Vicious Trainer I actually like soulbond something as a mechanic and could really see it work in a place like Ikoria, where bonders and monsters are a thing. In this set that already features three new mechanics, I think it's a miss. You said that it's found in every color and I can kind of see that work but the mechanic is A: too complex for being an addition, and B: doesn't really match the flavor of the world. I get that the Sun Empire can bond with their dinosaurs but what about the vampires? Or the Arcane Alliance? The latter cares about artifacts but it's not really a soul bonding thing. Furthermore, soulbond dinosaur and the expected soulbond vampire push the set in the direction of being a tribal set, something that I explicitly did not want.
Search the Archives Good thing you came up with a plunge enabler because the mechanic definitely needs those. Unfortunately, the card is weak to such an extent that all my plunge benefits couldn't redeem it. Milling yourself for three is an effect that usually effectively costs nothing, and gaining 1 or 2 life (2 life only if your deck is basically all artifacts except the lands) isn't worth mentioning. Why this does cost two mana of different colors and is sorcery speed, I don't know. Oh, and why does it care about artifacts in the first place? Artifacts are the shtick of the faction.
Dusk's Rite I'm really sorry if I'm coming across like trashing your cards but this one here is probably the worst card of the pack for multiple reasons. First off, it costs three different colors to cast, at common! Cards like these exist, but only in very dedicated multicolor environments. Heck, there's exactly one common that has in its cost and it's from Khans of Tarkir, a set that is build around wedges and features a considerably high number of multicolor support. Then the card asks you to tap three untapped vampires although I explicitly said that I don't want Torrezon to be a tribal set. The final effect, that you draw a card if you activated the ability for the fourth time in a turn, is utterly pointless (or hilarious depending how you look at it). If you already have twelve friggin vampires on the battlefield and haven't won already, no card draw in the world will help you.
Storm-Eye Totem I have a soft spot for artifacts that can turn into creatures and they work perfectly well within the Arcane Alliance faction. That being said, why does this thing have wreak, the keyword?? I would have been content with some functional Izzet Keyrune reprint or something.
Marvoni's Protection Bonus points for you coming up with a new character. The card isn't completely bad and works well with the lifegain aspect of edify. Compared to other cards like Kaya's Ghostform, Unholy Indenture or Minion's Return it just stinks. The power level is too low for me to get excited but the basic idea works.
Mavren Fein, Elenda's Chosen Again, bonus points for using a flavorful legend. Although I am not a particular fan uncommon legendaries in every set, I wont hold this against you as it seems to have become a regular thing nowadays. I like the card and the creation of 1/1 vampires is a nice homage to the original Mavren card. The second ability Whenever you edify, you gain 2 life. is kind of unnecessary though because edify is in itself already able to grant you huge swaths of life.
Evolving Varosaur An interesting twist on Bloodbraid Elf, trading the initial aggressiveness for a more powerful and hasty threat later. I'm not so sure about the haste being that meaningful, because this dino is likely to die in combat, when all attacking for the turn has already happened, but I guess it's a nice upside that could lead to fun moments in the correct situation. I'm very much against cascade being added to the set, as I explained in the evaluation of foureyesisafish , but I don't blame you to pick up this ball.
Marvoni the undying Well, first things first: dies in combat might work but is highly ambiguous. Does it have to attack? Does it have to die from combat damage? Does it work when I sacrifice it after it has been blocked? That aside, I like the card even though it's pretty weak. The etb edify is cool but on an otherwise 3/2 first striker for five mana doesn't look too impressive. What I do like very much is the symmetry between this card and Marvoni's Protection. Clearly shows what this character is about and gives it more depth.
Final judging: Your evaluation of power level has gotten better but is sometimes still way off. I suggest that you look up already existing cards for reference, so you get an idea how much a spell should cost. I like that you can come up with flavorful concepts and tell a character's story within cards.
Goldspine Frillback I give you that: the name is pretty damn cool. However, a common with a cost of should already ring the alarm bells. Commons are mainly designed for draft and therefore are made accessible to decks running two or even three colors. But the biggest issue here is clearly cascade. I see how the keyword can represent chaos and how chaos fits the set (which set doesn't it fit, actually?), but the ability is way too complex for a set that already features three new mechanics. It also makes this particular card highly powerful. A 4/2 that also brings in a Thrashing Brontodon[/url] or something like it? What a blowout at common level! I guess you tried to balance it by giving it this weird casting cost but it doesn't work for me.
Spelljaw Dreadmaw Good callback, but a way overpowered card for a standard legal set. I understand that Annoyed Altisaur was your reference card but it was printed in a non-standard legal set that was aimed towards multiplayer play. There are different power levels to consider here. As it is, your card is a way strictly better version of [/a]Enlisted Wurm.
Zacama, End of Torrezon
You really like dinosaurs and cascade, don't you? I always like the inclusion of returning characters and Zacama is no exception. This version, however, feels more like a slap on everything I can think of kind of card than a real callback. Basically, if you put this onto the field and your opponent doesn't have a sweeper ready, you win every time. Looks like a card that even Timmy/Tammy would grow tired of playing as soon as they figured out a way to reliably cast it. The card isn't too bad of a design but seems kind of uninspired if I may say so. The five colors don't make much sense either and you could even argue that the card has flavor issues – how is something as big as Zacama going to cross the ocean? On a boat?!
