Post by augur on Dec 20, 2018 6:30:57 GMT
this pic was prob a poor fit (very Green and very Creature) but I like the results
This was difficult to narrow down, but...
{Daij_Djan}
A solid idea that flavorfully connects well, but pretty underpowered (barring a major centaur tribal theme). Alloy Myr and Scuttlemutt are close to strictly better, but for a more modern comparison, Lifespring Druid is a 2/1 without the creature rider on the mana. I don’t think the restriction and extra toughness balance out well, especially with the rarity bump.
A solid idea that flavorfully connects well, but pretty underpowered (barring a major centaur tribal theme). Alloy Myr and Scuttlemutt are close to strictly better, but for a more modern comparison, Lifespring Druid is a 2/1 without the creature rider on the mana. I don’t think the restriction and extra toughness balance out well, especially with the rarity bump.
{Tesagk}
An anthem is loosely in green’s wheelhouse (and tokens obv are). I like both the effect and the body, but I wonder if the untapped clause is unnecessary- a creature eats removal much more easily than enchantments (Intangible Virtue) and a 1/3 swinging in with your token army doesn’t seem significantly op (esp. since you’re risking your anthem). The clause could need to some neat interactions but also to unneeded complexity.
(also- was there supposed to be a comma before “giving” in the ft?)
An anthem is loosely in green’s wheelhouse (and tokens obv are). I like both the effect and the body, but I wonder if the untapped clause is unnecessary- a creature eats removal much more easily than enchantments (Intangible Virtue) and a 1/3 swinging in with your token army doesn’t seem significantly op (esp. since you’re risking your anthem). The clause could need to some neat interactions but also to unneeded complexity.
(also- was there supposed to be a comma before “giving” in the ft?)
{kinotherapy}
That last ability is tricky to evaluate, but I think it’s fine. It can be a powerful swing in ramping, but notably gets worse if you ramp into the Wayfarer itself using tools other than lands. There’s also the inherent risk of ramping in getting your target blown up, but in this case you lose a good chunk of lands as well. The P/T is in a good spot I believe, hefty enough to survive at least and put a dent in the opponent at most.
That last ability is tricky to evaluate, but I think it’s fine. It can be a powerful swing in ramping, but notably gets worse if you ramp into the Wayfarer itself using tools other than lands. There’s also the inherent risk of ramping in getting your target blown up, but in this case you lose a good chunk of lands as well. The P/T is in a good spot I believe, hefty enough to survive at least and put a dent in the opponent at most.
{melono}
Enchantment
At the beginning of your upkeep, create a token that's a copy of a green creature token you control.
My forest gives these creatures life. Then that life goes forth and creates more life.
The cost and condition push decks looking to use this quite hard into G as opposed to Growing Ranks. The condition may actually be unnecessary with a cost that dense, but as-is it’s pretty mediocre cloning Saprolings early game. Hopefully some beefy 3/3 tokens will hit the field, but banking on that payoff is a little risky.
(also- was the ft supposed to be in quotes?)
Fertility
Enchantment
At the beginning of your upkeep, create a token that's a copy of a green creature token you control.
My forest gives these creatures life. Then that life goes forth and creates more life.
The cost and condition push decks looking to use this quite hard into G as opposed to Growing Ranks. The condition may actually be unnecessary with a cost that dense, but as-is it’s pretty mediocre cloning Saprolings early game. Hopefully some beefy 3/3 tokens will hit the field, but banking on that payoff is a little risky.
(also- was the ft supposed to be in quotes?)
{Lydia Deetz}
A Little Explanation:
The set I've been working on contains three extra colors, one of which being Pink (symbolizing pacifism).
On Pink (Pacifism): I would be careful pursuing a mill wincon, especially with your goal of not winning through damage. U is often regarded as the “control” color, but U decks in limited and constructed can be tuned to be more aggressive (UR tempo, U devotion) or more controlling (Jeskai control, Esper control, etc). With not seeking to win through damage the types of decks that can use P would be narrowed. Mill cards themselves are also difficult to balanced between 40-card limited and 60-card constructed.
On Forest Guardian: If your opponent doesn’t have removal, any strategy that revolves around creature damage (which in limited is virtually all of them) is completely locked down. The average number of copies of a common in a draft is three, I believe, so the potential to get multiples is there. I don’t think this card would be healthy in any limited format, P or not, as it drastically warps the meta.
A Little Explanation:
The set I've been working on contains three extra colors, one of which being Pink (symbolizing pacifism).
