You have been doing very well with your commander deck design thus far. You are now asked to continue with the design, but stay at the top of your game, for half of you will be cut by the end of this round
Your challenge:
Create a common spell and an uncommon spell of any type with the word 'planeswalker' in the rules text. It must keep to the theme and color identity of your commander deck.
This month's top 8, brought to you by Moss_Elemental. (thank you so much!)
This round you will be critiquing EVERYONE.
Top 8 entries are due Sunday, September 29th, before Sunday becomes Monday.
Top 8 critiques are due Thursday, October 3rd, before Thursday becomes Friday.
Top 4 scores will continue.
Normal CCL rules apply, contact me or post with questions/concerns. Good luck!
Going to challenge myself with a RRR MONO-RED commander RRR
Ok what about this. Trepidus, Breaker of Oaths2RR
Legendary Creature - Human Shaman {M}
At the beginning of each player’s upkeep, that player gains control of target creature an opponent controls chosen at random until end of turn. "Words mean nothing, only action changes the world"
3/3
------------------- Bloodscale Traitor1RR
Creature - Viashino Warrior {U}
Whenever a player other than Bloodscale Traitor's owner gains control of it, Bloodscale Traitor deals 4 damage to that player The whims of generals mean nothing to him. The hot spray of their blood on the other hand....
4/1
New Mechanic: Converge <COST> (When you cast this spell, choose a player. Each other player may choose to pay <COST>. Each player that does gets a copy of this spell and may choose new choose new targets for the copy.)
Card Using Mechanic: Fractured Trust3R
Instant {R}
Converge 3((When you cast this spell, choose a player. Each other player may choose to pay 3. Each player that does gets a copy of this spell and may choose new choose new targets for the copy.)
Target player gains control of target creature until end of turn. Untap it. It gains haste until end of turn.
------------------------------------
My Comments in BLUE
Mythic Reprint: Hellkite Tyrant
Goes with the "change of control" theme as well as provides a juicy punch of damage and alt win con.
Rare Legend: Precias, Lord of Passions4RR
Legendary Creature - Saytr Warrior {R}
Protection from White
Precias, Lord of Passions gets +1/+1 for each permanent you control but don't own. 1RR: Gain control of target white creature until end of turn. Untap that creature. It gains haste and becomes red until end of turn. "Temptation is not to be resisted here, let you blood boil as we dance off the shackles of society"
5/3
Encourages stealing and provides a norrow but repeatable Threaten ability while also having protection from white for flavour reasons as nearly all my cards have been about breaking the power of oaths and loyalty which is very much a white philosophy.
The creatures stolen become red to show them embracing their passions.
Equipment: Oathcutter3
Artifact - Equipment {U}
Oathcutter can be attached only to a nonlegendary creature.
Equipped creature gets +3/+0 and has haste.
As long as you are not the owner of equipped creature other players cannot gain control of equipped creature.
Equip 3 "With this blade I release you and your desires upon the world"
-Trepidus, Breaker of Oaths
Allows for temporary stealing effects to become permanent while also giving a power boost and haste. Wanted the equipment to feel very red without making it require red mana as this may be useful i other types of decks.
The nonlegendary clause both completes the challenge requirement while also preventing feel bad moments caused by stealing a player's commander.
Going for a planeswalkers as untrustworthy outsiders feel to go with the theme of betrayal in most of my entries
Common Spell: Frayed DischargeR
Sorcery {C}
Eternity Discharge deals 2 damage divided as you choose among one or two target creatures and/or planeswalkers.
"Your spark and your minions betray you planeswalker. Now feel my punishment for daring to tread here"
--Isidor, Ragetender of the Phosphorous Gardens
Uncommon Spell: Enflame Suspicion1RR
Sorcery {U}
Gain control of target creature or planeswalker until end of turn. Untap that permanent. It gains haste until end of turn. “How can any be loyal to those not native of their world.”
Begone!1U
Instant (C)
Return target creature or planeswalker to its owner's hand. Hernon's manor grounds are the size of a small nation, and are patrolled by valets who will politely show you the way out.
Revenge Crusade2WB
Enchantment (U)
Whenever a creature attacks you or a planeswalker you control, put a hatred counter on Revenge Crusade.
Remove a hatred counter from Revenge Crusade: Choose one - Target creature gets +1/+0 until end of turn; or target creature gains deathtouch until end of turn; or target creature gains vigilance until end of turn. Dark deeds brew under the murky fog of unredressed injustice.
Whenever Hyperion enters the battlefield or attacks, you may pay x. If you do, search your library for an Equipment card with converted mana cost X or less and put it onto the battlefield attached to Hyperion. Then shuffle your library.
3/3
-------------
Fusion Core
Land (uncommon)
t: Add 1 to your mana pool.
t: Add 2 to your mana pool. You can't spend this mana to cast spells.
Focus - Energy Thrusters's ability costs 2 less during your main phase.
"Divert all energy to the primary cannons. We are on attack mode."
Focus rewards actions that are done during its controller's main phase. This is great in multiplayer because it encourages players to do their actions during their turn to prevent wasting time from other player's turn
Hydragynia the Mercurial enters the battlefield with X +1/+1 counters, where X is the amount of mana spent to cast it.
As long as Hydragynia the Mercurial is on the battlefield, it has all the abilities of all artifacts on the battlefield. (Equipment that's a creature can't equip a creature)
0/0
-----------
Equipment featuring Legendary:
Sword of Destiny3
Artifact - Equipment (rare)
Whenever equipped creature deals combat damage to a player, put X experience counters on that creature equal to the damage it dealt this turn. Then, you may sacrifice that creature. If you do, search your graveyard, hand, library and/or command zone for a legendary creature with converted mana cost X or less were X is the number of experience counters on the sacrificed creature and put it on the battlefield with Sword of Destiny attached to it. If you search your library this way, shuffle it.
