jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 12, 2018 3:38:08 GMT
I'm going to try to upload one card a day, until my set is fully posted. Please, let me know what you all think.
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 12, 2018 14:12:17 GMT
Well, I’m also going through and adding new artwork, with the artist notation, which I didn’t have before.
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kinotherapy
6/6 Wurm
stupid kor i just fell out of the floor
Posts: 322
Favorite Card: Ruthless Raider
Favorite Set: Rising Tides
Color Alignment: Blue, Black, Red
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Post by kinotherapy on Jun 12, 2018 16:14:33 GMT
What kind of set are we talking about here? How many cards? If it's a full cohesive set you could try checking out the other threads in the Starting Projects section (and some finishes ones from the Showcase) and start spoiling cards from it. Either way, you can post several cards at a time for evaluation, perhaps a bunch of cards with the same mechanic or something - renders aren't strictly necessary for feedback. The first card you posted in particular is quite strange without any context of what the set is about or what else is going on in it.
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 12, 2018 18:53:51 GMT
Ok, so, with the above comments, I guess I will just post more then just one card a day. Here are my White Cards.
Angelic Sharpshooter 3W Creature — Angel Sniper :uncommon: Flying, Vigilance T: Angelic Sharpshooter deals 2 damage to target creature with flying. 3/3
Din Ezl, Ascendent Angel 2WW Planeswalker — Lindze :mythic: Starting Loyalty: 3 +1: Choose a creature type. Until end of turn, Creature spells of the chosen type you cast cost 2 less to cast. -2: Choose a creature type. All creatures of the chosen type gain +2/+2, Vigilance, and First Strike until the end of turn. -4: Gain 4 life for each creature on the Battlefield.
Embrace of Light 1W Enchantment — Aura :uncommon: Enchant Creature Level up W (+1/+1) [LEVEL 1-3]: Absorb 1 (+2/+2) [LEVEL 4+]: Absorb 2 (+3/+3)
Entwined Peddler W Creature — Human Spellshaper :common: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) W, T, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage. 1/1
Gift from the Ancestors W Instant :common: Gain 4 life. Storm
Gosei, Spirit of Wisdom 3WW Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Flying, First Strike, Trample, Haste, Shroud, Lifelink, Vigilance, Deathtouch. Remove an ability from Gosei, Spirit of Wisdom until the end of turn. All creatures in play lose the same ability until the end of turn. At the beginning of your upkeep, if Gosei, Spirit of Wisdom is in your graveyard, choose an ability on Gosei, Spirit of Wisdom. Creatures you control gain that ability until your next upkeep. 0/2
Iaijutsu Apprentice 1W Creature — Human Samurai :uncommon: Exalted Vigilance 1/3
Iaijutsu Master 2WW Creature — Human Samurai :rare: Exalted, Exalted First Strike 2/3
Iaijutsu Student W Creature — Human Samurai :common: Haste Exalted 0/1
Imperial Tiger 1WWW Creature — Cat Spirit :rare: Vigilance, Protection from Blue Imperial Tiger gains +2/+2 as long as you control a Legendary permanent. 3/2
Jasmin, Golden Angel WWW Legendary Creature — Angel :rare: Flying, Shroud Jasmin, Golden Angel gains +X/+X, where X is the number of Enchantments you control. T: Search your library for an Enchantment with converted mana cost equal to or less then Jasmin, Golden Angel’s power, place it onto the Battlefield, and shuffle your library. 0/1
Lassandra, Ally Recruiter 1W Legendary Creature — Human Ally :uncommon: 2: Place a 1/1 artifact Ally token onto the Battlefield. 1/1
Light Elemental 2W Creature — Elemental :uncommon: Flying Kicker 1W If Light Elemental’s kicker cost was paid, destroy all black creatures. They cannot be regenerated. 2/3
Living Mirth 2W Sorcery :rare: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Target opponent reveals a card at random from his or her hand. You gain life equal to that card’s converted mana cost.
Living Salve W Instant :common: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature or player this turn.
Lost Innocent W Creature — Human :common: Whenever Lost Innocent or another creature goes to a graveyard from play, gain 2 life. 1/1
Love Elemental 2W Creature — Emotional :uncommon: Vigilance W, T: Love Elemental deals no damage this turn. Gain life equal to Love Elemental’s power. Play this ability only if Love Elemental is attacking or blocking. 2/2
Pearl Stalker 2W Creature — Nemesis Scout :uncommon: Pearl Stalker has power and toughness equal to the number of white permanents you control. Red Creatures get -1/-1. */*
Pearl Titan 2W Creature — Nemesis :rare: First Strike Kicker Lose 3 life If Pearl Titan’s kicker cost was paid, Pearl Titan gains +2/+2, Lifelink, and “If Pearl Titan is targeted by a Black Spell or Ability, Exile Pearl Titan.” 2/2
Prophesised Demonslayer WW Creature — Human :common: Protection from Demons WW, T: Destroy target Demon. 3/3
Ranger Scout 2W Creature — Human Scout :uncommon: Islandwalk, Swampwalk 2/2
Rapture 2WWW Sorcery :rare: Chose one — Exile all graveyards; or Exile all creatures. Entwine 1W
Resilient Spirit W Creature — Spirit :uncommon: Whenever Resilient Spirit dies, return Resilient Spirit to the battlefield from the Graveyard under it’s owners control at end of turn. 1/1
Restless Protector 3W Creature — Human Knight :uncommon: Resurgence (When this creature dies, do the following.) — Put a 1/4 White Angel token with Flying and Lifelink onto the Battlefield. 1/3
River Angel 1WW Creature — Angel :common: Flying, Protection from Blue 2/2
Sadness of Immortality 3WW Enchantment :uncommon: When Sadness of Immortality comes into play, give all creatures in play a Defender counter. Creatures with a Defender counter are Indestructible and cannot attack.
Seigi, Spirit of Justice 2WW Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Flying, Flash Whenever a source deals damage, Seigi, Spirit of Justice deals that much damage to that source’s controller. Resurgence (When this creature dies, do the following.) — If your opponent controls more creatures than you, they must sacrifice creatures until they control the same number of creatures as you. 2/2
Sky Flyer W Creature — Bird :common: Flying Whenever Sky Flyer is dealt combat damage, it controller gains 1 life. 1/1
Sun Elemental 2WW Creature — Elemental :uncommon: Flying, Protection from Black. 2/4
Valley Tribesmen W Creature — Human Scout :common: Plainswalk Valley Tribesmen gets +1/+1 as long as you control a Plains. 1/1
Venegeful Knight 3W Creature — Human Knight :uncommon: Resurgence (When this creature dies, do the following.) — Gain X life, where X equals the Power of Venegeful Knight. 2/2
Wrathorgeddon 3WW Sorcery :rare: Chose one — Destroy all creatures. They cannot be regenerated; or Destroy all lands. They cannot be regenerated. Entwine 2W
Zenith Angel 4W Creature — Angel :uncommon: Flying. All creatures you control gain Protection from White. If white is the most common color among all Permanents in play, Zenith Angel gains +2/+2. “An angel, blinding as the zenith...” 3/3
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 13, 2018 23:45:18 GMT
With yesterday getting all my White cards, today, we're getting Blue.
Amphibious Nomad 2U Creature — Merfolk :uncommon: Swampwalk, Mountainwalk 2/2
Broken Record 1UU Instant :uncommon: Counter target spell. When an opponent plays a spell with the same name as the countered spell, return this card from your graveyard to your hand.
Bubble Elemental U Creature — Elemental :common: Can only be blocked by creatures with flying. At the end of turn, sacrifice Bubble Elemental if it attacked or blocked. 2/4
Crystal Gazing XU Sorcery :common: Scry X Fateseal X
Ekitai, Ancient Shapeshifter U Legendary Creature — Shapeshifter :mythic: Changeling 1: Ekitai, Ancient Shapeshifter gains the Keyword ability of your choice until the end of the turn. 1/1
Entwined Squadron U Creature — Faerie :common: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Kicker 3U If Entwined Squadron was kicked, it enters the battlefield with two +1/+1 counters on it and with flying. 1/1
Ghost Bubbles U Instant :common: Chose one — Target creature gains Flying until the end of the turn; or Target creature gains Shroud until the end of the turn. Entwine 1U
Girighet, Spirit of Greed 2UUU Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Creatures you control gain “T: Draw up to X cards, where X equals this creature’s power. Then, discard cards equal to its toughness.” When Girighet, Spirit of Greed is in your graveyard, whenever a player would draw cards for any reason other then their draw phase or a spell or ability you control, you may draw those cards instead. 1/3
Glimpse into the Future 1U Instant :common: Scry 5
Hectic Counter UU Instant :uncommon: As an additional cost to play Hectic Counter, discard a card at random. Counter target spell.
Imperial Dragon 3UU Creature — Dragon Spirit :rare: Flying, Protection from White Imperial Dragon gains +2/+2 as long as you control a Legendary permanent. 2/3
Infected Dreams 1U Instant :common: Exile the top card of an opponent’s library. Storm
Joy Elemental 2U Creature — Emotional :uncommon: Flying When Joy Elemental enters the Battlefield, choose a color. When Joy Elemental deals combat damage to a player, draw up to X cards, where X is equal to the number of permanents you control of the chosen color. 1/1
Kinshu, Spirit of Temperance UUUU Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Spells and Activated Abilities played by an opponent cost 2 more. While Kinshu, Spirit of Temperance is in your graveyard, whenever a creature is put onto the Battlefield, it’s controller taps a creature of their choice. 1/2
Knowledge of Self 2U Enchantment — Aura :common: Knowledge of Self is colorless. Enchant Creature. Enchanted creature gains Protection from the Colors in its casting cost.
Living Mischief 2U Sorcery :rare: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Target opponent reveals a card at random from his or her hand. If it’s an instant or sorcery card, exile it. You may cast it without paying its mana cost for as long as it remains exiled. (If it has X in its mana cost, X is 0.) At the beginning of the next end step, if you haven’t cast it, return it to its owner’s hand.
Living Recall U Sorcery :rare: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Each player draws three cards.
Looter’s Embrace 2UU Enchantment — Aura :common: Enchant Creature Enchanted creature gains +2/+2 and “T: Draw a card.”
Mystical Knowledge UU Enchantment :uncommon: All creatures gain “Resurgence (When this creature dies, do the following.) — Draw a card.”
Random Chimera 2UU Creature — Shapeshifter :rare: When this creature is played, reveal cards from the top of your library until you reveal three creatures. Random Chimera has power equal to the converted mana cost of the first creature, toughness equal to the converted mana cost of the second creature, and all abilities of the third. */*
Restless Hypnotist 3U Creature — Human Wizard :uncommon: Resurgence (When this creature dies, do the following.) — Put a 2/3 Blue Spirit token into the Battlefield, with the ability, “2U, T: Gain control of target creature until end of turn.” 1/2
Sapphire Stalker 2U Creature — Nemesis Scout :uncommon: Sapphire Stalker has power and toughness equal to the number of blue permanents you control. Green Creatures get -1/-1. */*
Sapphire Titan 2UU Creature — Nemesis :rare: Flying Kicker Discard 2 cards If the kicker is paid, Sapphire Titan gains +2/+2, “If Sapphire Titan deals combat damage, you may draw a card”, and “If Sapphire Titan is targeted by a Red Spell or Ability, Exile Sapphire Titan.” 2/2
Sorcerer's Circle 1U Enchantment :common: Whenever a player casts a spell, if it is the first spell cast by that player this turn, that player may draw a card.
Stiff Wind U Instant :common: All players put the top card of their library on the bottom of their library. Draw a card.
