal not for red. His again is pretty much white. This means from his one (blue) ability aside, all of his abilities are pretty much white – so I‘d suggest making the transformation cost include that and/or maybe make the abilities reflect his red/blue nature more. On this my reasoning was that scour from existence is card. Meaning that you can do off-color pie stuff if you pay enough mana: every mono blue deck can run Scour and exile permanents, as long as it reach seven mana. With that said, I agree with your arguments. To be honest the red part of Gandalf was completely dropped after its "reborn" in the story, so I can see make him WU or even mono W. As you said, if it will require white mana to flip, this alone will fix the problem. I think that making "gandalf the white" not a white card is a flavor mistake, both for the name and for the actual character it represent. So I think I'll go for the white-mana-to-transfrom route. For a second I found it weird for The One Ring not to be an equipment, but I guess it actually makes sence considering noone wears it for longer periods anyway. Also that aside: Bravo! I‘ve seen many LotR sets over the years (and several more attempts) and this is the cleanest design I think I‘ve ever seen for the ring. Most people tend to heavily overdesign it – so I sincerily applaud you for this design. Glad to hear! Actually the ring is very strong: I tested it a few days ago and it's a game winning card in many situations. So I'm updating it to cost 3 and paying 3 life to activate.
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Post by Daij_Djan on Jan 22, 2021 16:10:14 GMT
Yes, this is a problem that I have on many cards. Before "releasing" the set I'll make sure everything is fine. I'm not still sure why this happens though. Maybe the text is too long? No idea what's causing this from time to time tbh. Just to make sure: You do know how to manually shift the bar around? On this my reasoning was that scour from existence is card. Meaning that you can do off-color pie stuff if you pay enough mana: every mono blue deck can run Scour and exile permanents, as long as it reach seven mana. Here's the deal: Colorless is not a color and doesn't follow the color pie. Colorless is allowed to do whatever it wants but always has to be (or rather should be – because we all know WotC messes this up from time to time as well ) less efficiant. The same logic does not apply to the colors themselves (at least not in WotC's point of view – I know there are quite a few people disagreeing with this). Oh and btw concerning Ugluk: I found Catalyst Stone and would therefore suggest: “Mudborn costs you pay cost up to less.”
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 22, 2021 17:04:19 GMT
Oh and btw concerning Ugluk: I found Catalyst Stone and would therefore suggest: “Mudborn costs you pay cost up to less.” Perfect for me! My the way, yes, I know how to offset the flavor bar
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 25, 2021 19:30:06 GMT
The full set is out! Check out the links I put in the first post of this thread! As always every feedback is super welcomed, so please have a look and leave some comments!
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 26, 2021 4:02:17 GMT
Here is some feedback on your cards. Many of these are simply minor spelling/grammar errors, but it's worth pointing them out. I know I've missed plenty myself on sets and it helps to have someone else look for them. - Abandon the town - Its controller
- Charge at the dawn - Creatures you control get
- Cotton the farmer - Peasant is spelled incorrectly
- Durin's folk - You forget to say creature token
- Faramir - I don't really understand the card design here. I suppose he helps the fellowship on their way. For him not to have reach feels amiss to me.
- Fatty - capitalize Food token
- Frodo - ring-bearer should be hyphenated
- Immortal bound - creatures that don't share a creature type. Also, I think it should be called Immortal Bond, since Bound implies that they are both going to be immortal at some point in the future.
- Light of the dawn - ...exile target creature an opponent controls with power 3 or greater until Light of the Dawn leaves the battlefield. You don't really need the reminder text unless your players are not familiar with cards like this.
- Path to misery - seems expensive, even for a common.
- Reliable pony - strong but fair card at common. I would use this for sure.
- Remove the Evil - I don't like the wording. I would suggest Remove Evil instead. Capitalize Aura and Equipment.
- Samwise - great card. Good work!
- Scout of the mark - reveal it, put it into your hand, then shuffle your library.
- Shadowfax - I can accept the haste, but I'm torn on this card overall. Shadowfax the horse feels very white flavor-wise, but the card is very red design-wise, other than the lack of power. It's probably fine as is...
- Stallion of the king - I think this card won't work as intended based on the current text. Right now, the mount ability will give a non-legend +1/+0 and first strike, or a legendary creature double strike (without the +1/+0). Even if that's how you intend for this card to work, it's confusing and players could easily debate whether or not the buff would apply.