As long as the equipped creature is legendary, it gets +X/+X where X is equal to the experience counter on that creature.
Equip [2]
Top 8 entry:
Common:
Flashbang1
Artifact (common)
,t, Sacrifice Flashbang: Abilities of target creature or planeswalker can't be activated until the end of turn. If a creature was targeted this way, tap that creature.
----------
Uncommon:
Beloved Motherland
Land (uncommon)
t: Add 1 to your mana pool. If this mana was used to cast a planeswalker spell, that planeswalker enters the battlefield with an additional loyalty counter.
Paladin en-Kor :1mana::symw:
Creature - Kor Soldier (C)
Defender
:0mana::The next 1 damage that would be dealt to a planeswalker you control this turn is dealt to Paladin en-Kor instead. "Anyone can shoulder their own burden. A true hero will do it for them." - Koji, Takenuma defector
0/4
Valiant Defense :2mana::symw:
Enchantment (U)
:symw:, Remove a loyalty counter from a planeswalker you control: Prevent all damage that would be dealt to target creature this turn. "Every man under my watch is more than a soldier. He is an ally and a friend." - Elspeth, Tirel
Kalivan, Death's Hand1BB
Legendary Creature - Assassin (M)
Deathtouch XB: The next X damage that would be dealt by a source you control of your choice is dealt by Kalivan, Death's Hand instead. [I](If that damage would of been combat damage, it is still combat damage).[/I]
[/I]Fear the light as well as the shadows, for death dreads no threshold."[/I]
1/4
Gruesome Missive1B
Sorcery (U)
Put a -1/-1 counter on target creature.
Cipher
[I]It's the silent threats that are the most dangerous.[/I]
New Mechanic: Marked [I](While choosing targets as part of casting a spell or activating an ability, players must choose at least one marked permanent or player if able.)[/I]
Loathebrand3
Artifact - Equipment (R)
Whenever equipped creature deals combat damage to a creature, planeswalker or player, that permanent or player becomes marked until your next turn. [I](While choosing targets as part of casting a spell or activating an ability, players must choose at least one marked permanent or player if able.)[/I]
Players may pay 0 rather than pay the mana costs of spells they control that only target marked permanents they don't control and/or other players.
Equip 2
[I]A favored tool of archons to ensure maximum punishment for the sinful.[/I]
Arkanthus, Power Broker3BB
Legendary Creature - Demon Monger (R)
Flying 4, Pay X life: You may search your library for a card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library. Any player may activate this ability but only any time he or she could cast a sorcery.
[I]"You seek power, I seek your soul. Shall we make a deal?"[/I]
5/5
Rare Equipment that references Legendary:
Heromaker Diadem4
Artifact - Equipment (R)
Equipped creature has "2: This creature gains the abilities of target legendary creature card on the battlefield or in a graveyard until end of turn. This ability can't target the same card more than once each turn."
Equip 4
[I]"Sealed within is legend made manifest."
-ancient inscription[/I]
...In black. This could get ugly..
Entropic TouchB
Enchantment - Aura (U)
Enchant creature
Whenever enchanted creature deals damage to a creature or planeswalker, remove all counters from that permanent.
[I]"All things must fade, so why do you resist?"
-Kalivan, Death's Hand[/I]
Sparkseeker3
Artifact Creature - Hound (C)
Sparkseeker can't be blocked if it's attacking a planeswalker.
[I]"They say nothing can kill a planeswalker... my hounds beg to differ."
-Jakib, artificer outcast[/I]
3/3
Vali, Gilt-Leaf Witch1BG
Legendary Creature - Elf Shaman (M)
When you cast Vali, Gilt-Leaf Witch, return a creature card with converted mana cost equal to or less than the amount of mana used to cast Vali from your graveyard to the battlefield.
Sacrifice a creature: Put a +1/+1 counter on target creature.
Sacrifice a creature: Target creature gets -1/-1 until end of turn.
2/2
Influential Call3G
Sorcery (U)
Put X 1/1 green Elf Warrior creature tokens onto the battlefield, where X is the highest power among creatures you control. The elves of the Gilt-Leaf will follow anyone with the power to offer them prestige.
Mechanic: Sustain. Sustain is a triggered ability that means "When this creature dies, you may exile target card in an opponent's graveyard with converted mana cost equal to this creature's. If you do, shuffle this creature into your library."
Crashing Tatterhorn2BG
Creature - Beast Zombie (R)
Sustain (When Crashing Tatterhorn dies, you may exile target card in an opponent's graveyard with converted mana cost 4. If you do, shuffle Crashing Tatterhorn into your library.)
Crashing Tatterhorn can't block.
Whenever Crashing Tatterhorn sustains, you gain 4 life and target opponent loses 4 life.
4/3
Legendary: Nakon, the Carver2G
Legendary Creature - Elf Warrior(R)
Deathtouch
Whenever a creature is sacrificed, you may put a +1/+1 counter on Nakon, the Carver.
Whenever a +1/+1 counter is put on Nakon, it gains trample until end of turn.
3/3 Vali's favored guardian, she makes sure his every morbid craving is catered to.
Equipment: Kingslayer Dagger2
Artifact - Equipment (U)
Equipped creature gets +2/+0.
Whenever equipped creature blocks or becomes blocked by a legendary creature, equipped creature gains deathtouch until end of turn.
Equip 2
This was a tough one, I made an effort to stay on theme as much as possible and make cards that still work without a planeswalker.
Common: Shedding Mossdog2G
Creature - Plant Hound (C)
When Shedding Mossdog enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield.
When Shedding Mossdog dies, put a loyalty counter on target planeswalker you control.
2/2 A trained mossdog may be messy, but they're loyal to the end.
Uncommon: Vigor DrainXBG
Sorcery (U)
Choose one - Put X +1/+1 counters on target creature you control; or target creature gets -X/-X until end of turn.