Tidal Spirit U Creature — Spirit Rogue :common: Islandwalk Tidal Spirit gets +1/+1 as long as you control a Island. 1/1
Twilight Angel 4U Creature — Angel :uncommon: Flying. All creatures you control gain Protection from Blue. If blue is the most common color among all Permanents in play, Twilight Angel gains +2/+2. “An Angel, brilliant as the Twilight...” 3/3
Vengeful Sorcerer 3U Creature — Human Wizard :uncommon: Resurgence (When this creature dies, do the following.) — Return X target permanents to their owners hands, where X equals the Power of Vengeful Sorcerer. 2/2
Wave Rider U Creature — Fish :common: Whenever Wave Rider is dealt combat damage, its controller draws a card then discards a card. 1/1
Wave’s Embrace 1U Enchantment — Aura :uncommon: Enchant Creature Level up U (+1/+1) [LEVEL 1-3]: Flying (+2/+2) [LEVEL 4+]: Flying When enchanted creature deals combat damage, draw a card. (+3/+3)
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kinotherapy
6/6 Wurm
stupid kor i just fell out of the floor
Posts: 322
Favorite Card: Ruthless Raider
Favorite Set: Rising Tides
Color Alignment: Blue, Black, Red
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Post by kinotherapy on Jun 14, 2018 0:40:57 GMT
I dunno where to begin with individual cards so I'll just talk about the cards in general. For posting them you can use syntax like this: which gives I'm not really seeing any particular themes to the set, I guess these weren't designed with Limited in mind? A lot of the mechanics used have been long abandoned, like ____walk, shroud, and to some extent protection against color (at least in excess as it appears to be here) so I wouldn't recommend overuse of them. There are also far more mechanics than a usual set would contain, though I guess that's fine if it's just a folder of cards. For the custom mechanics: Living Spell: Getting a free X/X with whatever X mana spell you're casting is really good and not something you should tack on lightly. On commons the spell could be literally blank and it would already be too powerful, so you'd have to either tone back the size of the creature or massively reduce the power of the spells themselves and just forget about using the mechanic at common. It shouldn't happen on cast and it doesn't really make sense on creatures (it's a spell mechanic, right?) so how I would do it (and the other users would slay me for this, I'm sure) is something like "Then, put this spell facedown on the battlefield with X +1/+1 counters on it, where X is its converted mana cost. It's a 0/0 colorless whatever creature." Just an idea, though. Individuality: I don't get this one at all, it's just Legendary with less fun (not to mention all the cards with Individuality are legendary anyway...?) Rather than have this as a keyword you should just reconsider what kind of effects you really want operating from the graveyard: these kind of effects are rare they can't be balanced by costs and because the opponent can't interact with them, as opposed to on the battlefield where are your opponent could actually deal with it. Resurgence: This ought to be pseudo, like threshold, e.g: " Resurgence — When ~ dies, create a 1/4 white Angel token with flying and lifelink." Though pseudo abilities are used to tie together common goals on cards, like threshold wants you to have a packed graveyard, chroma wants you to play lots of colors etc. Creatures dying isn't exactly something special and there's nothing that really cares about Resurgence in general, and it's not like the keyword saves any space so I'm not sure what's there for.
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Zuty
3/3 Beast
Return to Ravnica 2 Hype!
Posts: 172
Favorite Card: Serra Angel
Favorite Set: Future Sight
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Zuty on Jun 14, 2018 3:47:16 GMT
I'm not really seeing any particular themes to the set, I guess these weren't designed with Limited in mind? A lot of the mechanics used have been long abandoned, like ____walk, shroud, and to some extent protection against color While I agree to not overuse these abilities, I think they are good for restrictive purposes. For instance, a stronger than usual creature with Shroud because you can't voltron it up with auras and equipment or using landwalk in place of unblockable so you can make it slightly more powerful (ie. if a 1-drop 1/1 unblockable is okay, a 1-drop 2/1 or at least a 1/2 with landwalk should be acceptable). Living Spell is a neat idea, but it's way too powerful as it sits. Entwined Peddler is essentially two 1/1s for and Living Salve is Cathedral Sanctifier at instant speed that avoids spells like Essence Scatter. One idea I came up with was that the spell creates the creature token and when that token dies the spell triggers. But that ends up being pretty wordy ... You could have the spell act like Channel: Living Salve Instant Choose one — Target player gains 3 life; or prevent the next 3 damage that would be dealt to any target this turn. Living Spell — , Discard ~: Create a 1/1 colorless Spell Beast creature token. You gain 1 life. Entwined Peddler Creature — Human Spellshaper , , Discard a card: The next time a source of your choice would deal damage to any target this turn, prevent that damage. Living Spell — , Discard ~: Create a 1/1 colorless Spell Beast creature token. The next time a source of your choice would deal damage to any target this turn, prevent that damage. 1/1
That's just my two cents. I like the idea of the spell coming to life and Bestow shows that it's possible to do it, but there need to be an extra cost. It can't just be a freebie on the card. I didn't go through each card here, but Living Recall is absolutely broken. Even at sorcery speed, it's an arguably better Ancestral Recall.
~Zuty
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 14, 2018 3:50:04 GMT
Yeah, the formatting. I used the Exporter from MSE itself for Forum Posting, and just copied/pasted from that. I was originally just going to post the cards, art and all, but figured this would be easier.
As for the cards... This set has been in the works for probably the better part of 10+ years, thus, the seemingly randomness of some of it, as well as the hodge podge of abilities and keywords.
My new keywords. Living Spell came about when Living Weapon was a thing. I tend to come up with a basic idea, and then sit down with a buddy to fine tune it. We both figured that, as just an x/x creature with no abilities, Living Spell would be fairly decent, as long as the spell or creature it was with wasn't too powerful. You'll notice that the two spells per color that have Living Spell as older spells with Living Spell added on. The common (or rare for the blue one) ones are the Alpha/Beta "1 for 3" spells (Healing Salve, Ancestral Recall, etc), while the rare ones are the Planeswalker's Spells from Planeshift. We left them at the original cost, and just added the Living Spell onto it. Our thoughts were that, the Planeswalker's Spells weren't too spectacular, and could use something added to them to give them a boost. The "1 for 3" spells, while good originally, and still fairly decent, were kinda... bland. Add getting a 1/1 creature doesn't make them amazing, just different.
Individuality is mostly a flavor kinda thing. In the setting I have in mind for my set, the creatures that have Individuality are literally the only one there is. Resurgence was going to be a big thing in my set, so they each had a Resurgence effect. Because of how powerful they were, and how amazing their Resurgence effects were, we wanted something like Legendary, but to the next level.
Resurgence could probably be done away with, in all honesty. When I first made the cards, there was no "When this creature dies,...". It was "When this creature is put into the graveyard from play/the battlefield,..." I think I've left it in just for the fact that it was the first keyword I came up with, so its just hard to get rid of.
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Zuty
3/3 Beast
Return to Ravnica 2 Hype!
Posts: 172
Favorite Card: Serra Angel
Favorite Set: Future Sight
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Zuty on Jun 14, 2018 8:04:52 GMT
I tend to come up with a basic idea, and then sit down with a buddy to fine tune it. We both figured that, as just an x/x creature with no abilities, Living Spell would be fairly decent, as long as the spell or creature it was with wasn't too powerful. You'll notice that the two spells per color that have Living Spell as older spells with Living Spell added on. The common (or rare for the blue one) ones are the Alpha/Beta "1 for 3" spells (Healing Salve, Ancestral Recall, etc), while the rare ones are the Planeswalker's Spells from Planeshift. We left them at the original cost, and just added the Living Spell onto it. Our thoughts were that, the Planeswalker's Spells weren't too spectacular, and could use something added to them to give them a boost. The "1 for 3" spells, while good originally, and still fairly decent, were kinda... bland. Add getting a 1/1 creature doesn't make them amazing, just different. Pretty much all of your Living Spell cards are just copy and pasted from the original card with Living Spell added to it. And while you might not see better versions of Faerie Squadron and Charm Peddler that enter alongside a 1/1, it's very powerful and frankly very bland and unoriginal. And the same goes for reprinting the Planeswalker's cycle from Planeshift at a MUCH cheaper cost that also enter with a 3/3.
~Zuty
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 14, 2018 11:57:43 GMT
I tend to come up with a basic idea, and then sit down with a buddy to fine tune it. We both figured that, as just an x/x creature with no abilities, Living Spell would be fairly decent, as long as the spell or creature it was with wasn't too powerful. You'll notice that the two spells per color that have Living Spell as older spells with Living Spell added on. The common (or rare for the blue one) ones are the Alpha/Beta "1 for 3" spells (Healing Salve, Ancestral Recall, etc), while the rare ones are the Planeswalker's Spells from Planeshift. We left them at the original cost, and just added the Living Spell onto it. Our thoughts were that, the Planeswalker's Spells weren't too spectacular, and could use something added to them to give them a boost. The "1 for 3" spells, while good originally, and still fairly decent, were kinda... bland. Add getting a 1/1 creature doesn't make them amazing, just different. Pretty much all of your Living Spell cards are just copy and pasted from the original card with Living Spell added to it. And while you might not see better versions of Faerie Squadron and Charm Peddler that enter alongside a 1/1, it's very powerful and frankly very bland and unoriginal. And the same goes for reprinting the Planeswalker's cycle from Planeshift at a MUCH cheaper cost that also enter with a 3/3.
~Zuty
I believe I even said that the Living Spell cards were old spells with LS added to it. I did not mention the Entwined creatures, as I realize they are fairly powerful, as getting two creatures for the price of one is pretty tight. However, I would like to point out that my Living Planeswalker spells are the same price as the originals, not a MUCH cheaper cost. At least locally, the originals were not played much, and my friend who is helping me (who plays in more tourney's and events then I do) said he didn't see many played back then, either. He agreed that, adding getting a creature along with the spell would make them more playable.
Now, don't get me wrong. I appreciate the feedback, and WILL take it into consideration. I just wanted to clear up what my thoughts were.
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 15, 2018 1:42:29 GMT
Next, my Black cards.
Angel of Midnight 4B Creature — Angel :uncommon: Flying. All creatures you control gain Protection from Black. If black is the most common color among all Permanents in play, Angel of Midnight gains +2/+2. “An Angel, beautiful as the midnight skies...” 3/3
Bog Skull B Creature — Skeleton Soldier :common: Swampwalk Bog Skull gets +1/+1 as long as you control a Swamp. 1/1
Cheating Darkness 2B Instant :common: Destroy target nonartifact, nonblack creature. That creature cannot be regenerated. Conspire
Creeping Darkness 1B Instant :uncommon: Destroy target Blue or Red creature.
Dark Tutor 1B Instant :rare: As an additional cost to play Dark Tutor, Exile a creature you control. Search your library for a card and put that card into your hand. Then shuffle your library.
Death Elemental 1BB Creature — Elemental :uncommon: Intimidate Whenever a creature goes to the graveyard from anywhere, you may put a +1/+1 counter on Death Elemental. “Death is as natural as a rushing river.” - Ymir 1/1
Death’s Embrace 1B Enchantment — Aura :uncommon: Enchant Creature Level up B (+1/+1) [LEVEL 1-3]: Intimidate (+2/+2) [LEVEL 4+]: Intimidate Sacrifice a creature, T: Destroy target non-black creature” (+3/+3)
Despair Elemental 2BB Creature — Emotional :uncommon: Flying When Despair Elemental enters the Battlefield, choose a color. Whenever Despair Elemental deals combat damage to a player, tap up to X target Permanents, where X is equal to the number of permanents you control of the chosen color. Those Permanents do not untap during their controllers next untap phase. 2/2
Distraught Angel 2B Creature — Angel :common: Flying Whenever Distraught Angel blocks or becomes blocked, target opponent loses 1 life. 2/2
Dreadweep, Disfigurer of the Masses 2BBB Legendary Creature — Vampire Necromancer :rare: Flying Resurgence (When this creature dies, do the following.) — Put two -1/-1 counters on any number of target creatures. 5/5
Entwined Rats B Creature — Rat :common: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Entwined Rats cannot be blocked by creatures with Defender. 1/1
Gorgon's Petrification 1B Enchantment — Aura :common: Enchant creature. Enchanted creature loses Vigilance and does not untap during it’s controller’s Untap step.