- White tree of gondor - interesting card. Would like to see how it plays.
- Ambush on the river - cool design that plays up the ambush flavor by making this a permanent instead of an instant
- Crow of tidings - nice play on the existing black card!
- Decline - this is a super strong counterspell for 2cmc at common. It's certainly better than negate. Almost on par with Mana Leak, or better in some situations. I would consider making it noncreature spells only.
- Elvish Rafters - I would change the adventure name to Hide in a Barrel.
- Galadriel - You may look at the top of your library any time. Precognition field uses the text you did, but the updated oracle text is as I've stated here.
- Grima - for as long as Grima Wormtongue remains tapped. nice design.
- Gwaihir - owner's control. A good card for sure, but it's just a beefed up eagle that shares almost the same design. I guess that's intentional.
- Prepare for the journey - kinda green, and also potentially very strong in a fellowship deck.
Ok that's all I have time for right now. I'll do some more later.
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 26, 2021 8:42:00 GMT
Many of these are simply minor spelling/grammar errors, but it's worth pointing them out. They definitely are! Thank you, I'll update every mistake as soon as possible. I read the cards dozen of times, but there's no way to spot every mistake, especially for a non-native english like me. About Decline I can make it cost 3 and say "counter unless they pay 3", or make it cost 2 with "unless they pay 1" (a sort of Censor)
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 26, 2021 12:08:52 GMT
I think 2cmc unless they pay 1 is reasonable. Best case you counter their spell, worst case, you get a card. Either way, it's good value.
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 26, 2021 13:07:43 GMT
- Retreat from caradhras - return all creatures to their owners' hands.
- Saruman's tactics - not sure, but I would change the last line to: Whenever a creature dies this turn, draw a card.
- Summon the flood - not sure why you need to link this to a land, but if you have a way to untap lands it could be interesting. Similar to the above, I like the following wording better: "Until end of turn, target land you control gains..."
- Watcher in the water - tap target creature an opponent controls. Cool card otherwise!
- Arrival of the black riders - I'm not sure about the interaction of the first two abilities here. As far as I understand it, if you chose the first two modes, they trigger at the same time, so the enchantment that's been returned to the opponent's hand can't be discarded. I could be wrong, however, in which case you would do as the card says in the order it appears. Maybe someone else can confirm or deny?
- Azog (and all merciless cards) - I think the rules text can be simplified to "You may cast this spell for its merciless cost by sacrificing a nonland permanent." The way it's worded right now makes it seem kind of like you can't cast it at all unless you pay the merciless cost. Also, the card should read: if its merciless cost was paid.
- Breeding pit - I haven't checked all your cards, but this is the type of effect that might cause unintended interactions (going infinite, for example). Probably not, but it's worth scanning your cards for such an effect.
- Coming darkness - the non-merciless cost seems high. The merciless cost seems correct though. It is an instant though... Not sure.
- Duel of wills - pretty cool design. I wonder if this might end up creating some really punishing early plays, however. Anyway, I like the strategy of it and the flavor is perfect.
- Fell beast - Should be fellbeast, one word, I think. Missing "until end of turn"
- Inside information - this seems like unusually strong card advantage for 2cmc at common, even ignoring the loss of life two turns later. If you can flicker this enchantment or return it to your hand, you could easily create a situation where you are unlikely to lose, and for just one black it's easy to splash this in many decks. At the same time, 2B seems a bit expensive. Maybe it's ok as it is.
- Minas morgul - I think this card is too powerful. Sacrificing something useless on turn 2 or 3 in order to cast this for its merciless cost would be easy to do. Then your army of orc tokens or whatever could steamroll the opponent and lock them out of the game. You have quite a few unblockable creatures and effects that would synergize with this card, so I'd be pretty scared if someone dropped this on me.
- Overbear - I'm not entirely sure if mudborn would trigger the way you want it to for cards like this (and others). I have a feeling that the creature token would appear at the same time the spell resolves, meaning that the token won't boost the desired effect. I could be wrong.
- Patrol the marsh - Did you intend for this card to include ALL attacking creatures, or just creatures that attack you. Not that you would want to use this on your own creatures anyway, but in a multiplayer game the difference could be important.
- Ring-wraith - whenever instead of when.
- Shelob - strong ability, but a weak card otherwise. It wouldn't be unreasonable for her to cost 1BB or even 2B as a legendary, even at uncommon.