Choose both if you control a planeswalker. "For my next trick, I'll require a volunteer from the cages in the back row" - Vali, Gilt-Leaf Witch
Wezell, Mindthrull Master2UB
Legendary Creature - Human Shaman
At the beginning of each player's end step, that player puts a 1/1 black Thrull creature token onto the battlefield for each card he or she drew this turn, then sacrifices two creatures. UB,T, Pay 1 life: Draw a card.
2/4
Disparaging Ideals2UB
Sorcery (U)
Draw two cards, then discard a card. If the discarded card is a permanent card, target player sacrifices a permanent that shares a card type with it.
Dreamleaper Siren1U
Creature - Siren (R)
Tempt (Whenever a creature blocks this creature, the first creature attacks during its controller's next turn if able.)
Whenever Siren of War deals combat damage to a player, you may draw a card. 1U: Return Dreamleaper Siren to its owner's hand.
2/1
Oswell, Technician's Guide3UU
Legendary Creature - Human Advisor [R]
For each creature you control, whenever you activate one of that creature's abilities for the first time in a turn, you may draw a card. 1UU: Untap another target creature.
2/3
Equipment:
Sword of Prophecies2
Artifact - Equipment [U]
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, scry X, where X is one plus the number of legendary permanents you control, then draw a card.
Equip 3
Lost Loyalties3U
Sorcery (C)
Put target nonland permanent on top of its owner's library. If a planeswalker card is put on top of a library this way, draw a card.
Ritual Beacon2B
Enchantment (U)
Whenever you sacrifice a nonland permanent, choose one — Put a +1/+1 counter on target creature; put a charge counter on target artifact; or put a loyalty counter on target planeswalker.
Frayed DischargeR
Sorcery {C}
Eternity Discharge deals 2 damage divided as you choose among one or two target creatures and/or planeswalkers.
"Your spark and your minions betray you planeswalker. Now feel my punishment for daring to tread here"
--Isidor, Ragetender of the Phosphorous Gardens
Enflame Suspicion1RR
Sorcery {U}
Gain control of target creature or planeswalker until end of turn. Untap that permanent. It gains haste until end of turn. “How can any be loyal to those not native of their world.”
I like these. Frayed Discharge is perfectly fine, and Enflame Suspicion (though maybe undercosted by 1) Do their jobs well and efficiently, without feeling like planeswalker is tacked on. Good job.
Spark of Life(G/W)
Instant (Common)
You gain 2 life for each loyalty counter on target planeswalker you control. The grandest of blessings come from between planes.
--- Teneb's Grasp2BGW
Sorcery (Uncommon)
Put target planeswalker card from a graveyard onto the battlefield under your control. "Even sparks reignite from beyond the grave by my hand." -Teneb, the Harvester
These are pretty neat, but far too narrow. Teneb's Grasp should also be able to snag creatures. As for Spark of Life, I'm not sure how to make it less narrow and keep that mana cost.
Begone!1U
Instant (C)
Return target creature or planeswalker to its owner's hand. Hernon's manor grounds are the size of a small nation, and are patrolled by valets who will politely show you the way out.
Revenge Crusade2WB
Enchantment (U)
Whenever a creature attacks you or a planeswalker you control, put a hatred counter on Revenge Crusade.
Remove a hatred counter from Revenge Crusade: Choose one - Target creature gets +1/+0 until end of turn; or target creature gains deathtouch until end of turn; or target creature gains vigilance until end of turn. Dark deeds brew under the murky fog of unredressed injustice.
Begone! is perfectly fine. Revenge Crusade is a little complex for an uncommon, and funnily enough, feels very WBR, but is still very neat.
Flashbang1 Artifact (common) ,t, Sacrifice Flashbang: Abilities of target creature or planeswalker can't be activated until the end of turn. If a creature was targeted this way, tap that creature.
---------- Beloved Motherland Land (uncommon) t: Add 1 to your mana pool. If this mana was used to cast a planeswalker spell, that planeswalker enters the battlefield with an additional loyalty counter. "There's no place like home."
Flashbang feels a bit weak compared to a card like Pithing Needle, but being able to tap a creature could come in handy. Beloved Motherland is also pretty neat, but I feel like it'd be printed at rare simply because its mana provides bonuses to planeswalkers.
Paladin en-Kor :1mana::symw:
Creature - Kor Soldier (C)
Defender
:0mana::The next 1 damage that would be dealt to a planeswalker you control this turn is dealt to Paladin en-Kor instead. "Anyone can shoulder their own burden. A true hero will do it for them." - Koji, Takenuma defector
0/4
Valiant Defense :2mana::symw:
Enchantment (U)
:symw:, Remove a loyalty counter from a planeswalker you control: Prevent all damage that would be dealt to target creature this turn. "Every man under my watch is more than a soldier. He is an ally and a friend." - Elspeth, Tirel
Paladin en-Kor is quite nice, but I feel like it should be able to save creatures too. Valiant Defense just has too narrow of an activation cost to see print.
Shedding Mossdog2G
Creature - Plant Hound (C)
When Shedding Mossdog enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield.
When Shedding Mossdog dies, put a loyalty counter on target planeswalker you control.
2/2 A trained mossdog may be messy, but they're loyal to the end.
Vigor DrainXBG
Sorcery (U)
Choose one - Put X +1/+1 counters on target creature you control; or target creature gets -X/-X until end of turn.
Choose both if you control a planeswalker. "For my next trick, I'll require a volunteer from the cages in the back row" - Vali, Gilt-Leaf Witch
I like Shedding Mossdog. Does a lot of good work for a common. Vigor Drain is also pretty cool, though I feel like there needs to be a stronger flavor justification for why a planeswalker allows you to choose both.
Lost Loyalties3U
Sorcery (C)
Put target nonland permanent on top of its owner's library. If a planeswalker card is put on top of a library this way, draw a card.