Jet Stalker 2B Creature — Nemesis Scout :uncommon: Jet Stalker has power and toughness equal to the number of black permanents you control. White Creatures get -1/-1. */*
Jet Titan 1BB Creature — Nemesis :rare: Intimidate Kicker Exile a creature you control If the kicker is paid, Jet Titan gains +2/+2, “B: Regenerate”, And “If Jet Titan is targeted by a Green Spell or Ability, Exile Jet Titan.” 2/2
Lat, Spirit of Sloth 2B Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Creatures do not untap during their controller’s untap phase. 1B: Destroy target creature that has dealt you damage this turn. Use this ability only if Lat, Spirit of Sloth is in your graveyard. 1/1
Living Ritual B Instant :common: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Each player adds BBB to their mana pool.
Living Scorn 2B Sorcery :rare: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Target opponent reveals a card at random from his or her hand. Target creature gets -X/-X until end of turn, where X is the revealed card’s converted mana cost.
Night Stalker 2B Creature — Zombie Hunter :uncommon: Mountainwalk, Forestwalk 2/2
Peelgood the Leperous 3BB Legendary Creature — Zombie Skeleton :mythic: Zombies and Skeletons you control have Undying, Intimidate, and Wither. Remove a counter from a permanent you control: Peelgood the Leperous gets +1/+1 until end of turn. BB, Exile a creature you control: Target Zombie or Skeleton doubles its power until the end of turn. 4/4
Pit Dweller B Creature — Imp :common: Whenever Pit Dweller is dealt combat damage, target creature gets -1/-1 until the end of the turn. 1/1
Restless Marauder 4B Creature — Human Necromancer :uncommon: Resurgence (When this creature dies, do the following.) — Put a 4/5 Black Vampire token with Flying, Haste, and “During your upkeep, Sacrifice a creature you control” onto the Battlefield. 2/3
Running Zombie B Creature — Zombie :common: Haste 1/1
Shadows of the Midnight Sun 1BB Sorcery :rare: Destroy all non-black creatures.
Tooth for a Tooth 1B Instant :uncommon: Search your opponent’s library for a nonland card and Exile it. Then, your opponent searches your library for a nonland card and Exiles it. Storm
Tortoise General 2BB Creature — Turtle Spirit :rare: Intimidate, Protection from Red B: Tortoise General gains Deathtouch until end of turn. 2/3
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Zuty
3/3 Beast
Return to Ravnica 2 Hype!
Posts: 172
Favorite Card: Serra Angel
Favorite Set: Future Sight
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Zuty on Jun 15, 2018 6:10:23 GMT
However, I would like to point out that my Living Planeswalker spells are the same price as the originals, not a MUCH cheaper cost.
The initial cost to play them may be the same, but that was just to cast it. The effect of the card is for a total investment of 7 mana (5 colorless and 2 colored). So yes, they are much cheaper. And while your cards may not be repeatable like the original enchantments, that's still something to take into account.
I like some of the cards you have here, Crystal Gazing made me happy in my pants, but without a clear theme it's hard to really figure out what's going on here. It kind of just seems like a hodgepodge of ideas with underlying spirit tones; so is this like a return to Kamigawa? I do see three Samurai cards on your list. You've certainly did more than I've ever done when it comes to creating a set, but it's a little jarring and sporadic in some places.
As for your cards...
Angel of Midnight. Pretty solid card. Colors giving protection from their own color is a neat concept, but I'm wondering why it would do this from a lore point of view. Cemetery Gate has protection from black, because it keeps the zombies from getting out. I also like how this is a reverse Djinn from Invasion card and probably how they should have been.
Bog Skull. I like this card A LOT, but even I know it's just too good. Either bump the cost to or have the bonus be changed to +1/+0 and rarity bumped to
Cheating Darkness. I like seeing Conspire again, and maybe that is where your sets theme lies: Color Matters. But why does it matter? I think this should be bumped up to but it's perfect otherwise.
Creeping Darkness. An instant speed Deathmark that hits the other two colors for more; love it! And again, it helps show that color matters for some reason. Why has suddenly turned their back on and which are commonly their allied colors? Could make for a neat story element.
Dark Tutor. Diabolic Intent is already such a great card, but I am torn that making it instant speed and exiling a creature instead of sacrificing it is too good. Hopefully a more seasoned designer here can chime in about this to either confirm or quash my fears. I do like it a lot, but part of me says that the reason I do like it is because it's too good.
Death Elemental. At first I read this like Scavenger Drake and thought it was fine, but then I saw you said "from anywhere" and now I'm not too sure ... It's a Vulturous Zombie with Fear Intimidate in mono- for less, and at ... Just seems a tad too good, but I could be wrong.
Death's Embrace. Level Up on auras is a brilliant idea. However, the wording needs to say "Enchanted creature has [KEYWORD] / gets [POW/TOU BONUS]". And for this card in particular, I think you need to adjust the levels and the bonuses they give because it seems like it's too high of a level. Maybe 1-2 and then 3+.
Despair Elemental. Mono- tapping things down isn't really something they do, but from a flavor standpoint I understand where you are going with this and believe it could work out fine. My issue is that you can end up tapping down A TON of stuff and keeping it locked down for ever; especially since this taps down
Distraught Angel. Not bad, probably needs to be but might be able to pass for because from what I can see Carrior Crow has the same body and enters tapped. Belbe's Percher has the same body, but can only block other fliers. Maybe make it to keep it otherwise, I think this needs to be
Dreadweep, Disfigurer of the Masses. I might just be stupid, but the wording for his Resurgence ability confuses me. I'm not sure if I get two -1/-1 counters to distribute among any number of creatures or if all creatures I pick get two -1/-1 counters. I'm hoping its the second one. I also know you like Resurgence because it was the first keyword you made, but it's kind of unneeded because it's just a "When this creature dies" trigger and that doesn't need to be keyworded.
Entwined Rats. Living Spell makes this just too good. Drop that and this card is card is a decent common slot.
Gorgon's Petrification. Interesting Vigilance hate. It should probably be worded like this: "Enchanted creature loses and cannot gain Vigilance. Enchanted creature doesn’t untap during its controller’s untap step."
Jet Stalker. It's Dread of Night on an ever growing body. Crowd of Cinders does the same thing and has an evasive ability and that's priced at , which is probably the least I'd price this card at too.
Jet Titan. The wording for this should be "If Jet Titan was kicked, it gets +2/+2, has " : Regenerate Jet Titan.", and "If Jet Titan becomes the target of a green spell or ability, exile it." Not sure why being targeted by exiles it, but that might be another story element.
Lat, Spirit of Sloth. Double Legend Individuality has been mentioned before by other members here and I stand with them on it, so I won't harp on your about that. I really feel like you have the abilities backwards on this; it should have the Avenging Arrow effect be active while it's on the field and the "Creatures don't untap" while it's in the graveyard. It's just too weak as it sits in my opinion.
Living Ritual. You made a better Dark Ritual. Don't do that.
Living Scorn. What I said earlier about the Planeswalker cycle stands for this card. It's a worse Induce Despair (and that's a common) that makes a 3/3. The homage is nice and all, but it's bland and unoriginal.
Night Stalker. Not bad, I think it should be though.
Peelgood the Leperous. Don't think I don't see what you're doing here; I main a Ghave EDH deck. You've essentially created a card that makes himself as well as all other Zombies and Skeletons immune to death while simultaneously making himself bigger. I can sacrifice my Zombies and Skeletons to cards like Carrion Feeder/Nantuko Husk, Ashnod's Altar/Phyrexian Altar, Ooze Garden/Shivan Harvest/Martyr's Cause and they don't go away while also making Peelgood grow. His exile ability just seems out of place too. The first part that tribals Zombies and Skeletons is great, but the rest of him needs to change.
Pit Dweller. Most of the time this is just Shambling Goblin, but I like that he can survive to do it again and again. Also, it's very important that you put the word "COMBAT" in there; otherwise this card would have been dangerous.
Restless Marauder. This should just simply say "When this dies, create a 4/5 Black Vampire creature token with flying, haste, and "During your upkeep, sacrifice a creature you control"." It's okay.
Running Zombie. A color shifted Raging Goblin ... Not sure how I feel about this. It's okay I guess.
Shadows of the Midnight Sun. Just no. Casting cost needs to be at least in my opinion following the logic of Mass Calcify.
Tooth for a Tooth. No Storm cards. Drop that and the card is solid; could even be dropped to and still be balanced because of the trade off.
Tortoise General. Interesting card. Probably a dollar bin rare, but it's not bad. For a turtle, it has pretty low toughness though. Again, why does this have protection from Red? It makes me wonder what story you are trying to tell. I like that it has it, don't get me wrong, I'm just curious about your reasoning.
~Zuty
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 15, 2018 13:32:50 GMT
Thank you for pointing out the activation cost of the Planeswalker spells. I had completely forgotten about that part of them.
As for the theme, yes, it is themed mostly about colors and their interactions. Some of the very first cards I came up with were the Nemesis Titans. The original idea, which I hope is still true, were that they were severely OVERcosted when not kicked, and severely UNDERcosted when they were kicked. However, when they were kicked, they would become so vulnerable to a specific color, that they don't even have to be effected by that color, just targeted.
You should also notice that there is a minor cycle theme in it as well. Quite a few cards were designed so that each color will have some variant of it. The Angels, the Living spells (which I will look into), the various Nemesis creatures, etc.
Creeping Darkness was done specifically to show Black as equal opportunity destroyer. Almost all black cards either destory all non-black creatures or target White/Green creature. With the focus on colors in this, I wanted something that specifically targeted black's allies as well.
The only other card you mentioned that I want to specifically comment on is Tortoise General. Its actually part of a cycle of creatures, each themed around the Four General Beasts from Chinese Mythology. The White Tiger (Imperial Tiger), the Azure Dragon, (Imperial Dragon), The Black Tortoise (Tortoise General), and the Vermillion Bird (yet to be seen on this list). The White Tiger and the Azure Dragon are opposite directions (West and East, respectively), so have protection from each other. The Black Tortoise and the Vermillion Bird likewise oppose each other (North and South, respectively), so they have protection from each other. There is a fifth creature, of my own creation (not part of the Four General Beasts), that is Green, but I will leave that for when we get to Green.
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 16, 2018 1:15:56 GMT
Time for Red. I've already gone in and removed Resurgence from my master file, but the copy I have for posting to the Forum is from before. Please ignore any reference of "Resurgence".
Anger Elemental 2R Creature — Emotional :uncommon: R, T: Tap target creature. It deals its power in damage to its controller. Play this ability only when you could play a Sorcery. 2/2
Atra, Spirit of Lust 3RR Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Haste Creatures you control gain, “Creatures blocked by this creature do not untap during their controller’s next untap phase.” When Atra, Spirit of Lust is in your graveyard, prevent all combat damage dealt to creatures. 3/3
Avian General 3R Creature — Bird Spirit :rare: Flying, Protection from Black R: Avian General gains +1/+0 until end of turn. 2/3
Blazing Fury 1RR Instant :uncommon: Until the end of the turn, red creatures gain +X/+0, where X equals their power.
Circle of Fire RR Instant :common: Circle of Fire deals 1 damage to target creature or player. Storm
Dawn Angel 4R Creature — Angel :uncommon: Flying. All creatures you control gain Protection from Red. If red is the most common color among all Permanents in play, Dawn Angel gains +2/+2. “An Angel, fiery as the Dawn...” 3/3
Dragon Fire 2R Tribal Instant — Dragon :common: Dragon Fire deals four damage target creature or two damage to target player.
Dragon Mistress 2R Creature — Human Wizard :common: T: Gain control of target Dragon. (This ability does not end at the end of the turn.) R: Dragon Mistress deals 1 damage to target creature or player. Use this ability only if you control a Dragon. 1/1
Dragon Summoner 1R Creature — Human Shaman :uncommon: Level up R (1/1) [LEVEL 2-4]: R: Dragon Summoner gets +1/+0 until the end of the turn. (3/3) [LEVEL 5+]: 4RR, T: Put a 5/5 Red Dragon token with Flying onto the Battlefield. (5/5)
Entrancing Tutor 2R Sorcery :uncommon: As an additional cost to play Entrancing Tutor, tap X creatures you control. Search your library for a card with converted Mana cost of X or less, where X is equal to the number of creatures tapped this way. Put it into your hand, then shuffle your library.