Final judging: Looks like cascade dinosaurs are the hill you chose to die on. The problem isn't with your cards themselves, because they all work in a vacuum and could be printed. Just not as commons in a standard legal set. And not in a set that already features three mechanics, one of those already being the dinosaur faction keyword.
Galvanic Upgrade Fine card with high versatility. My issues with it are the weird nonbo interactions this has with equipment and vehicels, two important subtypes of the faction.
Banner of the Devout Simple and elegant fixing. Nothing too special and I'm not sure how relevant the additional land drop will be on turn three but I guess it goes well with edify, which even the name hints at. As I would probably curb the prevalence of multicolor commons if I really made the set, I don't know how much a mana fixer like this would be needed. As the pack stands, however, this is a valuable inclusion that doesn't try to be too fancy for it's own good.
Final judging: Solid designs with overall only small flaws. I appreciate that you didn't just design stuff you thought cool but actually looked at what the pack and the set needed to work.
Globe of Resistance Powerful card but perfectly costed and placed as an uncommon. Might be a bit weak in limited but not every card has to be perfectly useful there. This would certainly find a home in a standard deck and maybe in edh too. Nothing here to criticize really.
I know, I know, looking at the points, you were only second place, but you commited multiple cards and seemed to be very invested and interested in this challenge and I want to honor that. I hope you're not too mad gamma3.
Fist of Blazing Suns Cool name and concept, but forcing creatures to block is not only anti-synergistic with wreak but also not a red ability at all. Actually, there's only one red card in the entirety of Magic that makes a creature block if able: Mark for Death. There, the forced block is kind of a gimmick because all the other creatures can't block anymore. As a green card, it would be a bit weird but still okay.
Final judging: Fist of Blazing Suns is not a real hit to me, but Globe of Resistance sure is. If you had just used “...target creature can't block this turn.” on the Fist, it would've been an almost perfect card.
Post by foureyesisafish on Feb 24, 2021 12:21:08 GMT
Honestly, that's just kind of how it worked out.
Also, Frillback should be 2/4 I believe. I may have messed that up.
Zacma was actually based on "I have a mythic slot, I should make a ridiculous 5 color cascade commander" and I think it worked. The ETB ability is a direct call-back, and the keywords were just updated to include some for B and U. Only thing new is the raw cascade.
Hey everyone, I apologize for taking so long. It's been about a week, and I think it's time for me to actually post something. It seems Universes Beyond is here to stay, so let's have some fun with it, shall we? Your next set is:
Universes Beyond: The Clone Wars
Specifically, I'd like to see people to take inspiration from the first couple of seasons of the TV series and other Star Wars materials relating to them. However, I will not dock points for missing that flavor mark slightly for people not familiar with the nitty-gritty of the Star Wars lore.
The Trade Federation - The leadership of the Seperatist Alliance, the trade federation is all about subterfuge and uncaring for collateral damage. Led by the Sith lord Count Dooku, they work as much in the shadows as they do in open warfare. Mechanically, they care about vehicles and artifact creatures, with the most evasion effects out of the factions.
The Droid Army - The soldiers of the Separatist Alliance, the Battle Droids represent an unrelenting horde of enemies to the Galactic Republic. Mechanically, they are artifact creatures (most likely constructs), and have a sacrifice sort of gameplan. They aren't hard to kill, but they have plenty of Rakdos death triggers to back them up and win the war of attrition.
The Clone Army - Funded by the Galactic Republic, the Clone Army is made up of soldiers cloned on the world of Kamino and trained for war from birth. They work closely with the Jedi Order, who lead the clone army and fight alongside them. Big themes for the Clone Army are combat and an element of Soldier tribal, especially token generation, generally going for a traditional aggro gameplay style.
The Jedi Order - A longstanding religion of fate, or The Force, leads much of the decision making here. The knights of the Jedi Order lead the clone army as generals and strategists, and they have superhuman abilities, including telekinetic powers. Mechanically, they care about lifegain, protection, and foresight, lending to a midrangey control sort of gameplay plan with a powerful Jedi Knight as the likely finisher.
And now, to start off the pack with Common #1:
Raise the Alarm Instant Create two 1/1 white Soldier creature tokens. "Separatist dropship, approaching fast!"
inbuilt blaster - arm (You may pay an additional as you cast this spell. if you do, create a 2/2 soldier token and attach this card to it.) equipped creature gets +1/+0 and : this card deals 1 damage to target creature or planeswalker. equip
Jedi's Wit Instant Target creature you control gains protection from artifacts or from the color of your choice until end of turn. When that creature deals damage to a player, you may pay . If you do, draw a card. "Hello there!"
vision of truths instant - scry 5. for each card put on the bottom of your library this way, you gain 1 life. "Designed by the Dark Lord of the Sith, this web is. For now, play his game, we must." ― Master Yoda
Post by foureyesisafish on Mar 5, 2021 19:03:37 GMT
Scrapping Entry Instant As an additional cost to cast Scrapping Entry, sacrifice an artifact. Final Shot does 5 damage to any target. Then create X 1/1 Construct artifact creature tokens, where X is that artifact's converted mana cost.
Post by ameisenmeister on Mar 5, 2021 20:12:59 GMT
Time for another creature. I went with the wizard creature type although technically there aren't any wizards in the Star Wars universe as far as I'm aware of, but I didn't know how much you wanted to push into franchise typical creature types territory.
Foretell is, I believe a nice fit for the Jedi Order, not only because it suits the flavor but also the midrangy game plan you talked about in your prompt.