Ritual Beacon2B
Enchantment (U)
Whenever you sacrifice a nonland permanent, choose one — Put a +1/+1 counter on target creature; put a charge counter on target artifact; or put a loyalty counter on target planeswalker.
Lost Loyalties is fine, but the draw a card requirement is a bit arbitrary. Ritual Beacon is amazing... perhaps TOO amazing for planeswalkers.
Your Common is a very elegent design that combines the mechanics very well with the flavour. The splashable body makes it always relevent but this is slightly undercosted as a 3/3 for 2G is already considered fairly decent but as it is completely colourless this really needs to cost 4 as it has no downsides.
I really like Uncommon as not only does it make for a lovely hate card against a range of things (vanishing, +1/+1 counters, Skullbriar, the Walking Grave!!!!) but it also basically acts as a Defang against infect and wither creatures. This is extremely versatile and perfect for an uncommon. I may even end up using this in a counter manipulation focused set I've been cooking up.
I actually really like the flavour and simplicity of your common but it is let down slightly by being so narrow. Would probably still be fine if it had counted the total loyalty counters on all planeswalkers you controlled as it is very rare for their to be more than two under your control at any time.
Your uncommon is just even more narrow and should really be able to target creatures as well, despite that this makes it lose a bit of its lovely flavour.
Both interesting and well costed but needed a bit more flexibility.
Remember all planewalkers are mythic rare so any card that is too narrow is going to be useless to newer players which makes it feel bad. This is the reason we don't have a Dreadbore that doesn't have the creature removal aspect.
Your Common is a well costed and flavourful Unsummon variant. The politeness in the flavour text however is at odds with the exclamation mark in the card name. Otherwise is a good common.
Your Uncommon feels a bit too complex but would be good for a rare. Definitely both works well with your other cards and shares the flavour but like I said this definitely isn't uncommon material in my opinion.
I really like your common card and considering how versatile it is compared to an instant (metalcraft, affinity, searchable etc) I think it is probably perfectly costed for a common. Would maybe change the name to feel more fantasy style.
Your Uncommon is really clean and flavourful and while Im usually not much of a fan of a lot of the land designs on these forums this one really appeals to me. I initially would of said this should be a rare but doing a search on uncommon lands shows it should be fine.
My big concern however is how powerful these are in multiples but as planeswalkers usually have a lot of colour mana symbols this probably isn't backbreaking except for Karn Liberated which makes perfect sense with your commander colours.
A little annoyance is it doesn't seems to match thematically as well as your other cards.
Your common is narrow but this is perfectly justified due to the relevent body it has. I like the ability but I feel that this card doesn't need defender on a paladin. Also having a 0 cost activation with no tap is crazy powerful as yoy can basically reduce all damage dealt to your planeswalker by 3 each turn OR play the ability in response to itself too redirect all damage to the paladin for 1 turn even if they hit your planewalker for 9 or 10 damage.
This would still be very good with just a tap ability or a 1 cost activation.
Your Uncommon is definitely very narrow but flavourful. That the ability allows for the protection of your creature but not the protection of the planeswalker itself really reinforces the selflessness of white. This when combined with the flavour text work so well together.
However like I mentioned with SelenysiaNewLife's card that this useless without a planewalker really hurts the card especially in non constructed formats.
Your Common is a bit complex for a common as I'm not sure it needs to have both triggers. Also this is really weird flavourwise as why does the planeswalker get more loyal to you when it DIES??? I think I would like it if the death trigger was swapped or removing the random saproling spawn.
This is certainly ok but needs a bit of work to figure out what it wants to do.
Your Uncommon has a great entwine variant. Simple yet very flavourful and the flavour text is simply perfect. This isn't too narrow as either effect can be chosen and are also both relevant. The cost is a combination of Black Sun Zenith and Strength of the Tajuru but the dual colour requirement and hopefully makes it fairly costed. (also X1BG looks ugly)
Initially I really liked the versatility of this as both soft removal that doubles as a bounce spell to save your own planewalker without screwing your draws. Then I saw it was a sorcery speed card and I liked it but not nearly as much.
Your Uncommon really really feelis like a build around me rare not an uncommon. Using this with with sacrifice engines such as Aristocrats would be incredibly brutal and allow for instant planewalker ults out of nowhere. Now this isn't bad in itself but this both isn't costed correctly and shouldn't be a rare.
Begone is a logical progression of a bounce spell now that we live in the world of planeswalkers. I personally like it at common, but I can see WotC printing it at uncommon, or even rare, like they did with Hero's Downfall. But the effect is fine as is. Revenge Crusade is interesting, but it seems slightly unbalanced (not powerwise, but design wise). Deathtouch is a black ability, vigilance is a white ability, but where does the +1/+0 come in? Black has a history of granting +1/+0, but then the card seems more balanced towards towards black than white, which is odd for a modal card.
The base of this card (the part that doesn't reference planeswalkers) is fine as a sorcery speed Totally Lost. It gets marginally better when there's a planeswalker in play, but I still think the cost is far. Ritual Beacon is really cool, but the color seems off. When black puts a +1/+1 counter on a creature, it's usually because of the Sengir ability, and almost all the nonartifact cards that deal with charge counters are red. I like the idea of putting loyalty counters on planeswalkers, which is pretty open design space.
Spark of Life is cool, but it in practice it seems really underpowered, even at 1 mana. Maybe if it prevented damage to a planeswalker, and you gained that much, or something. As is, it's too hard to set up for any real gain to be worth a card. I really like Teneb's Grasp, though and I think it would have been about perfect if it allowed you to get creatures as well. I think it can certainly work double duty for the cost.