Entwined Goblin R Creature — Goblin :common: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Haste 1/1
Eternal Goblin 1R Creature — Goblin :uncommon: Undying Persist When Eternal Goblin dies, all players take 1 damage. 1/1
Fiery Immolation R Instant :common: Fiery Immolation deals 1 damage to target creature. That creature becomes red until end of turn.
Flame Render R Creature — Devil :common: Whenever Flame Render is dealt combat damage, it deals 1 point of damage to target creature or player. 1/1
Flame’s Embrace 1R Enchantment — Aura :uncommon: Enchant Creature Level up R (+1/+1) [LEVEL 1-3]: First Strike (+2/+2) [LEVEL 4+]: 1R: Target creature is unable to block this turn. (+3/+3)
Flaming Wings 1R Enchantment — Aura :common: Enchant Creature Enchanted Creature gains Flying and “R: Gains +1/+0 until end of the turn”.
Licking Flame 1R Instant :common: Licking Flame deals 2 damage to each creature that dealt damage this turn.
Living Bolt R Instant :common: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Living Bolt deals 3 damage to target creature or player.
Living Fury 2R Sorcery :rare: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Target opponent reveals a card at random from his or her hand. Living Fury deals damage equal to that card’s converted mana cost to that player.
The Mad Russian 3RR Planeswalker — Lance :mythic: Starting Loyalty: 3 +1: Deal 2 damage to all players. -2: Deal 2 damage to all creatures on the Battlefield. -7: Destroy all artifacts, creatures, and lands. They can’t be regenerated.
Restless Vagabond 3R Creature — Goblin Mercenary :uncommon: Resurgence (When this creature dies, do the following.) — Put a 3/3 Red Poltergeist token into the Battlefield, with the ability, “2R, Sacrifice this token: Destroy target land.” 2/2
Ruby Stalker 2R Creature — Nemesis Vampire :uncommon: Ruby Stalker has power and toughness equal to the number of red permanents you control. Blue Creatures get -1/-1. */*
Ruby Titan 2R Creature — Nemesis :rare: Haste Kicker Sacrifice a Land If the kicker is paid, Ruby Titan gains +2/+2, “1R, T: Target Creature cannot block this turn”, and “If Ruby Titan is targeted by a White Spell or Ability, Exile Ruby Titan.” 2/2
Summit Barbarian R Creature — Human Barbarian :common: Mountainwalk Summit Barbarian gets +1/+1 as long as you control a Mountain. 1/1
Thunderstrike XYR Instant :rare: Thunderstrike deals X damage to all creatures, and Y damage to all players.
Traveling Goblin 2R Creature — Goblin Merchant :uncommon: Forestwalk, Plainswalk 2/2
Venegeful Alchemist 3R Creature — Goblin Wizard :uncommon: Resurgence (When this creature dies, do the following.) — Deal X points of damage to target creature or player, where X equals the Power of Venegeful Alchemist. 2/2
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Post by Fleur on Jun 17, 2018 4:02:03 GMT
alright so have some feedback on the red cards: Anger Elemental: Very pushed and too swingy at uncommon, imo -- it's like a repeatable act of treason that can't be blocked. Not quite, but it'll often play like that, and it gets busted quickly since you don't need to give up card advantage. Maybe an actual Act of Treason spellshaper could be neat, though. Atra: The biggest problem here is the fact that this is not in color at all. Deeptapping creatures (freezing them) is blue, and preventing dealt damage is white. In addition, the haste is in opposition to the deeptap that wants you to block. Overall, I think you need to rework this card. Avian General: Fine. Protection from black is weird but as a cycle it's fine. Blazing Fury: Functions as "double damage dealt by creatures you control this turn". Should not be uncommon -- probably rare, because of how swingy it is. Circle of Fire: Grapeshot is broken and so is this. Maybe a spell threshold is better (deal 3 damage to a creature normally, but deal 3 damage to that creature's controller if you cast two or more other spells that turn). Dawn Angel: A global effect like this one shouldn't be at uncommon, especially one like this that'll create unfun game situations -- a red player will basically have no way to deal with this card. Dragon Fire: Weird, but I suppose functional. Dragon Mistress: Ew, narrow dragon hosing and strange dragon tribal. Overall not a fan -- try to limit the number of narrow hosers overall -- they create situations where either your opponent feels cheated or the player feels bad because they can't make use of x cool ability. Dragon Summoner: Cool! I like this one a lot. Entrancing Tutor: Break -- I don't think red gets any unconditional tutoring. Maybe something that exiles the top X equal to creatures tapped and allows you to play all cards exiled that way. Fiery Immolation: Underpowered -- I think this could do 2 damage and be fine. Most common burn is 2 to any target or 2 to creature. Flame Render: Neat. Flame's Embrace: Sure. I guess this works fairly well. Flaming Wings: Cool! That's a nice combination of effects. Living Flame: Sure. Feels weird for red to punish damagers but okay. Living Bolt: Busted in half. Consider recent precedent, like Lightning Strike. This is 1 less and comes with a creature, which makes it busted imo. I think that's one of the limitations of living spell -- you're gonna end up with extremely pushed stuff no matter what you do (Your other living card below has this problem, by the way). If I might make a suggestion: Living Spell <cost> (You may cast this spell for its living spell cost. If you do, create an X/X Elemental creature token as this resolves, where X is this spell's converted mana cost.) The Mad Russian: +1 could probably be one-sided. The whole PW could likely be 3R or 1RR if you wanted to keep the two-sided theme. Neat concept, and I like the coherent identity. Vagabond: Broken -- you're getting 2/2 that dies into a 3/3, which is solid, but having additional land destruction (a 4 mana effect) tagged on is too much. Maybe as a 3/2 that couldn't block that created a 2/2 it'd be a bit better at 3RR. Ruby Stalker: Ehhh. Not a fan of this second ability - red doesn't reduce power for one, but also more importantly that's just a lot of feel-bad for the other player, especially if you have multiples. Ruby Titan: Make it ETB with two +1/+1 counters instead of the static +2/+2. More importantly, taking out the white vulnerability clause would be good -- it's not worth it IMHO. Summit Barbarian: Very close to being an outright 3/2 for R which is too strong. The hoop of having mountain ain't big enough. Thunderstrike: Weird. I think this is fine. Traveling Goblin and Wandering Alchemist look a-okay. Observations: I think you should try consulting existing cards (ex: Kaladesh/Amonkhet/Dominara) more often, since the power levels on a lot of these is way out of whack. Best of luck in your future endeavors though.
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Zuty
3/3 Beast
Return to Ravnica 2 Hype!
Posts: 172
Favorite Card: Serra Angel
Favorite Set: Future Sight
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Zuty on Jun 18, 2018 5:40:42 GMT
Angelic Sharpshooter. A little strange to see with an anti-flying effect, which is more of a thing to do. Effects like Heavy Ballista and D'Avenant Archer are more appropriate, but I could maybe see it working. Otherwise, it's a decent card. Din Ezl, Ascendent Angel. I just have this feeling that the +1 ability will cause issues, but I could just be paranoid. The -2 should probably have it say "Creatures you control of the chosen type...". The -4 is a double Congregate that only hits you, which is pretty decent actually. My only suggestion would be maybe having the +1 ability create a creature token; looking at 'Elspeth, Knight-Errant' which has the same CMC it would be a 1/1. Embrace of Light. Pretty much my same observation for the previous Level Up Aura, except the Level Up cost is spot on. Entwined Peddler. It's just Charm Peddler that enters alongside a 1/1. Drop the Living Spell and either keep it as a reprint under a new name or change the effect in some way; maybe make it so that it does Pay No Heed instead. Gift from the Ancestors. Again, don't do Storm. While I think this might be mildly tame in comparison to other Storm cards, it's best to just avoid the mechanic all together. Gosei, Spirit of Wisdom. This is a neat concept, but once again Individuality makes it cumbersome. The way I'd make this would be... Probably not the cleanest way of wording it or even the most correct way without having to individually list each keyword every time, but it's a start.
Iaijutsu Student/Apprentice/Master. Great little cycle. Strange to see Samurai in a set that doesn't appear to have any Asian themes, but even stranger to see them without Bushido and instead Exalted. Either way, really like these cards a lot.
Imperial Tiger. Again, why protection from which is one of 's allies? Interested in hearing this story. For the price you're paying to drop this card, at least make him a 3/3. Great card though, would love this in EDH.
Jasmin, Golden Angel. Shroud is absolutely killing her; get rid of it. Also, look at Yavimaya Enchantress; only costs and one of her colors, isn't legendary, has a 2/2 body, and gets +1/+1 for EACH enchantment on the entire battlefield all at . Sure she can't tutor and fly, but as for what you should use as your baseline this is the card to look at.
Lassandra, Ally Recruiter. Now there is an Ally theme going on in this set? I'm getting confused ... Either way, a decent legend. Jade Mage is probably the closest comparison, so with that in mind I'd either make this a 2/2 or a 1/3. Otherwise, the card is fine.
Light Elemental. That kicker is too strong. Have it only hit a single target creature and you'll have a very solid card on your hands instead of something that is OP.
Living Mirth. See what I said about the last Planeswalker cycle card reprint.
Living Salve. I think I mentioned this card already. Living Spell is busted and dropping that just turns this into a reprint of Healing Salve under a different name. Not really original or interesting at all.
Lost Innocent. Gaining 2 life is too much for a one drop. Should really be gaining 1 life. This turns it into a reverse Soul Warden which is really awesome! This is a perfect example of paying homage to older cards instead of straight up reprinting them. Do more of THIS!
Love Elemental. This is Huatli's Snubhorn at with a paid for option to gain worse lifelink ... Yeah, this is a terrible card all around. Maybe completely rethink what this card should do, because I'm not sure where you were going with this.
Pearl Stalker. Pretty much what I said about the version of this.
Pearl Titan. Pretty much what I said about the version of this.
Prophesised Demonslayer. I don't know if this being is a mistake or not, but this should at least be as it sits with a 3/3 body for only but I could be wrong and maybe it belongs at . Either way, reference Undead Slayer for what this could look like.
Ranger Scout. Pretty much what I said about the version of this.
Rapture. This is either a worse Morningtide or a better Final Judgement. This card needs to be looked at again. Also, why is Entwine in this set all of a sudden? I see that you have it on this, another card, and a card; yet both your and cards are missing it completely. Even when Entwine was introduced in original Mirrodin block they had it on at least 4 cards for each color (2 , 2 , and 1 ). Try to stick to that, because I do love Entwine.
Resilient Spirit. It's a free Tenacious Dead that comes back at the end of turn ... So I guess because it comes back at the end of turn it's fine.
Restless Protector. Make it a 1/1 that dies to make a 3/3 flying and lifelink angel and I think it would look better. As it sits, it just seems weird to me. Probably just being too nit-picky.
River Angel. Again, why protection from I'd like to see what the story is here.
Sadness of Immortality. This would be written as "When ~ enters the battlefield, put a Defender counter on each creature. Creatures with a Defender counter on them are Indestructible and have Defender." I'm not sure if is the place for this, however I don't think upping the rarity is a good home for it either. I guess it's fine as it sits other than the wording.
Seigi, Spirit of Justice. Again, drop Individuality. Resurgence shouldn't be a keyword. This pretty much turns into "Balance but only the creature portion and Eye for an Eye but you still take the damage." Both really annoying on something that flashes in and can just block a massive threat. I think it's just a tad too good.
Sky Flyer. See Goldenglow Moth.
Sun Elemental. Solid card.
Valley Tribesmen. It should be "Tribesman" but now I'm just being a grammar Nazi. Also, see what I said about the version of this card cycle.
Venegeful Knight. Vengeful* is the correct spelling. Kind of a boring card maybe make it a 3/3, again Resurgence doesn't need to be a keyword.
Wrathorgeddon. Not sure if you meant "Wrathmageddon" ((Wrath + Armageddon)). I think this is a little bit better than Rapture but you've combined Armageddon and Wrath of God for which I guess is fine compared to Obliterate.
Zenith Angel. Pretty much what I said about the version of this.
Amphibious Nomad. Pretty much what I said about the version of this.
Broken Record. I'm not sure if something like this could work, but I could be wrong.