On Pink (Pacifism): I would be careful pursuing a mill wincon, especially with your goal of not winning through damage. U is often regarded as the “control” color, but U decks in limited and constructed can be tuned to be more aggressive (UR tempo, U devotion) or more controlling (Jeskai control, Esper control, etc). With not seeking to win through damage the types of decks that can use P would be narrowed. Mill cards themselves are also difficult to balanced between 40-card limited and 60-card constructed.
On Forest Guardian: If your opponent doesn’t have removal, any strategy that revolves around creature damage (which in limited is virtually all of them) is completely locked down. The average number of copies of a common in a draft is three, I believe, so the potential to get multiples is there. I don’t think this card would be healthy in any limited format, P or not, as it drastically warps the meta.
{Flo00}
Creature - Contaur Druid
Whenever Harbinger of Fall deals combat damage to a player, you may sacrifice a land. If you do, search your library for a land card and put itonto the battlefield.
2/3
I’ll rate this effect as “okay.” Being able to fetch any land is nice, but once you’ve fetched your manland/utility land/etc it gets closer to a more complex “untap target land.” The fixing potential is low since you aren’t getting a land until a turn after you’ve played your threedrop. Overall the payoff for connecting with the 2/3 is a little low- a buff to the body or a keyword like trample might help.
(also the typeline has a typo in Centaur)
Harbinger of Autumn
Creature - Contaur Druid
Whenever Harbinger of Fall deals combat damage to a player, you may sacrifice a land. If you do, search your library for a land card and put itonto the battlefield.
2/3
I’ll rate this effect as “okay.” Being able to fetch any land is nice, but once you’ve fetched your manland/utility land/etc it gets closer to a more complex “untap target land.” The fixing potential is low since you aren’t getting a land until a turn after you’ve played your threedrop. Overall the payoff for connecting with the 2/3 is a little low- a buff to the body or a keyword like trample might help.
(also the typeline has a typo in Centaur)
{gateways7}
The Forebearer is quite pushed, and I believe overpowered. RG typically has more of a ramp strategy (see: RG Monsters), but I’m imagining a version of the RDW that exists to some extent in every format but with some amount of green. The no lands drawback is interesting, but the aforementioned aggro deck can likely function quite well with two lands plus any mana granted from the activated ability. If no extra mana is needed, the drawn lands can become shocks (notably at instant speed), allowing games to be closed out. The body doesn’t really reflect the utility available from the Forebearer, as a 3 power beater deals a good chunk of damage. I do like the decisions it presents regarding lands and the deckbuilding cost for it, but the numbers add up to something quite powerful.
(also- the mana doesn’t empty as steps and phases end?)
The Forebearer is quite pushed, and I believe overpowered. RG typically has more of a ramp strategy (see: RG Monsters), but I’m imagining a version of the RDW that exists to some extent in every format but with some amount of green. The no lands drawback is interesting, but the aforementioned aggro deck can likely function quite well with two lands plus any mana granted from the activated ability. If no extra mana is needed, the drawn lands can become shocks (notably at instant speed), allowing games to be closed out. The body doesn’t really reflect the utility available from the Forebearer, as a 3 power beater deals a good chunk of damage. I do like the decisions it presents regarding lands and the deckbuilding cost for it, but the numbers add up to something quite powerful.
(also- the mana doesn’t empty as steps and phases end?)
{Jartis}
I had originally said that this would be better as a redirection a la Palisade Guardian, but there’s an important distinction there- the Guardian dies to deathtouch, but the Sentinel does not. Getting value out of the Guardian (and thus the Sentinel) for more than a couple combats is difficult, but the prevention and the toughness clause help the Sentinel survive in situations the Guardian would die. Since it still dies much more easily than the average creature I’d raise its stats more to something like a 4/5 or even 5/5. Larger stats would also help to give it more of a green color identity- as-is it’s hard to call this anything but mono-white.
I had originally said that this would be better as a redirection a la Palisade Guardian, but there’s an important distinction there- the Guardian dies to deathtouch, but the Sentinel does not. Getting value out of the Guardian (and thus the Sentinel) for more than a couple combats is difficult, but the prevention and the toughness clause help the Sentinel survive in situations the Guardian would die. Since it still dies much more easily than the average creature I’d raise its stats more to something like a 4/5 or even 5/5. Larger stats would also help to give it more of a green color identity- as-is it’s hard to call this anything but mono-white.