Entropic Touch is a clever way of doing design that elegantly affects both creatures and planeswalkers. I like it. It works well at uncommon, too, because it can be quite powerful, but it takes some building to accomplish that. It also gives black a way to fight against being blowout by a planeswalker in limited. Sparkseeker is a new mechanic (as far as I know), so good job on coming up with a fresh idea. I think it's actually nice, but it's just too aggressively costed. A 3/3 for is better than all vanilla colored Hill Giants, and this has upside on top of that. I think this would be fine at :4mana:.
Frayed Discharge is clean, simple design. It works, and I can see it being made. Enflame Suspicion is essentially an Act of Treason that hits planeswalkers, but it seems weird that the untapping and haste aspect don't mean anything when you take control of a planeswalker. We have a precedent of this type of effect with the Catch half of Catch and Release, but that was a rare card. Maybe the card just seems better at rare to me.
Flashbang is interesting, but it doesn't do much in practice. Any creature can just activate its ability in response to Flashbang. If you want to tap a creature in before combat, the opponent can just not activate that creature's ability to avoid exposing himself to Flashbang. And delaying a planeswalker for a turn probably isn't worth a card. I like Beloved Motherland because it's a concept I've played with myself, but I can't see it as uncommon. Starting off with an additional loyalty counter is very strong, especially if you play the planewalker with multiple Beloved Motherlands, and this needs to either be rare for limited environments or legendary for power reasons.
Shedding Mossdog is fun. I don't know if it's the creature type Plant Hound, or if it's because I love my own dogs so much, but I really like this guy. He has an interesting range of abilities and triggers, and really is a dog that knows a lot of tricks. I think it might be a little pushed for a common. Although in limited, the planeswalker part will hardly ever show up. Vigor Drain has a really cool entwine. I've never considered an entwine that is triggered if you control a certain type of permanent, number of permanents, etc. I think the idea of using the board state as a form of payment is very cool (much like devotion).
I like your common. It's a bodyguard for planeswalkers. Not only it can block attacking creatures, it can redirect damage from spells or abilities. Definitely a limited grab if your bomb is a planeswalker. I don't think it has an application in Pauper though. The only think I don't like about it is that it steers away from the en-Kor flavor. Usually the en-Kor transfer the damage from themselves to other creatures.
I love the flavor of your uncommon. It's like adding an additional effect to your planeswalker(s) at instant speed. Might be too powerful that it will only remove one loyalty counter and not the damage dealt. I can see this get experimented on W/x Midrange and Control decks in Modern and Standard.
Commons like yours are hard to assess because the effect is so common. The cost seems fine. While Unsummon exists, Disperse also exists. I guess the closest comparison would be Hoodwink. Overall, it's fine.
You uncommon is a limited bomb. It's at the right cost and it's very versatile though conditional. Depending on the standard environment, it might see play. The +1/+0 effect can enable a finisher. Both the deathtouch effect is good if you're behind on the board. The vigilance effect can benefit both ways as you can have a massive dude attack and have it block next turn. The enchantment by itself can affect your opponent combat decisions depending on what you have on board. Very exciting.
Your common is okay. It's a pseudo-removal with tempo in mind although making it a sorcery hurts its cause. It's arguable that Time Ebb does exist but at four mana, I think the window to out-tempo your opponent has already passed. Though limited does differ depending on the sets/blocks. You do get a huge boon if you manage to bounce a planeswalker. Having two draw step against's your opponent skipping his/her is nothing to scoff at in any format.
Your uncommon seems interesting. A lot of sacrifices in the game are done as a cost while there are some effects that forces you to do so. It feels fine if you use it as an answer to such effects but to negate drawbacks is great. Not the design that the R&D is comfortable with (see Dredge). Although kudos for only affecting non-land permanents because of the existence of Fetchland and other "Sacrifice this for effect" lands.
Your common is cool but I know it's a limited fodder. Reminds me of Get a Life but your getting the life from a planeswalker you control.
Your uncommon is definitely an EDH staple in your colors. Reanimate planeswalkers? Why not! I love it.
Your common is great and has potential only if it's a sideboard card. A 3cc pseudo answer to planeswalkers that isn't narrow. Its a great design.
Your uncommon is an okay answer to planeswalker in black. Although, it's application is narrower and if you're getting damage through to planeswalkers, it essentially does the same thing. While it removes +1/+1 counters from creatures, it also removes -1/-1 counters which black usually gives.
Your common is essentially a Forked Bolt that only damages permanents. It's cool although the writing on the card is sloppy (the card name and the referred name on its rule's text do not match).
Your uncommon feels undercosted. Threaten at uncommon costs 2R. Word of Seizing at rare costs 3RR[/ana.ASSUminGWitHoUtSPlitSECond,itWoUldCoSt[mana]2RR(see Boomerang vs. Wipe Away). I think at 2RR uncommon, this would have been more "acceptably balanced".
Your common has a reminisce of Thrugtusk , only it's not as format defining. It serves the same role but with slightly different effect. It feels like its borderline uncommon but power creep on creature does exist.
Your uncommon definitely has that EDH feel to it. Under the right circumstances, it's a grow and removal spell. If you have a planeswalker as a bomb in draft, this can be a high pick as it also protects your walker.
1. FreshMeat
2. SelesnyaNewLife
3. Ink-Threader
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
doombringer - Frayed Discharge is almost exactly worse than Forked Bolt since you can redirect damage to players to the planeswalkers they control anyway. Enflame Suspicion is pretty good and flavorful, though.
SelesnyaNewLife - Both of these are too narrow in only interacting with planeswalkers. Spark of Life is rarely going to be a satisfactory investment and Teneb's Grasp is just kinda boring.
(nameless one) - Flashbang's creature targeting mode isn't super useful since abilities can just be activated in response to it. Beloved Motherland is probably utterly insane, especially in multiples - it's a narrow boost but extra loyalty is a pretty crazy thing to grant to a 'walker.
aftermarketradio - Paladin en-Kor is a cool extension of the traditional ability associated with the Kor, but usually Paladins are Knights in Magic. Valiant Defense, as the reverse of that, is interesting but narrow.