Bubble Elemental. I like it. No problems here.
Crystal Gazing. As much as I love this card, I do have to say it needs to be . That being said, this is my favorite card in the set.
Ekitai, Ancient Shapeshifter. Not sure if this ability would work either. You'd probably have to list out individually each keyword.
Entwined Squadron. I think I've made my point with this card already.
Ghost Bubbles. Avoid Shroud. The card is otherwise good, just need to find either a keyword replacement for the Shroud portion or have it do something else.
Glimpse into the Future. Mystic Speculation is one of my all time favorite cards so I really, REALLY like this ... but just like Crystal Gazing this needs to be .
Hectic Counter. Solid card.
Imperial Dragon. Same thing I said for Imperial Tiger but why is this casting cost so radically different than the tiger? It's too high on this card.
Infected Dreams. Again, avoid Storm. Brain Freeze is plenty ridiculous as is.
Joy Elemental. WAY too good. You could end up drawing a ton of cards. Maybe have it Scry X, even then it's still really strong, but it's not an Overflowing Insight or better on each hit.
Kinshu, Spirit of Temperance. Kind of a weak card all around. It's like a psudo-Orb of Dreams that only hits creatures and they can pick which creatures tap ... The first ability is okay, it's just a one sided Suppression Field combined with two Sphere of Resistances. I guess it's partially something does, but it seems more like an Azorius thing.
Living Mischief. See my other comments about the Planeswalker cycle reprints.
Living Recall. Just no.
Looter's Embrace. Compared to Ocular Halo and Oracle's Insight, I don't think this should give +2/+2, maybe just +1/+1 but everything else is fine.
Mystical Knowledge. This is just Fecundity in mono- and that's a damn good card. Maybe rethink what this card does, especially since the name doesn't seem very fitting.
Random Chimera. I think this card would be worded like so...
I really like it, causes a lot of memory issues though especially since it's three cards and none of them are exiled by this card to help remind you later on. Also, what do you do after the creatures are revealed? Are they shuffled in randomly, returned to the bottom of the deck, discarded, exiled, put into your hand? I like the concept, but it might just be a little too much.
Restless Hypnotist. I don't understand why it needs to start off as a vanilla 1/2 before your investment pays off. And even when it does it's a little weak (since it doesn't untap the creature you gain control of) but this card should also not be at . Not really sure where you were going with this card here ...
Sapphire Stalker. Pretty much what I said about the card in this cycle.
Sapphire Titan. Pretty much what I said about the card in this cycle.
Sorcerer's Circle. I think this should be at but other than that it looks fine.
Stiff Wind. This could easily be a Thought Scour/Mental Note that hits everyone for one card. I don't know why there is this sudden "top tuck" effect showing up.
Tidal Spirit. Same thing I said about the card in this cycle.
Twilight Angel. Same thing I said about the card in this cycle.
Vengeful Sorcerer. Pretty much what I said about Vengeful Knight although this one I like more since bouncing two of anything is a lot better than gaining 2 life.
Wave Rider. Decent card, I like it. It's practically Salvage Drone, but if you can figure a way for it to live it turns into a neat little engine.
Wave's Embrace. Pretty much what I said about the card in this cycle, but the Level Up cost seems to be a lot better.
Whew, that was a lot ... Assume that Fleur and I share the same opinion for my review of the cards.
~Zuty
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 18, 2018 19:26:54 GMT
Ok, here are my responses to some questions or comments on the above critiques. Keep in mind, I'm not trying to argue about them, just pointing out what the thought process was, or where our heads were at the time. Also, keep in mind that the most recent cards I added to this were probably from, at the very least, 5-6 years ago. With the Power Level changing in the game as rapidly as it does, what was overpowered when I made it might be average or (unlikely) under powered now. However, I am taking all of these suggestions into consideration. My most sincere thanks to everyone who has left a comment.
Jasmin, Golden Angel has Shroud specifically for its interaction with Ancestral Mask. I have a friend who runs what he calls the "Jurassic Park" deck. He uses Yavimaya Enchantress along with Ancestral Mask to make insanely huge creatures. I wanted something similar, but not as powerful as Enchantress. That's why Jasmin (named, btw, after the original picture I used for it, which was of German singer Jasmin Wagner, dressed as an angel) has shroud.
Lassandra, Ally Recruiter was created when Allies were a thing, and I just thought it was fun. There isn't an exact "ally" theme going, just the one card (unless you count Changling, which technically does come up later).
Light Elemental's kicker and CMC were set up so that, if you paid for both, it ended up costing MORE then Wrath, but only targeted one color of creatures. Yes, you get the creature as well, but that's at least where our thoughts came from.
River Angel was one of the times that I made the card from some artwork my friend found, and just seemed kinda fun. In Meta-, I guess she has Pro Blue because she was created from the rivers, so is not harmed by their power.
Valley Tribesmen is actually pluraled because the artwork is of multiple men, so I just pluraled the name.
Wrathorgeddon was done purposefully, as you have the choice of "Wrath" or "Geddon". :-)
No comments on Knowledge of Self? I always thought that was real techy... :-(
Looter's Embrace was actually modeled after the Urza's Saga cycle of cards like Gaea's Embrace. Each of them gave +2/+2 and an ability.
I always kinda thought Fecundity was out of color, as Blue is more of the Card Draw color. To be honest, I made the card just as a way to play with Resurgence (RIP), by giving a global effect. Card Draw was a simple choice, and it seemed to fit. <shrugs>
Stiff Wind was made almost as a joke among my friends. Whenever I am offered a deck for cut whilst playing, I generally just put the top card on the bottom, which we refer to as a "stiff wind". We thought it was funny as a card, and thus, it was made.
With Entrancing Tutor, we were trying to make something that felt like a fair Red tutor. The additional tapping of creatures for what you can search for, we thought, made things a bit more interesting.
Fiery Immolation was based off of Singe, which turned the creature Black. The thought was, instead of turning them black from all the burnt material, it turned them red while they were aflame.
Funny story, The Mad Russian is based off of a different friend's character from what they call the "1920's" campaign. He was a Russian explosives expert. When a zepplin was blown up, everyone looked at him. He responded, in my buddy's very bad Russian accent "It wasn't me."
Restless Vagabond's token's land destruction costs the same as Stone Rain, which is what the ability was based off of. So, you're paying 4 for a creature you have to wait for it to die, only to have to pay 3 and sac it to destroy one land.
Ruby Stalker's 2nd ability is the same as all of the Nemesis Stalker's. It reduces the PT of one of its enemies. The only difference between each what color Permanent determines its PT, and what enemy color it debuffs. Its all part of the cycle of cards. Check Pearl, Sapphire, or Jet Stalker above.
Again, Summit Barbarian is part of a cycle that all does the same thing. a 1/1 with its own landwalk, that gets a +1/+1 if you have that basic land in play. This is one of the few times that I was looking at this as part of MtG as a whole, and not just my own set. In Limited, this would be amazing, as you don't have TOO many non-basic lands, so its likely that you'd have, in this case, a Mountain. But, in other formats, where you have non-basic lands that are more plentiful, you're less likely to have one.
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Zuty
3/3 Beast
Return to Ravnica 2 Hype!
Posts: 172
Favorite Card: Serra Angel
Favorite Set: Future Sight
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Zuty on Jun 19, 2018 8:14:17 GMT
Without an ally theme, I don't see where Lassandra fits in for your set. Light Elemental is also and shouldn't be doing Wrath of God effects, even if it is for a single color. Look at cards like Desolation Giant; Root Greevil is the extent of a "destroy all [TYPE] of a specific color" So maybe boost this to a and it would be fine; although "can't be regenderated" as part of the effect might be a smidge too strong. I must have missed Knowledge of Self. Card should be worded as "Enchanted creature gains Protection from its colors" as seen on the card Earnest Fellowship. Should probably also be but it's a good card otherwise. Fecundity is in color because of how it triggers. follows the cycle of life, meaning that even from death comes life as the circle continues. As for Stiff Wind, I do that also. Still a weird effect.
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 19, 2018 23:13:41 GMT
Alright, time for the last single color section of my set, Green. There are still four more after this, believe it or not. Again, thanks to everyone who has been pointing things and giving suggestions.
Avund, Spirit of Envy 1GG Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) T, Tap target untapped creature you control: Add X mana of any one color to your mana pool, where X is the tapped creature’s converted mana cost. When Avund, Spirit of Envy is in your graveyard, players cannot attack with more then one creature a turn. 1/3
Dragon Mount 1G Instant :uncommon: Until end of turn target creature gains +2/+2 and Thorn (You may have this creature assign its combat damage as though it weren’t blocked.).
Eclipsing Angel 4G Creature — Angel :uncommon: Flying. All creatures you control gain Protection from Green. If green is the most common color among all Permanents in play, Eclipsing Angel gains +2/+2. “An Angel, rare as an Eclipse...” 3/3
Elemental Embrace 1G Enchantment — Aura :uncommon: Enchant Creature Level up G (+1/+1) [LEVEL 1-3]: Trample (+2/+2) [LEVEL 4+]: Trample G: Regenerate (+3/+3)
Elven Guardian 2G Creature — Elf Druid :uncommon: Plainswalk, Islandwalk 2/2
Emerald Stalker 2G Creature — Nemesis Scout :uncommon: Emerald Stalker has power and toughness equal to the number of green permanents you control. Black Creatures get -1/-1. */*
Emerald Titan 1GG Creature — Nemesis :rare: Trample Kicker Put a 3/3 Green Beast Token onto the Battlefield under an opponents control If the kicker is paid, Emerald Titan gains +2/+2, Deathtouch, and “If Emerald Titan is targeted by a Blue Spell or Ability, Exile Emerald Titan.” 2/2
Entwined Elf G Creature — Elf :common: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) T: Add G to your mana pool. 1/1
Forest Strider G Creature — Squirrel :common: Whenever Forest Strider is dealt combat damage, Regenerate it. 1/1
Gladed Enchantress GG Creature — Elf Wizard :rare: Shroud Gladed Enchantress may remain tapped during your Untap step. T: Gain control of target creature, as long as Gladed Enchantress remains tapped. 0/1
Gladed Sprite G Creature — Faerie Warrior :common: Forestwalk Gladed Sprite gets +1/+1 as long as you control a Forest. 1/1
Jealousy Elemental 2G Creature — Emotional :uncommon: GG, T: Tap target creature an opponent controls. That creature deals damage to target creature equal to its power. 1/1
Koshibone, Spirit of Fortitude 2GGG Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) All Creatures you control gain Protection from All Colors. 2GG: Damage dealt to creatures you control is reduced by two. Use this ability only if Kosibone, Spirit of Fortitude is in your graveyard. 3/3
Living Favor 2G Sorcery :rare: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Target opponent reveals a card at random from his or her hand. Target creature gets +X/+X until end of turn, where X is the revealed card’s converted mana cost.
Living Growth G Instant :common: Living Spell (When this spell is cast, put an X/X Colorless Spell Beast creature token onto the battlefield where X equals this spell’s converted mana cost.) Target creature gets +3/+3 until end of turn.
Nydex, Hucoon Un-walker GGG Planeswalker — Phocus :mythic: Starting Loyalty: 3 +1: Until end of turn, all permanents you control gain Protection from Red, and until the end of turn all creatures you control gain Denimwalk. -2: Search your collection for a Silver bordered card, reveal it, and put it into your hand. -7: Rip a card into at least four pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card on the Battlefield that a piece touches. Remove the pieces from the game afterwards.
One with the Land 1G Instant :common: Target creature gains +X/+X until the end of the turn, where X equals the number of basic lands you control.
Power from Breath GG Instant :common: Tap any number of creatures you control. Add G to your mana pool for each creature tapped this way.
Renewing Growth 1G Enchantment :common: Imprint — When Renewing Growth comes into play, exile a basic land from your hand. Cumulative Upkeep 1 At the beginning of your upkeep, put a token onto the battlefield that is a copy of the Imprinted basic land.