{kefke}
Adjusted the card according to the suggestions Flo00 made. The tint on the card doesn't match the shifted text boxes, but it works.
Revised again. Thanks to Xenozfan2 and everyone else who gave recommendations on how to word things. I may keep this one for a future set at this point.
The plus is okay- untapping lands is a G planeswalker classic, but 2 life seems a little low in formats where 2 mana can be impactful. I like the idea of the minus a lot, but I think it’s a poor fit for this walker where you’ve already hit five mana to cast it. I really like the second emblem of the spell- while it’s no Ajani gain 100 life ult, consistent lifegain is hard to ignore. The first emblem seems odd, though- fixing is nice (especially when it synergizes with the land tokens it makes) but most of the time you want to be producing G with the emblem anyway. imo a potential fix would be moving to a lower cmc so the ramp abilities get more time in the sun.
(also the -3 has a typo in Forest)
{Original version of the card here.}
The plus is okay- untapping lands is a G planeswalker classic, but 2 life seems a little low in formats where 2 mana can be impactful. I like the idea of the minus a lot, but I think it’s a poor fit for this walker where you’ve already hit five mana to cast it. I really like the second emblem of the spell- while it’s no Ajani gain 100 life ult, consistent lifegain is hard to ignore. The first emblem seems odd, though- fixing is nice (especially when it synergizes with the land tokens it makes) but most of the time you want to be producing G with the emblem anyway. imo a potential fix would be moving to a lower cmc so the ramp abilities get more time in the sun.
(also the -3 has a typo in Forest)
{xenozfan2}
Creature - Centaur Druid
When Warden of Autumn dies, choose one -
It's a little pushed, but it didn't seem enough for a rare. Originally , I upped the cost to drop the rarity.
And then I made changes and upped it back to a rare. It's the mirror of Knight of Autumn, sort of, since the picture's called Autumn Warden. Dies instead of ETB; 1/2 instead of 2/1; trample to lose life instead of life gain; tokens go wide instead of tall (I would love to make Squirrels, but those haven't been printed in a long, long time); and returning a card instead of destroying it.
The Warden is much worse than the Knight (though tbf Knight is great). Knight is great because all of its effects have a substantial impact and leave you with a body. For three mana you get either a 4/3, a Naturalize and a 2/1, or 4 life and a 2/1. Warden of Autumn, however, has a death trigger. Instead of getting value, three mana gets you a 1/2 body (significantly worse than a 2/1) that will hopefully provide value later on. Most of the time opponents won’t block it, so you have to hold it back to chump block. In terms of the impacts it does have, the trample mode might as well not exist (Warden needs to die before damage on your turn, to first strike or to removal or… sac??), the saprolings are pretty nice, and the Reclaim is passable. The main problem is that you don’t have any control over when you get these effects- it’s a struggle to eke out value and the reward isn’t worth the card.
Warden of Autumn
Creature - Centaur Druid
When Warden of Autumn dies, choose one -
- Creatures you control gain trample until end of turn.
- Create two 1/1 green Saproling creature tokens.
- Put target card from your graveyard on top of your library.
It's a little pushed, but it didn't seem enough for a rare. Originally , I upped the cost to drop the rarity.
And then I made changes and upped it back to a rare. It's the mirror of Knight of Autumn, sort of, since the picture's called Autumn Warden. Dies instead of ETB; 1/2 instead of 2/1; trample to lose life instead of life gain; tokens go wide instead of tall (I would love to make Squirrels, but those haven't been printed in a long, long time); and returning a card instead of destroying it.
The Warden is much worse than the Knight (though tbf Knight is great). Knight is great because all of its effects have a substantial impact and leave you with a body. For three mana you get either a 4/3, a Naturalize and a 2/1, or 4 life and a 2/1. Warden of Autumn, however, has a death trigger. Instead of getting value, three mana gets you a 1/2 body (significantly worse than a 2/1) that will hopefully provide value later on. Most of the time opponents won’t block it, so you have to hold it back to chump block. In terms of the impacts it does have, the trample mode might as well not exist (Warden needs to die before damage on your turn, to first strike or to removal or… sac??), the saprolings are pretty nice, and the Reclaim is passable. The main problem is that you don’t have any control over when you get these effects- it’s a struggle to eke out value and the reward isn’t worth the card.
This was difficult to narrow down, but...
{Winner}
The winner is kinotherapy!
The runner-ups are Tesagk and Jartis.
The winner is kinotherapy!
The runner-ups are Tesagk and Jartis.