Ink-Treader - Nothing wrong with Entropic Touch; I like strange uncommons like that and it functions as an interesting deathtouch variant. Sparkseeker has great flavor but needs to probably cost more.
FreshMeat - Shedding Mossdog is just awesome. Vigor Drain is a little odd - nothing in the flavor suggests planeswalker-entwine - but that ability is at least a fresh take.
Snow Creature - Penguin - Lost Loyalties I could take or leave, as the planeswalker-hosing cantrip bonus doesn't excite me. Ritual Beacon, however, is my favorite overall card this round - seriously excites my Johnnyness.
Thanks coolgriff, been fighting the flu but sat myself down to grind through this
aftermarketradio:
Common: This seems fine, it's okay as a wall when you don't have a planeswalker with a narrow but relevant upside when you do.
Uncommon: I don't care for cards that don't do anything by themselves, especially when the other necessary piece is a planeswalker and even when you have it, the effect just isn't that great.
void_nothing:
Common: A good Unsummon variant, cost increased to balance the upside of targetting planeswalkers, the logical evolution of a classic mechanic.
Uncommon: To be honest, I really dislike this card. It doesn't fit WB in my mind, it seems more red than anything. I've also gone on record as not being a fan of arbitrary counters that only exist for the card they're on. Finally, it's actually extremely powerful, making every attack from your opponent into a painful balancing act especially due to the fact that you get the counters straight away and one of the effects grants deathtouch, it allows you to always trade blockers 1-for-1 with attacking creatures.
Snow Creature - Penguin:
Common: I'm not the biggest fan of this card, it feels undercosted (although you probably couldn't increase the cost without it becoming too weak) and the planeswalker cantrip feels tacked on. Still, I could see it being printed as is, even if I don't care much for it.
Uncommon: This doesn't feel black to me...the sacrifice-based trigger does, but none of the pay-offs do. If I didn't read line about sacrificing and just read the second half I would say it's a green with either white or blue (or both) card.
SelesnyaNewLife:
Common: A common that doesn't do anything without a mythic rare in play is not a card I would ever be happy to play.
Uncommon: Powerful for an uncommon, but ultimately too narrow and a strict downgrade from Obzedat's Aide.
Ink-Treader:
Common: This card seems way too strong for a common, a 3/3 for 3 artifact creature at common is already well above the curve and conditional unblockability just makes it absurd.
Uncommon: Seems fine, narrow but potentially powerful and fits with your theme of "evasive" (parasitic?) creatures dealing damage.
doombringer:
Common: This is ok, it's actually a little on the weak side but I can totally see it being printed. It's strictly worse than Forked Bolt but that was a good card so it's forgivable.
Uncommon: Definitely undercosted but otherwise totally fine. I can see why you costed it at 3, since at uncommon it seems bad as an overcosted Act of Treason most of the time, especially in Limited.
(nameless one):
Common: I like this one quite a bit, not too strong but effective and flavorful.
Uncommon: We'll have to get creative to take a look at that corny name, but otherwise this seems fine. It's a little awkward to have such a narrow, specific card at uncommon though and I almost want it to have some downside, like ETB tapped or legendary.
Your challenge:
Create a common spell and an uncommon spell of any type with the word 'planeswalker' in the rules text. It must keep to the theme and color identity of your commander deck.
This month's top 8, brought to you by Moss_Elemental. (thank you so much!)
aftermarketradio
void_nothing
Snow Creature - Penguin
SelesnyaNewLife
Ink-Treader
doombringer
(nameless one)
FreshMeat
This Month's Scores, also brought to you by Moss (thanks again):
AGGRO
aftermarketradio 233
void nothing 225
coyote king 100
willows 92
arcel 75
koopa 33
CONTROL
Snow Creature – Penguin 267
Selesnyanewlife 208
herbert west 106
mix master mikaeus 103
antny223 83
aurorasparrow 33
COMBO
Ink-Treader 203
doombringer 200
Longshot 178
M_E 172
Jimmy Groove 53
jwanders 33
MIDRANGE
(nameless one) 224
freshmeat 224
raikou rider 181
Sagharri 153
drewdagreek 20
thelas 0
This round you will be critiquing EVERYONE.
Top 8 entries are due Sunday, September 29th, before Sunday becomes Monday.
Top 8 critiques are due Thursday, October 3rd, before Thursday becomes Friday.
Top 4 scores will continue.
Normal CCL rules apply, contact me or post with questions/concerns. Good luck!
Credits
Avatar: Ace5301
Check out Ace5301's awesome work!
Ace of Spades Studio:
http://forums.mtgsalvation.com/showthread.php?t=451747
Round 1 & 2 & 3
Ok what about this.
Trepidus, Breaker of Oaths 2RR
Legendary Creature - Human Shaman {M}
At the beginning of each player’s upkeep, that player gains control of target creature an opponent controls chosen at random until end of turn.
"Words mean nothing, only action changes the world"
3/3
-------------------
Bloodscale Traitor 1RR
Creature - Viashino Warrior {U}
Whenever a player other than Bloodscale Traitor's owner gains control of it, Bloodscale Traitor deals 4 damage to that player
The whims of generals mean nothing to him. The hot spray of their blood on the other hand....
4/1
Reprint Choice: Vow of Lightning
New Mechanic: Converge <COST> (When you cast this spell, choose a player. Each other player may choose to pay <COST>. Each player that does gets a copy of this spell and may choose new choose new targets for the copy.)
Card Using Mechanic:
Fractured Trust 3R
Instant {R}
Converge 3 ((When you cast this spell, choose a player. Each other player may choose to pay 3. Each player that does gets a copy of this spell and may choose new choose new targets for the copy.)
Target player gains control of target creature until end of turn. Untap it. It gains haste until end of turn.