Restless Surveyor 3G Creature — Human Druid :uncommon: Resurgence (When this creature dies, do the following.) — Put a 3/3 Green Dryad token into the Battlefield, with the ability, “GG: Gain Landwalk of your choice until the end of the turn.” 3/3
Son of the Heavens 3GG Legendary Creature — Avatar :mythic: All creatures you control with Shroud instead have Hexproof. Sacrifice a creature: Regenerate Son of the Heavens 1GG: All damage dealt to Son of the Heavens from a source of your choice is instead dealt to another target creature. 4/5
To The Last Tree 2G Sorcery :common: Target Forest becomes untapped and is a 3/3 Treefolk until the end of the turn. Storm
Vengeful Hunter 2G Creature — Elf Hunter :uncommon: Resurgence (When this creature dies, do the following.) — Search your library for X basic lands, where X equals the power of Vengeful Hunter. Put those lands onto the battlefield tapped, then shuffle your library. 2/2
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 20, 2018 1:11:59 GMT
why is there a random silver-border card in this otherwise black-border set He's not. The card itself is black bordered. It just works WITH silver bordered cards.
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kinotherapy
6/6 Wurm
stupid kor i just fell out of the floor
Posts: 322
Favorite Card: Ruthless Raider
Favorite Set: Rising Tides
Color Alignment: Blue, Black, Red
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Post by kinotherapy on Jun 20, 2018 2:28:41 GMT
Nydex, Hucoon Un-walker GGG
Planeswalker — Phocus :mythic: Starting Loyalty: 3 +1: Until end of turn, all permanents you control gain Protection from Red, and until the end of turn all creatures you control gain Denimwalk. -2: Search your collection for a Silver bordered card, reveal it, and put it into your hand. -7: Rip a card into at least four pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card on the Battlefield that a piece touches. Remove the pieces from the game afterwards. why is there a random silver-border card in this otherwise black-border set He's not. The card itself is black bordered. It just works WITH silver bordered cards. Catch me playing this in vintage tournaments for the 1 game in 1000 that I win by forcing my opponent to concede by threat of tearing up their reserved list duals (also why is his planeswalker type different to his name?) Now that you've got a sacrifice outlet in Son of the Heavens it's worth thinking about how unfair it is with Eternal Goblin, though any sacrifice outlet would do the trick. Strong death triggers on a creature that can reanimate instantly at no cost are not a good idea Was Renewing Growth intended to pay for its own upkeep? Interesting if it was, though definitely not common How are you supposed to beat Gladed Enchantress?
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Zuty
3/3 Beast
Return to Ravnica 2 Hype!
Posts: 172
Favorite Card: Serra Angel
Favorite Set: Future Sight
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Zuty on Jun 20, 2018 6:12:36 GMT
Avund, Spirit of Envy. I like this card a lot. Again, no need for Individuality. The Dark Door is a good card, and seeing Energy Tap in actually makes sense for the color. This is the best Incarnation I've seen yet.
Dragon Mount. Name is a bit weird for the color and the fact that it's not an aura. I do like Thorn, which has been commonly referred to as Pierce.
Eclipsing Angel. Elemental Embrace. Elven Guardian. Emerald Stalker. Emerald Titan. Same thing I've said for all of this cycle.
Entwined Elf. A way better Llanowar Elf; just no.
Forest Strider. Reminds me of Clergy of the Holy Nimbus, but only from combat damage and its regen can't be turned off. Pretty interesting way to make a 1 drop pseudo-indestructible creature. I like it.
Gladed Enchantress. Too good. Callous Oppressor, Willow Satyr, and Seasinger all have restrictions. Rubinia Soulsinger does not have any restrictions, has a CMC of 5, is three colors, and is a legend. While Gladed Enchantress can be destroyed through Wrath effects of board pingers like Pestilence, that's too narrow of a window for this much power.
Gladed Sprite. Same thing I've been saying about this cycle.
Jealousy Elemental. Mutiny in doesn't really make much sense and should probably have the two creatures fight instead. Even then, that might be too powerful. It seems more like an Izzet card than anything else.
Koshibone, Spirit of Fortitude. Both abilities feel to me and over all the card just seems like a dud.
Living Favor. Same thing I've said for all the other Planeswalkers cycle cards.
Living Growth. Again, you made a better version of an already great card. No.
Nydex, Hucoon Un-walker. This card makes no sense as being part of this set, nor would/could it ever work from a lore standpoint since the Un-iverse (the place where all the Un-sets take place) is a separate entity removed from the multiverse.
One with the Land. Too strong at . Even Rubblehulk (closest comparison) is a that costs a more to Bloodrush it.
Power from Breath. A worse Song of Freyalise. Just have it be like Divergent Growth but for creatures.
Renewing Growth. Imprint and Cumulative Upkeep out of NO WHERE. Also, this is not a card, because of all the intricate things it's doing.
Restless Surveyor. My comments about the other similar cards still stands for this one.
Son of the Heavens. So you fix the issue of using Shroud on your other cards with this? ::thinking:: Not really much else to say here.
To The Last Tree. Again, avoid Storm. Especially one that turns all your Forests into 3/3s to alpha strike with.
Vengeful Hunter. Primal Druid, Solemn Simulacrum, and Viridian Emissary all die to bring in a single tapped basic land. That should be the limit, especially on an .
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Zuty
3/3 Beast
Return to Ravnica 2 Hype!
Posts: 172
Favorite Card: Serra Angel
Favorite Set: Future Sight
Color Alignment: White, Blue, Red, Green, Colorless
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Post by Zuty on Jun 20, 2018 8:40:28 GMT
Kinshu shuts down all lands you don't control since it doesn't have an "unless they're mana abilities" clause, I wouldn't call that weak Oof, good point. So that would never fly.
~Zuty
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 20, 2018 17:19:03 GMT
Nydex, Hucoon Un-walker GGG
Planeswalker — Phocus :mythic: Starting Loyalty: 3 +1: Until end of turn, all permanents you control gain Protection from Red, and until the end of turn all creatures you control gain Denimwalk. -2: Search your collection for a Silver bordered card, reveal it, and put it into your hand. -7: Rip a card into at least four pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card on the Battlefield that a piece touches. Remove the pieces from the game afterwards. He's not. The card itself is black bordered. It just works WITH silver bordered cards. Catch me playing this in vintage tournaments for the 1 game in 1000 that I win by forcing my opponent to concede by threat of tearing up their reserved list duals (also why is his planeswalker type different to his name?) Was Renewing Growth intended to pay for its own upkeep? Interesting if it was, though definitely not common This is why I wanted other people to look over my set. To see if I missed something simple. Nydex's ultimate should be "Rip a card THAT YOU OWN into four pieces." This PW is based on a friend, who, during the Unglued heyday, had an Unglued deck, and proxied out Chaos Confetti. He actually even kept all the pieces in a baggies to show to people. As for Renewing Growth, yes, that was part of the idea. While its pumping out token lands, it really doesn't do anything for you, as its own lands will pay for its upkeep. But, keep it out for a few turns, and then don't pay for it...
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 20, 2018 23:41:24 GMT
Now, we get into some of the fun stuff. Next up are my Gold cards.
Angelic Assassin 2WB Creature — Angel Assassin :uncommon: W: Angelic Assassin gains Flying until the end of the turn. WB, T: Destroy target creature. It cannot be regenerated. It’s controller gains 3 life. 3/3
Angelic Elemental 2WU Creature — Elemental :uncommon: Flying, Vigilance W, T: Target creature gains protection from the color of your choice until the end of turn. U, T: Return target creature to its controller’s hand. The offspring of a higher being and a force of nature, trying to find its place in reality. 2/3
Bog Scout GW Creature — Human Soldier :common: Swampwalk, Protection from Black 2/2
Demonic Elemental 2BR Creature — Elemental :uncommon: R, T: Demonic Elemental deals 2 damage to target Creature or Player. B, Sacrifice a creature, T: Destroy target nonblack Creature. The child of an Imp and the embodiment of nature, trying to destroy those it meets. 2/3
Dreaded Angel 1UB Creature — Angel :common: Flying, Intimidate 2/2
Glade-Bound Nemesis GW Creature — Nemesis :common: Glade-Bound Nemesis gets +2/+2 if your opponent controls a Black creature. 1/1
Gladed Merfolk UB Creature — Merfolk :common: Forestwalk, Protection from Green 2/2
Hogmod, Spirit of Pride 1BGG Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) All permanents lose the Changeling trait. Creatures you control gain +X/+X, where X equals the number of different creature types on the Battlefield. When Hogmod, Spirit of Pride is in your graveyard, whenever a creature goes to an opponent’s graveyard from the Battlefield, search that opponent’s library for a copy of that creature. Place that copy onto the Battlefield, under your control. 2/2
Island Goblin RG Creature — Goblin Pirate :common: Islandwalk, Protection from Blue 2/2
Kitai, Spirit of Hope 2GGWW Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) While Kitai, Spirit of Hope is on the Battlefield, all creatures you control gain “Gain 2 life for every point of damage this creature deals or is dealt.” While Kitai, Spirit of Hope is in your graveyard, creatures you control gain Lifelink. 3/3
Lava-Bound Nemesis BR Creature — Nemesis :common: Lava-Bound Nemesis gets +2/+2 if your opponent controls a White creature. 1/1
Mire-Bound Nemesis UB Creature — Nemesis :common: Mire-Bound Nemesis gets +2/+2 if your opponent controls a Green creature. 1/1
Mountain Elf WU Creature — Elf Scout :common: Mountainwalk, Protection from Red 2/2
Murasaki-oni-Sama 5UR Legendary Creature — Oni Wizard :mythic: Flying Whenever a creature dies, put a +1/+1 counter on Murasaki-oni-Sama. Exile a creature you control: Draw a card. Exile a creature you control: Deal 2 damage to target creature. 5/5
Nenriki, Spirit of Faith 1RRW Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Flying W, T: Target blocking creature gains +7/+7 until the end of turn. While Nenriki, Spirit of Faith is in your graveyard, gain 1 life for every 2 points of damage an opponent’s creatures deal to creatures you control. 2/2
Niji, Rainbow Elemental WUBRG Legendary Creature — Elemental :mythic: Flying, Shroud W, T: Target player gains 3 life; or prevent the next 3 damage that would be dealt to target creature this turn. U, T: Target player draws three cards. B, T: Add BBB to your mana pool. R, T: Deal 3 damage to target creature or player. G, T: Target creature gains +3/+3 until the end of the turn. 3/3
Overseende, Spirit of Gluttony 1UUB Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Creatures cannot block. When Overseende, Spirit of Gluttony is in your graveyard, creatures you control gain Defender and, “T: Destroy target creature. It cannot be regenerated. Put X -1/+1 counters on this creature, where X is equal to the destroyed creature’s toughness. If this creature’s power is reduced to zero or less, sacrifice this creature.” 0/4
Pirate Twins 1UR Creature — Human Pirate Wizard :uncommon: Haste, Islandwalk T, Sacrifice Pirate Twins: Counter target non-creature spell. Draw a card. 1/2
Ryu-Long, Guardian of the Lotus 3RG Legendary Creature — Dragon Guardian :mythic: Flying X, T: Put X Charge Counters on Ryu-Long, Guardian of the Lotus. Remove a Charge Counter from Ryu-Long, Guardian of the Lotus: Add one mana of any color to your mana pool. Remove a Charge Counter from Ryu-Long, Guardian of the Lotus: Ryu-Long, Guardian of the Lotus gains +1/+1 until the end of turn. 4/4
Sky-Bound Nemesis WU Creature — Nemesis :common: Sky-Bound Nemesis gets +2/+2 if your opponent controls a Red creature. 1/1
Spectrum Fiend WUBRG Creature — Spirit Demon :uncommon: Intimidate Spectrum Fiend has power equal to the number of creatures in play and toughness equal to the number of Spectrum Fiend’s colors. 1: Spectrum Fiend loses a color of your choice until the end of turn. */*
Taunting Samurai 2RW Creature — Human Samurai :uncommon: Double Strike, Provoke 2/3
Tidal Emurgence XYWU Sorcery :common: Put X Y/Y White and Blue Unicorn tokens onto the battlefield.