- Witch-king - kinda seems like he should have indestructible, seeing as how "no man can kill him". Eowyn's ability would still render him killable too. Might make him too strong otherwise though.
- Blasting fire - huge difference between the merciless and non-merciless costs. Either increase the merciless cost or decrease the regular cost, I suggest.
- Counsellor of thorin - His tap ability is really weak for a rare. I would eliminate the need to tap a second creature since you're already sacrificing his ability to attack and block.
- Desperate charge - two small errors on this one: creatures you control get... creatures your opponents control gain
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 27, 2021 1:25:22 GMT
- Fellow of thorin - costs 1 less... target creature can't block this turn
- Gimli - doesn't really seem like a berserker to me. Seems overcosted for what will almost always be a 2/2 or 3/3 when he comes into play.
- Goblin horde - I still think the merciless cost on this one is too strong.
- Man of gondor - I think the current rules wording should be: Man of Gondor has menace as long as its power is 3 or greater. Same thing for his reliance wording, which is missing a period by the way.
- Raging Wargs - just personal preference, but I prefer Set Fire as opposed to Set on Fire.
- Roast mutton - Looks too strong. Getting a 4/3 for 2cmc is very good in any situation. The fact that you're going to lose it in two turns is mostly irrelevant. At 2R I think it's a more reasonable rate.
- Smaug - he doesn't seem very hasty to me. I think he's got good value without the haste. You could always reduce his cost to 2RRR or 3RR to make up for the difference. Also, target opponent creates three Treasure tokens. As a side note, sometimes you are including the reminder text for Treasures, and sometimes you aren't. That's fine, but on a wordy card like Smaug, best not to include it I'd say.
- Stone giant - Reach usually doesn't add much to the cost of a card, so a 3/3 for 5 seems pretty bad. Even for 4cmc this isn't great, but acceptable for a common.
- A short rest - Create a Food token. Until end of turn, up to two artifacts you control gain... Also, this seems expensive for what you're getting. There are at least two existing cards that get you a food token for 1cmc, so there's precedent for that.
- Beechbone - draw a card for each creature you control with power 4 or greater.
- Elven cloak - equipped creature gets +1/+0 and has hexproof.
- Fertile plot - just curious if this is meant to produce two mana of any color or two mana of any ONE color?
- Gather the fellowship - this card is confusing to play. Suppose you have 3 creatures in your fellowship. You want to tutor for creatures that cost 4cmc, but because of the cost reduction you only need to pay 1GG. That's assuming it works as intended. I'm not certain that it does. If X is the cost you pay, regardless of the cost reduction, the example I just gave would only allow you to tutor for a 1cmc creature of each type, which kind of puts the cards effects at odds with each other. It's still a very strong card even without the cost reduction effect.
- Legolas - pretty expensive here, even with the potential for cost reduction. You would need to cast him for 2G to be on curve, which means you need two creatures in your fellowship already. Maybe that's realistic, but I'd need to test it to see.
- Mirkwood apparition - I'm not seeing the utility here. Why would you want your opponent to block this thing?
- Radagast the brown - nice synergy with goblin horde! For 4cmc you get a 2/2 and three 1/1s, plus you'd draw FOUR cards. That's nuts. A quick fix would be to reword his second ability to: Whenever one or more creatures with power 1 or less enter the battlefield under your control, draw a card. That stops abuse from cards and effects that generate multiple tokens.
- Rohirrim lookout - Overcosted. Should be 2G.
- Sandyman - Potentially very powerful. Shouldn't whiff very often if you have the proper number of lands. I would consider eliminating the potential for doubling or tripling up on the effect though. Maybe: then create a Food token if a land was put into your graveyard this way.
- silvan elves - power and toughness are each equal
- skinbark - flavor bar is off
- prancing pony - Capitalize Adventure. I think the last bit should read: to cast Elf, Dwarf, Hobbit, or Human spells.
- War oliphants - very situational adventure. I can't imagine that comes up very often in a game. Destroy target token would be reasonable since you have a ton of foods and treasures that could be blown up, and none of those can tap without being sacrificed otherwise.
I'll do a seperate post for fortresses later. I meant to give you some options to consider for those a while back but never got around to it.
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 27, 2021 2:49:35 GMT
- Bard - You can use the card's name for the second effect by dropping everything after the comma. WotC sometimes does this too. T, Remove an arrow counter from Bard: Exile target attacking creature.