------------------------------------
My Comments in BLUE
Mythic Reprint:
Hellkite Tyrant
Goes with the "change of control" theme as well as provides a juicy punch of damage and alt win con.
Rare Legend:
Precias, Lord of Passions 4RR
Legendary Creature - Saytr Warrior {R}
Protection from White
Precias, Lord of Passions gets +1/+1 for each permanent you control but don't own.
1RR: Gain control of target white creature until end of turn. Untap that creature. It gains haste and becomes red until end of turn.
"Temptation is not to be resisted here, let you blood boil as we dance off the shackles of society"
5/3
Encourages stealing and provides a norrow but repeatable Threaten ability while also having protection from white for flavour reasons as nearly all my cards have been about breaking the power of oaths and loyalty which is very much a white philosophy.
The creatures stolen become red to show them embracing their passions.
Equipment:
Oathcutter 3
Artifact - Equipment {U}
Oathcutter can be attached only to a nonlegendary creature.
Equipped creature gets +3/+0 and has haste.
As long as you are not the owner of equipped creature other players cannot gain control of equipped creature.
Equip 3
"With this blade I release you and your desires upon the world"
-Trepidus, Breaker of Oaths
Allows for temporary stealing effects to become permanent while also giving a power boost and haste. Wanted the equipment to feel very red without making it require red mana as this may be useful i other types of decks.
The nonlegendary clause both completes the challenge requirement while also preventing feel bad moments caused by stealing a player's commander.
Common Spell:
Frayed Discharge R
Sorcery {C}
Eternity Discharge deals 2 damage divided as you choose among one or two target creatures and/or planeswalkers.
"Your spark and your minions betray you planeswalker. Now feel my punishment for daring to tread here"
--Isidor, Ragetender of the Phosphorous Gardens
Uncommon Spell:
Enflame Suspicion 1RR
Sorcery {U}
Gain control of target creature or planeswalker until end of turn. Untap that permanent. It gains haste until end of turn.
“How can any be loyal to those not native of their world.”
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Round 2
Round 3
Begone! 1U
Instant (C)
Return target creature or planeswalker to its owner's hand.
Hernon's manor grounds are the size of a small nation, and are patrolled by valets who will politely show you the way out.
Revenge Crusade 2WB
Enchantment (U)
Whenever a creature attacks you or a planeswalker you control, put a hatred counter on Revenge Crusade.
Remove a hatred counter from Revenge Crusade: Choose one - Target creature gets +1/+0 until end of turn; or target creature gains deathtouch until end of turn; or target creature gains vigilance until end of turn.
Dark deeds brew under the murky fog of unredressed injustice.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Top 8 entry:
Common:
Flashbang 1
Artifact (common)
,t, Sacrifice Flashbang: Abilities of target creature or planeswalker can't be activated until the end of turn. If a creature was targeted this way, tap that creature.
----------
Uncommon:
Beloved Motherland
Land (uncommon)
t: Add 1 to your mana pool. If this mana was used to cast a planeswalker spell, that planeswalker enters the battlefield with an additional loyalty counter.
"There's no place like home."
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Round 1
Round 2
Round 3
Paladin en-Kor :1mana::symw:
Creature - Kor Soldier (C)
Defender
:0mana::The next 1 damage that would be dealt to a planeswalker you control this turn is dealt to Paladin en-Kor instead.
"Anyone can shoulder their own burden. A true hero will do it for them." - Koji, Takenuma defector
0/4
Valiant Defense :2mana::symw:
Enchantment (U)
:symw:, Remove a loyalty counter from a planeswalker you control: Prevent all damage that would be dealt to target creature this turn.
"Every man under my watch is more than a soldier. He is an ally and a friend." - Elspeth, Tirel
Memento Mori, if the nineth lion ate the sun.
Legendary Creature - Assassin (M)
Deathtouch
XB: The next X damage that would be dealt by a source you control of your choice is dealt by Kalivan, Death's Hand instead. [I](If that damage would of been combat damage, it is still combat damage).[/I]
[/I]Fear the light as well as the shadows, for death dreads no threshold."[/I]
1/4
Gruesome Missive 1B
Sorcery (U)
Put a -1/-1 counter on target creature.
Cipher
[I]It's the silent threats that are the most dangerous.[/I]
New Mechanic: Marked [I](While choosing targets as part of casting a spell or activating an ability, players must choose at least one marked permanent or player if able.)[/I]
Loathebrand 3
Artifact - Equipment (R)
Whenever equipped creature deals combat damage to a creature, planeswalker or player, that permanent or player becomes marked until your next turn. [I](While choosing targets as part of casting a spell or activating an ability, players must choose at least one marked permanent or player if able.)[/I]
Players may pay 0 rather than pay the mana costs of spells they control that only target marked permanents they don't control and/or other players.
Equip 2
[I]A favored tool of archons to ensure maximum punishment for the sinful.[/I]
Rare Legendary
Arkanthus, Power Broker 3BB
Legendary Creature - Demon Monger (R)
Flying
4, Pay X life: You may search your library for a card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library. Any player may activate this ability but only any time he or she could cast a sorcery.
[I]"You seek power, I seek your soul. Shall we make a deal?"[/I]
5/5
Rare Equipment that references Legendary:
Heromaker Diadem 4
Artifact - Equipment (R)
Equipped creature has "2: This creature gains the abilities of target legendary creature card on the battlefield or in a graveyard until end of turn. This ability can't target the same card more than once each turn."
Equip 4
[I]"Sealed within is legend made manifest."
-ancient inscription[/I]
...In black. This could get ugly..
Entropic Touch B
Enchantment - Aura (U)
Enchant creature
Whenever enchanted creature deals damage to a creature or planeswalker, remove all counters from that permanent.
[I]"All things must fade, so why do you resist?"
-Kalivan, Death's Hand[/I]
Sparkseeker 3
Artifact Creature - Hound (C)
Sparkseeker can't be blocked if it's attacking a planeswalker.