Timber-Bound Nemesis RG Creature — Nemesis :common: Timber-Bound Nemesis gets +2/+2 if your opponent controls a Blue creature. 1/1
Valley Zombie BR Creature — Zombie :common: Plainswalk, Protection from White 2/2
Void Influx UB Enchantment :rare: When Void Influx enters the Battlefield, chose a non-land Permanent type. At the beginning of your upkeep, you may place a Fluctuation counter on Void Influx. Permanents of the chosen type not named Void Influx with converted mana cost of X or less lose all abilities, where X equals the number of Fluctuation counters on Void Influx.
Void Mask UB Enchantment — Aura :common: Enchant creature. Enchanted creature loses all abilities.
Vrede, Spirit of Wrath 2BBRR Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Creatures you control gain, “Creatures blocking or blocked by this creature are destroyed. They cannot be Regenerated.” Resurgence (When this creature dies, do the following.) — Destroy all creatures. They can’t be regenerated. 4/4
Ymir, the Wanderer WU Legendary Creature — Human Wanderer :rare: If Ymir, the Wanderer is the only creature you control, prevent all damage dealt to it. If you control creatures other than Ymir, the Wanderer, it cannot be affected by spells and abilities that do not target it. 2/2
Zenkon, Spirit of Charity 2WUU Legendary Creature — Emotional Incarnation :rare: Individuality (There can only be one copy of this card in the Battlefield or in a graveyard at any time. If there is more than one copy on the Battlefield or in a graveyard, Exile all copies.) Flying All creatures you control gain, “When this creature deals damage to a player, you may draw a card.” Resurgence (When this creature dies, do the following.) — Shuffle your graveyard into your library. 3/4
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Post by Jéské Couriano on Jun 20, 2018 23:43:59 GMT
Okay. I have a full carafe of coffee, a full 13oz. bag of Wild Dutchman, and a mixtape of Persona, BlazBlue, and Touhou music. Let's party.
If I do not mention something, it's because I can't find anything particularly wrong with it.
Lunar Embrace ) The colour indicator exists specifically so that colour-setting characteristics don't need to be spelt out in the text box. (This is usually not relevant; Evermind is one of the few cases where it is and is one of the the biggest beneficiaries of the indicator dot.)
Angelic Sharpshooter ) This is out-of-colour (::W/G: . White's pings specifically target attacking or blocking creatures; Green is what gets flying hate as compensation for not having much flying in the first place.
Din Ezl ) The ultimate is underwhelming as sin, and none of the rest of the abilities are compelling. Planeswalkers should, as a general rule, be able to put you in an excellent board position in some way; giving you boatloads of life doesn't help with that when alternate win/lose conditions are in play. One Transcendence later, you lose. This is why my GCoO Commander deck's wincon is a Storm Herd or Sanguine Bond.
Embrace of Light ) I will say this right now, because it is a mistake that official sets (Time Spiral, Dragon's Maze) are guilty of: Don't include an expert-level keyword/mechanic unless you plan on using it fairly often and supporting it. Both levelers and Absorb are expert-level.
Entwined Peddler ) This should be uncommon at the lowest for that price. Cheap creatures that "replicate" do so only under specific conditions, generally dying.
Gift from the Ancestors ) I would be EXTREMELY leery of using any ability or mechanic ranked 10 on the Storm Scale, since an ability generally doesn't get that low unless there's serious balance issues involved. Plus, once again masses of life in and of itself doesn't win you games, especially if alternate wincons are in play. Massive amounts of lifegain need to be treated as a mechanic and given support.
Gosei ) Individuality is what we call a "negative-only" keyword - all is does is tell you the card's limitations. It also needs "and/or" as opposed to "or". This is also a really, really broken Discount Akroma and needs to be considerably more expensive even with the drawbacks. The second ability is an activated ability and must be formatted as such ("<cost>:<effect>"). This should also be a Mythic.
Iaijutsu Apprentice ) Up the cost to .
Iaijutsu Master ) Up the cost to .
Iaijutsu Student ) Drop the Haste.
Imperial Tiger ) Prot-colour was phased out specifically because it's, nine times out of ten, a dead draw outside of a match vs. the colour in question. I would replace it instead with hexproof (which is minor in white).
Jasmin ) Reword/rework: I'm of the opinion there needs to be an added mana cost for the tutor, in part because there are quite a few powerful enchantments that are stupid cheap for what they do. Worship is but 4 mana. Shifting Sky is three mana and can be used to make a viable color-hate deck. All Leylines are 4.
Lassandra ) This would be a good Tiny Leader commander, but there needs to be a tap effect on that token generation. You can also afford to up her toughness to 2 to compensate.
Light Elemental ) The proper phraseology (since Zendikar ) is "If ~ was kicked[...]". I'm also tempted to say this is out-of-colour for White; White's mass-removal tends to not discriminate by colour. ( Cleanse is from Legends and Major Teroh from Torment. The colour pie and design philosophies nowadays are quite different.)
Living Salve ) Polish a turd, it's still a turd. This spell is going to be cast solely for the creature, not the Healing Salve effect.
Lost Innocent ) "[...]goes to a graveyard from play[...]" -> "[...]dies[...]" (This change is as of Innistrad.)
Love Elemental ) Reword: Pearl Stalker ) Out-of-colour ( ). White NEVER does -1/-1 on a local scale, let alone global.
Pearl Titan ) Reword: This is arguably out-of-colour (::U/B: . White doesn't get the skulking effect (that's in ) and it doesn't pay life for abilities ( )
Prophesied Demonslayer ) I would actually make this a Spellshaper and have it shape either Purge or Celestial Purge. As it is, the ability is overall way too cheap for the effect (since Demons tend to be mid-to-late game creatures).
Ranger Scout ) Out-of-colour. White's the only colour when landwalk was still a thing that consistently didn't get it.
Rapture ) This should not be an Entwine card; in fact, it should probably use Kicker instead. The "Exile all graveyards" bit isn't really worth the initial asking cost.
Resilient Spirit ) This card is fairly concerning for me because it's basically perpetual grist for sac engine mills. Gravebane Zombie, despite its age, is a good way of doing this right. Also, death triggers use "when", not "whenever".
Restless Protector ) Resurgence is an abilityword and needs to be formatted as such.
Sadness of Immortality ) "[...]are Indestructible and cannot attack." -> "[...]have defender and indestructible." Defender is still evergreen/deciduous.
Seigi ) Needs a rewording. I cannot imagine Seigi punishing you for dealing damage is intended.
Sky Flyer ) Up the cost to .
Valley Tribesmen ) Out-of-colour because of the landwalk. Plainswalk also was practically never a thing, since the flavour of landwalk is stealthing your way through the land in question. Islands have waves to hide under, swamps have both water and trees, mountains have crevasses, and forests have trees. Plains have pretty much nothing to hide in or behind.
Vengeful Knight ) Reword. There is a flavour disconnect here; this needs renamed. Wrathorgeddon ) Catastrophe costs to destroy either, so that needs to be the base cost of this one (considering that no-frills, no-gimmicks mass-removal of either on its own is reliably 4 mana, and modal spells tend to be slightly more expensive).
Zenith Angel ) The second sentence should omit the "All"; in effects like that the word is implied.
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jun 26, 2018 0:37:46 GMT
Alright, while waiting on thoughts on my Gold cards, I will continue with my Multicolor cards. Yes, I do differentiate between Gold and Multicolor. Also, we're finally to MY Planeswalker.
Angelic Remanent 2B/RB/R Creature — Demon :uncommon: Flying, Exalted 2/3
Benevolent Progenator 2G/WG/W Creature — Spirit :uncommon: Flying Unearth G/WG/W 3/3
Blazing Darkness B/R Instant :common: If you spent B to play Blazing Darkness, target creature gains intimidate until the end of turn. If you spent R to play Blazing Darkness, target creature gains +1/+0 until the end of turn.
Dragon Eye Visions 1G/U Tribal Instant — Dragon :common: Choose one: Scry 1, then draw a card; or draw a card, then Scry 1. Entwine 1G/U
Explosive Dragon 3R/GR/G Artifact Creature — Dragon :uncommon: Flying, Haste At the beginning of the next end step, Exile Explosive Dragon. If you do, destroy all artifacts with converted Mana cost 4 or less. 4/4
Faerie Mistress R/W/UR/W/U Creature — Faerie Warrior :common: R: Faerie Mistress gains +1/+0 until the end of the turn. W: Faerie Mistress gains +0/+1 until the end of the turn. U: Faerie Mistress gains Flying until the end of turn. 2/2
Gorging Angel 3W/UW/U Creature — Angel :rare: Flying Devour 1 When Gorging Angel enters the Battlefield, gain 1 life and draw one card for each creature devoured. 2/3
Jynx, the Grand Elementalist G/WG/WG/W Planeswalker — Bill :mythic: Starting Loyalty: 4 +1: Target creature gains +3/+3 and Trample until the end of the turn. -1: All creatures you control gain Vigilance and Lifelink until the end of the turn. -x: Put an X/X Green Elemental Token with Trample onto the Battlefield.
Masochistic Acolyte 1U/R Creature — Human Wizard :common: T: Masochistic Acolyte deals 1 damage to target player. That player draws a card. 0/1
Masochistic Genius 2U/R Creature — Human Wizard :uncommon: X, T: Masochistic Genius deals X damage to target player. That player draws X cards. Spend only Red or Blue mana for this ability. 2/2
Necromantic Shaman U/BU/B Creature — Zombie Shaman :uncommon: 1: Target creature with power 5 or greater gains Deathtouch until the end of turn. 1/1
Neo Skywalker 2R/WR/W Planeswalker — Scott :mythic: Starting Loyalty: 5 0: Proliferate -3: Until the end of turn, whenever a source you control deals damage, it instead deals that damage plus one. -5: Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way.
Overrunning Blaze R/G Instant :common: If you spent R to play Overrunning Blaze, target creature gains +1/+0 until the end of turn. If you spent G to play Overrunning Blaze, target creature gains trample until the end of turn.
Quick Overrun G/W Instant :common: If you spent G to play Quick Overrun, target creature gains trample until the end of turn. If you spent W to play Quick Overrun, target creature gains first strike until the end of turn.
Quickened Squall W/U Instant :common: If you spent W to play Quickened Squall, target creature gains first strike until the end of turn. If you spent U to play Quickened Squall, target creature gains flying until the end of turn.
Sardia, Demongelic Temptress 2W/BW/B Legendary Creature — Angel Demon :rare: Flying Sacrifice a creature: Put a -1/-1 counter on target creature. Then, put a +1/+1 counter on Sardia, Demongelic Temptress. 3/3
Squall of Darkness U/B Instant :common: If you spent U to play Squall of Darkness, target creature gains flying until the end of turn. If you spent B to play Squall of Darkness, target creature gains intimidate until the end of turn.
Violet Enchantress 2U/R Creature — Human Wizard :common: T: Counter target spell, unless it’s controller pays 1. T: Violet Enchantress deals 1 damage to target creature or player. 1/1
Draw Power XUU Sorcery :common: Draw X cards. /// Absorb Power XBB Sorcery :common: Deal X damage to target creature or player. You gain life equal to the damage dealt.
Knowledge's Respite 2WW Instant :common: Gain life equal to the number of cards in your hand. /// Knowledge’s Reprieve 2UU Instant :common: Shuffle any number of cards from your hand into your library, then draw that many cards.
Quenched Dreams 1UU Instant :uncommon: Counter target spell. Draw a card, then discard a card. /// Withering Thunder 1RR Instant :uncommon: Wither Deal 2 damage to all creatures and all players.
Serene Valley 1GG Instant :common: As an additional cost to play Serene Valley, sacrifice a land you control. Choose one; return a land from a graveyard to the battlefield under your control; or, put a land from your hand onto the battlefield under your control; or, search your library for a land, put it onto the battlefield under your control, then shuffle your library. /// Valley of Serenity 1UU Instant :common: Draw two cards.
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Post by Jéské Couriano on Jun 26, 2018 19:40:12 GMT
Now for U.
Amphibious Nomad ) Mountainwalk makes zero sense here.