- Beorn - Not sure why you don't name the transformed card Beorn, Scourge of Orcs. Also, the transformed version isn't that much of an improvement, especially considering it costs you 7 mana to get him to bear mode. I would expect at least a 4/4 for that amount, possibly more.
- Bilbo - how many legendary artifacts with cmc <2 are in your set? I understand the flavor, but it doesn't matter much if you can never use his adventure. Capitalize Treasure.
- Denethor - You don't need a comma after "sacrificed creature's power". If you want, you can use a period instead. The secondary ability is confusing because it sounds like the target creature and not the sacrificed one. Here is the full wording I would use: Sacrifice a creature: Denethor deals damage to any target equal to the sacrificed creature's power and you gain that much life. If the sacrificed creature was legendary, double that damage you gain twice as much life instead.
- Eomer - I think it should read: for the first time each turn. If you don't want it to trigger on opponent's turns, you can make it: for the first time during your turn.
- Gandalf - Minor detail, but it looks better if the planeswalker text is all the same size.
- King of the oathbreakers - should be creature tokens, not token creatures. Other creatures you control get.
- Merry - a 2/1 for 1 with no downside is already good, but he could be as much as a 2/4. That's too much. He's still decent at 1W.
- Mouth of sauron - I would hate to play against this card! Are there any repeatable sac outlets in your deck? If so, you can lock your opponent out of the game easily as long as you control more permanents.
- Pippin - properly costed. Merry should be the same for consistency.
- Saruman - Missing comma after "enters the battlefield". Also, Saruman and the other wizards are not actually humans. Depends how much that matters to you.
- Spies of isengard - Cost could probably be reduced to UB and still be balanced.
- Battle of pelennor fields - Creatures you control get.
- The durin's bane - Can't it just be Durin's Bane?
- Eye of sauron - cool!
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 27, 2021 4:03:04 GMT
Not sure how much useful feedback I can give you on the sagas, since I know how hard they are to balance and test, but I'll try. - Fellowship - I think the cost could easily be 2cmc instead of 3. You already have another card that generates two 1/1s per turn at 3cmc, and this is mythic.
- Return of the king - You become the monarch is a clever payoff, but does it actually do anything?
- Silmarillion - without paying their mana costs. Return all nonartifact permanents to their owners' hands. Wow this is a powerful card. I think you might need to increase the cost to 7cmc.
- Two towers - I'd say too expensive for the initial cost. 3cmc is ok, but not 4.
- There and back again - Search your library for a Mountain card and put it onto the battlefield, then shuffle your library. As a player, it sucks to have the final chapter of a saga be something negative, but if it accomplishes the flavor you're looking for, there's nothing wrong with it otherwise.
- The grey havens - I'd say too expensive. Growth spiral did this for 1 mana less and drew you a card as well. I don't totally understand the payoff here. I assume you can only play one land as usual. Also, you probably don't want people dropping cavern of souls and the like as it will mess with the balance of your LOTR experience.
- Ride of the rohirrim - Also seems expensive. WG seems more reasonable.
- The taming of smeagol - Very strong. I would consider making it: gain control of target creature with converted mana cost 2 or less (so that it includes smeagol). This prevents players from taking control of some huge beater that could swing the game unfairly, especially since it will be unblockable. Lastly, the final effect of the card won't apply to the creature you've stolen as the enchantment will be destroyed. Just something to keep in mind.
- Leaf of lorien - costs 1 less to cast.
- Narsil that was broken - Pretty expensive initial cost for a relatively weak equipment. All told you are going to pay 7 mana to exile a nonland permanent, probably over two or three turns. After that being able to repeatably exile a permanent for 4cmc every turn is very strong, however. If I was going to rebalance this card, I would probably make the casting cost 2, the equip cost 2, and the activated ability maybe 3 or 4. Note that the text should say: activate this ability only if narsil that was broken is attached to a creature.
- Palantir of orthanc - Each player reveals the top card of their library. The player that reveals the card with the highest converted mana cost among cards revealed this way draws a card and loses 1 life. If two players are tied, blah blah blah. < You need to decide what happens if there is a tie here.
- Sting - Equipped creature has vigilance as long as an opponent controls a Goblin or Orc creature.
- The one ring - I feel like there is a way to simplify the text so that you don't have to say until end of turn twice, but I can't come up with it. Maybe what you have is best for now.