Broken Record ) This needs to be rare at a minimum due to the ability to return to the hand from the bin and because of the inevitable memory issues that arise from intangibles (i.e. effects that do not involve physical objects; these are fine for UEoT stuff but cause serious headaches for things that last indefinitely). This card is also largely dodgy in Commander.
Crystal Gazing ) This should not be common - it should be uncommon, and more likely rare. Fateseal is absurdly powerful.
Ekitai ) That ability is far too cheap for what it does. You could give it, for three mana, Skulk, Infect, and Indestructible or Undying. (I normally would recommend upping P/T on something like this, but upping power would be an issue with Infect and upping toughness would allow for an Undying/Persist loop.) It needs to be increased in cost.
Girighet ) BROKEN. High-power-low-toughness creatures break this card's ability in twain ( Force of Savagery in particular destroys it, since you're usually going to be netting 8 cards from it assuming just a single +1/+1 counter). In Magic, card advantage in hand and on the field is essential, which is why cards that allow you to draw such potentially high numbers of cards also entail a fairly major cost to do so or require you to pitch your hand first and limit you to whatever you had in hand to begin with.
Glimpse Into the Future ) Up the cost to .
Infected Dreams ) Out of colour ( ). Again, the use of Storm here is a serious issue (see Brain Freeze).
Joy Elemental ) Lose the evasion ability; the card breaks in two otherwise. See my comments on Girighet above.
Knowledge of Self ) Outside of a five-colour creature, this is usually going to be a dead draw unless you're facing against a deck that uses the same colours you do.
Living Mischief ) The reminder text for the cast should just be "(X is 0)".
Living Recall ) BROKEN. I should not have to elaborate why this is broken, given the base card is one of the bloody Power Nine.
Looter's Embrace ) "Looting" actually means a fairly specific ability (Draw, then discard) among the playerbase and R&D (as it's named after Merfolk Looter, the first card it showed up on); the card should thus grant the same sort of ability. In other words, the card's writing a cheque its ability is failing to cash.
Mystical Knowledge ) BROKEN. Again, potentially massive amounts of card draw need to be costed appropriately.
Random Chimera ) The card needs to specify what happens to the cards revealed this way - are they put on the bottom of the library? Are they shuffled back in? Also, this card relies far too much on intangibles, and it's likely one or both players will forget its P/T and abilities.
Restless Hypnotist ) Out-of-colour ( ). Blue yoinks are generally indefinite. A good way to fix this would be to have the creature be taken as long as the token stays tapped or on the battlefield (if the former, the token would need "You may choose not to untap ~ during your untap step").
Sapphire Stalker ) Out-of-colour ( ). Blue only gets -power.
Tidal Spirit ) Up the cost to .
Wave Rider ) Reword: "Its controller" needs not be specified in the rules text; it's assumed unless otherwise stated.
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jynx316
2/2 Zombie
Luck? It's just a roll of the dice...
Posts: 107
Favorite Set: Urza's Saga or the entirety of Invasion Block
Color Alignment: White, Green
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Post by jynx316 on Jul 3, 2018 2:28:05 GMT
Up next, Artifacts.
Arcane Empowerer 1 Artifact Creature — Cat Familiar :uncommon: Whenever a spell is cast, counter it unless its caster puts a +1/+1 counter on an opponent’s creature. When Arcane Empowerer dies, you lose 1 life. 2/2
Black Robes 2 Artifact — Equipment :common: Equip 1 Equipped Creature gains Swampwalk and “B: Regenerate”
Blue Robes 2 Artifact — Equipment :common: Equip 1 Equipped Creature gains Islandwalk and “U: Flying until the end of turn.”
Chimeric Belt 3 Legendary Artifact — Equipment :rare: T, Return equipped creature to your hand: Search your Library for a Legendary creature card and put it onto the battlefield with haste. At the beginning of the next end of turn step, Exile the Legendary Creature put onto the Battlefield with Chimeric Belt. May only be equipped to a non-legendary creature. Equip 3
Diamond Elemental 3 Artifact Creature — Elemental :uncommon: When Diamond Elemental enters the Battlefield, Exile any number of lands in your hand. Put X charge Counters on Diamond Elemental, where X equals the number of lands remove from game this way. T: Add X mana of any one color to your mana pool. X equals the number of Charge Counters on Diamond Elemental. 2/3
Diamond Nemesis 4 Artifact Creature — Nemesis :uncommon: As Diamond Nemesis enters the Battlefield choose a color. Diamond Nemesis gains Protection from the chosen color. Kicker 2 If the kicker is paid, Diamond Nemesis gains +X/+X, where X is equal to the number of basic land types in play. Diamond Nemesis also gains, “If Diamond Nemesis is targeted by an Artifact effect or Ability, Exile Diamond Nemesis.” 2/2
Dragon's Belt 2 Artifact — Equipment :uncommon: Equipped creature gains Flying. If Equipped creature is Legendary, it also gains Shroud. Equip 1
Dual Daggers 2 Artifact — Equipment :common: Equip 2 Equipped Creature gains -1/-0 and Double Strike.
Gosei's Belt 2 Artifact — Equipment :uncommon: Equipped creature gains Absorb 1. If Equipped creature is Legendary, it also gains Lifelink. Equip 1
Green Robes 1 Artifact — Equipment :common: Equip 1 Equipped Creature gains Forestwalk and “G: Trample until the end of turn.”
Hawk-bill Helm 1 Artifact — Equipment :common: Equipped creature gains +0/+2 and “U: Gain flying until the end of the turn.” Equip 2
Howling Belt 2 Artifact — Equipment :uncommon: Equipped creature gains Trample. If Equipped creature is Legendary, it instead gains Thorn. Equip 1
The Lost Atlas 0 Legendary Artifact :rare: The Lost Atlas enters the Battlefield tapped. X, T: Sacrifice The Lost Atlas. Search your Library for X Basic Lands, place them onto the battlefield tapped, and shuffle your Library.
Magical Bauble Stand 5 Artifact :rare: 3, T: Place a Bauble counter on target creature. Choose one of the following; First Strike, Flying, B: Regenerate, +1/+1, or Trample. As long as that creature has a Bauble counter on it, it gains that ability. If a creature has 5 or more Bauble counters on it, destroy that creature, it can’t be regenerated, and all players take 5 damage.
Rainbow Lotus 2 Legendary Artifact :rare: 1: Add one mana of any color to your mana pool. T, Sacrifice Rainbow Lotus: Add three mana of any one color to your mana pool. T, Exile Rainbow Lotus: Add WUBRG to your mana pool.
Red Robes 2 Artifact — Equipment :common: Equip 1 Equipped Creature gains Mountainwalk and “R: +1/+0 until the end of turn.”
Retromancer’s Garb 4 Artifact — Equipment :uncommon: Equip 2 Equipped Creature gains “Whenever this creature becomes the target of a spell or ability, this creature deals 3 damage to that spell or ability’s controller.”
Scythe Belt 2 Artifact — Equipment :uncommon: Equipped creature gains First Strike. If Equipped creature is Legendary, it gains Double Strike instead. Equip 1
Skull Belt 2 Artifact — Equipment :uncommon: Equipped creature gains Intimidate. If Equipped creature is Legendary, it also gains B: Regenerate. Equip 1
Sword of Flame and Smoke 3 Artifact — Equipment :mythic: Equipped Creature gets +2/+2, and has Protection from Black and from Red. Whenever equipped creature deals combat damage to a player, that player sacrifices a creature or land, and Sword of Flame and Smoke deals damage equal to the number of artifacts you control to target creature or player. Equip 2
Sword of Flame and Tinder 3 Artifact — Equipment :mythic: Equipped Creature gets +2/+2, and has Protection from Red and from Green. Whenever equipped creature deals combat damage to a player, Sword of Flame and Tinder deals 3 damage divided as you chose between one, two, or three creatures that player controls, and search your library for a basic land, and put it onto the battlefield tapped. Equip 2
Sword of Life and Loam 3 Artifact — Equipment :mythic: Equipped Creature gets +2/+2, and has Protection from Green and from White. Whenever equipped creature deals combat damage to a player, return up to three target land cards from your graveyard to your hand, and gain life equal to the number of lands you have on the battlefield. Equip 2
Sword of Sky and Plague 3 Artifact — Equipment :mythic: Equipped Creature gets +2/+2, and has Protection from Blue and from Black. Whenever equipped creature deals combat damage to a player, put two 1/1 faerie tokens with flying onto the battlefield, and put a -1/-1 counter on all creatures that player controls. Equip 2
Sword of Sun and Tide 3 Artifact — Equipment :mythic: Equipped Creature gets +2/+2, and has Protection from White and from Blue. Whenever equipped creature deals combat damage to a player, that player skips their next combat phase, and return target permanent to its owner’s hand. Equip 2
Void Generator 3 Artifact :rare: When Void Generator enters the Battlefield, choose a color. You may choose not to Untap Void Generator during your Untap phase. T: As long as Void Generator is tapped, all creatures of the chosen color lose all abilities.
White Robes 2 Artifact — Equipment :common: Equip 1 Equipped creature gains Planeswalk and “W: +0/+1 until the end of turn.”
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Post by Jéské Couriano on Jul 3, 2018 20:26:58 GMT
Next up, black. My views will be different from Zuty's.
Angel of Midnight ) Out-of-colour ( ). Black does not grant defensive abilities.
Cheating Darkness ) Terror's wording is what you should be using here, since this card is essentially a Terror-with-a-benefit.
Dark Tutor ) An added exile cost for a tutor isn't enough to justify having Demonic Tutor's casting cost, especially if the deck runs any sort of token generation (for which exile'd be happening either way). Up the cost to .
Death Elemental ) Reword: Creatures are only so on the battlefield. Anywhere else, they are creature cards.
Despair Elemental ) Out-of-colour ( (more likely) or ). Black does not restrain threats, it 86s them.
Dreadweep ) Should be a Vampire Wizard (Necromancers all fall under the "Wizard" type). The Resurgence should be changed to X creatures, with X being Dreadweep's power at time of death.
Entwined Rats ) My comments in re Entwined Peddler apply here (and to the Squadron, since I think I glossed over it).
Gorgon's Petrification ) Out-of-colour ( ). This should outright destroy creatures, since most creatures with innate petrification (gorgons, cockatrices, basilisks) have Deathtouch, Oldtouch, or similar destruction abilities.
Jet Titan ) Reword: Lat ) Out-of-colour ( ). Needs a reword, too. Again, I can't imagine the effect is supposed to harm you as well. Destroying creatures that dealt damage is definitely in White's wheelhouse.
Living Ritual ) Broken. Dark Ritual is seen as overpowered to the point that the likelihood of us seeing it in red (the colour that gets mana ramp of its sort nowadays) is a 10 on the Storm Scale ( markrosewater.tumblr.com/post/79088304571/where-is-red-ritual-on-the-storm-scale ). It stands to reason that giving you or any other player that much mana for that cheap and throwing a creature into the bargain is going to be just as busted if not moreso, especially if your opponent has zero use for black mana.
Dr. Peelgood ) That needs to be "Other Zombie and Skeleton creatures you control[...]" as per the usual Lord wordings. The last ability also needs reworded.
Pit Dweller ) Omit the "the"s in the text.
Restless Marauder ) Recost to . Reword: By definition you cannot sacrifice creatures you do not control.
Running Zombie ) Out-of-colour ( ). Only time black gets haste is for temporary resurrections; it's the second-slowest colour (only blue is slower).
Shadows of the Midnight Sun ) Should be mythic, should be at minimum. Anything cheaper has more stringent restrictions or comes with a drawback. The closest things to this are Nature's Ruin, Virtue's Ruin and Perish, all of which destroy a single colour.
Tooth for a Tooth ) This is the sort of thing that looks good on paper but in practice is virtually useless. Not only does it need a shuffle clause (like all library searches) you're essentially telling your opponent your deck's composition, thus giving away your Plan A, your Plan B, and your Plan C. The added Storm is even more licence to get yourself royally screwed, since outside of tournament settings an opponent isn't restrained by a game clock or a judge watching for unreasonable searches.
Tortoise General ) Intimidate and Deathtouch generally do not get along - Intimidate is an evasion ability; Deathtouch is creature removal.
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