- Fangorn forest - I like the uncommon land cycle, but this is the only one that doesn't become sacrificed for the effect. It also needs to add haste to the creature, and should cost one less (since you can't use this land as part of the casting cost, you really need 5 lands to activate it).
Ok I made it! Hopefully that gives you some assistance in touching up your cards. Overall the set looks great and I think I'd like to print and play it when you're satisfied that it's done. Thanks for sharing!
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 27, 2021 9:09:10 GMT
First of all, thank you a lot for your revision. Well, I needed to spread fellowship keyword all over, to make things work. As you said, this represent him helping out the fellowship during its journey. Your suggestion on reach is because he has an arc in the pic? I'm not that sure... Remove+draw is a strong effect, and I found that 5cmc seems appropriate: see Bright Reprisal which is weaker on the removal part but stronger on the draw part. Fellowship is mostly present on Green and White. But if you are going deep on drafting, you can also splash blue, to get the most powerful common. At least this is how intended it. I found that "whenever" on sorceries and instant is not commonly used (infact it means that a trigger ability is involved, which is not really the case). Altough you can find it sometimes ( Back//Call) I'm pretty sure the effects are done in the order in which they appear Sorry, I don't get why This is definitely something I need to figure out. Since Kuldotha Rebirth is a thing, I'm not sure the cost is to high. I could definetely be wrong! Classic lure[/lure] effect to make other creatures you control deal direct damage I tested it as a 2cmc with vigilance and it seems a little underpowered. So I tried as 1cmc without Vigilance. A 2/3 for 1 is not absurd if you think at cards as Kird ape or Wild nacatlThey weren't humans since three or four weeks ago But then I figure out that having Gandalf as Human is flavourful for the Fellowship interactions. An having them as only "Wizard" seems strange Giving that we are in the "merciless" colors, I like it. One can find a way to sacrifice it before the last effect kicks it. I have to say that I'm not 100% sure to include this cycle of mythic sagas in the final set.. maybe just as "bonus cards" I'm not sure, all things considered you can attack with the creature only once, so it's not super broken.. Anyway for falvor reason and for safety Im going to change it (maybe cmc <= 2 is too low though)
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 28, 2021 6:34:59 GMT
Here are five possibilities I was messing around with as an alternative to planeswalker fortresses. drive.google.com/drive/folders/1clif0V2GS1xgqo0fcsNlN5O5abnfzi5p?usp=sharingObviously they aren't perfect, and there's no doubt that it's a complicated thing to get right. I definitely like the idea of it and could see Wizards doing something along these lines at some point. In many ways they are much like an artifact in function (like a vehicle I guess), but land-like in terms of flavor. I played around with the idea of them preventing all damage dealt to you, but it just added too many lines of text on an already packed card. Some of the costs would need to be adjusted, depending on which path you take, but that's a job for playtesting. Anyway, have a look.
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galva94
2/2 Zombie
Posts: 123
Favorite Card: Cryptic Command
Favorite Set: Kamigawa
Color Alignment: Blue, Green
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Post by galva94 on Jan 28, 2021 17:48:38 GMT
Of the five implementations, the ones I like the most are the first (the creature) and the last (the fortification). The land feels weird: probably a land with all these abilities is too hard to balance. The aura feels too convoluted, and the artifact not that unique. The creature as it is has a problem: introducing "fortress" as a new creature type is problematic (think about changelings, which probably would inherit the italic text). The solution can simply be make it an artifact creature, where now Fortress is an artifact type and not a creature type. The idea I'm working on now is the following The indestructible keyword is both a bless and a curse: a bless because you can't simply use your Murder to kill a fortress (which is not that flavorful); a curse because you now have to avoid static abilities on this, or the risk is that one can sit behind its indestructible creature and never use it to block. This version is basically a Regrowth with a Fog incorporated.
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jverse
3/3 Beast
Posts: 195
Favorite Card: Animar, Soul of Elements
Favorite Set: Shadowmoor
Color Alignment: Blue, Red, Green
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Post by jverse on Jan 29, 2021 1:25:55 GMT
It's a little odd to give it 2 power, but I guess that could represent the inhabitants defending it? After I started making designs for the fortresses, I started to wonder if they could work kind of like vehicles (with a crew ability), but powered by your lands. In order to block with them or activate an ability, you would tap some number of lands. Just a random thought. You probably don't need more mechanics to figure out at this point :S
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