[I]"They say nothing can kill a planeswalker... my hounds beg to differ."
-Jakib, artificer outcast[/I]
3/3
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Legendary Creature - Elf Shaman (M)
When you cast Vali, Gilt-Leaf Witch, return a creature card with converted mana cost equal to or less than the amount of mana used to cast Vali from your graveyard to the battlefield.
Sacrifice a creature: Put a +1/+1 counter on target creature.
Sacrifice a creature: Target creature gets -1/-1 until end of turn.
2/2
Influential Call 3G
Sorcery (U)
Put X 1/1 green Elf Warrior creature tokens onto the battlefield, where X is the highest power among creatures you control.
The elves of the Gilt-Leaf will follow anyone with the power to offer them prestige.
Mechanic: Sustain. Sustain is a triggered ability that means "When this creature dies, you may exile target card in an opponent's graveyard with converted mana cost equal to this creature's. If you do, shuffle this creature into your library."
Crashing Tatterhorn 2BG
Creature - Beast Zombie (R)
Sustain (When Crashing Tatterhorn dies, you may exile target card in an opponent's graveyard with converted mana cost 4. If you do, shuffle Crashing Tatterhorn into your library.)
Crashing Tatterhorn can't block.
Whenever Crashing Tatterhorn sustains, you gain 4 life and target opponent loses 4 life.
4/3
Legendary:
Nakon, the Carver 2G
Legendary Creature - Elf Warrior(R)
Deathtouch
Whenever a creature is sacrificed, you may put a +1/+1 counter on Nakon, the Carver.
Whenever a +1/+1 counter is put on Nakon, it gains trample until end of turn.
3/3
Vali's favored guardian, she makes sure his every morbid craving is catered to.
Equipment:
Kingslayer Dagger 2
Artifact - Equipment (U)
Equipped creature gets +2/+0.
Whenever equipped creature blocks or becomes blocked by a legendary creature, equipped creature gains deathtouch until end of turn.
Equip 2
Common:
Shedding Mossdog 2G
Creature - Plant Hound (C)
When Shedding Mossdog enters the battlefield, put a 1/1 green Saproling creature token onto the battlefield.
When Shedding Mossdog dies, put a loyalty counter on target planeswalker you control.
2/2
A trained mossdog may be messy, but they're loyal to the end.
Uncommon:
Vigor Drain XBG
Sorcery (U)
Choose one - Put X +1/+1 counters on target creature you control; or target creature gets -X/-X until end of turn.
Choose both if you control a planeswalker.
"For my next trick, I'll require a volunteer from the cages in the back row" - Vali, Gilt-Leaf Witch
CONTROLFREE FOR ALLWezell, Mindthrull Master 2UB
Legendary Creature - Human Shaman
At the beginning of each player's end step, that player puts a 1/1 black Thrull creature token onto the battlefield for each card he or she drew this turn, then sacrifices two creatures.
UB,T, Pay 1 life: Draw a card.
2/4
Disparaging Ideals 2UB
Sorcery (U)
Draw two cards, then discard a card. If the discarded card is a permanent card, target player sacrifices a permanent that shares a card type with it.
ROUND TWO:
Reprint: Drowned Rusalka
New shines-in-multiplayer mechanic:
Dreamleaper Siren 1U
Creature - Siren (R)
Tempt (Whenever a creature blocks this creature, the first creature attacks during its controller's next turn if able.)
Whenever Siren of War deals combat damage to a player, you may draw a card.
1U: Return Dreamleaper Siren to its owner's hand.
2/1
ROUND THREE
Reprint: Time Reversal
Legend:
Oswell, Technician's Guide 3UU
Legendary Creature - Human Advisor [R]
For each creature you control, whenever you activate one of that creature's abilities for the first time in a turn, you may draw a card.
1UU: Untap another target creature.
2/3
Equipment:
Sword of Prophecies 2
Artifact - Equipment [U]
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, scry X, where X is one plus the number of legendary permanents you control, then draw a card.
Equip 3
Lost Loyalties 3U
Sorcery (C)
Put target nonland permanent on top of its owner's library. If a planeswalker card is put on top of a library this way, draw a card.
Ritual Beacon 2B
Enchantment (U)
Whenever you sacrifice a nonland permanent, choose one — Put a +1/+1 counter on target creature; put a charge counter on target artifact; or put a loyalty counter on target planeswalker.
Credits
Avatar: Ace5301
Check out Ace5301's awesome work!
Ace of Spades Studio:
http://forums.mtgsalvation.com/showthread.php?t=451747
Credits
Avatar: Ace5301
Check out Ace5301's awesome work!
Ace of Spades Studio:
http://forums.mtgsalvation.com/showthread.php?t=451747
I like these. Frayed Discharge is perfectly fine, and Enflame Suspicion (though maybe undercosted by 1) Do their jobs well and efficiently, without feeling like planeswalker is tacked on. Good job.
These are pretty neat, but far too narrow. Teneb's Grasp should also be able to snag creatures. As for Spark of Life, I'm not sure how to make it less narrow and keep that mana cost.
Begone! is perfectly fine. Revenge Crusade is a little complex for an uncommon, and funnily enough, feels very WBR, but is still very neat.
Flashbang feels a bit weak compared to a card like Pithing Needle, but being able to tap a creature could come in handy. Beloved Motherland is also pretty neat, but I feel like it'd be printed at rare simply because its mana provides bonuses to planeswalkers.
Paladin en-Kor is quite nice, but I feel like it should be able to save creatures too. Valiant Defense just has too narrow of an activation cost to see print.
I like Shedding Mossdog. Does a lot of good work for a common. Vigor Drain is also pretty cool, though I feel like there needs to be a stronger flavor justification for why a planeswalker allows you to choose both.
Lost Loyalties is fine, but the draw a card requirement is a bit arbitrary. Ritual Beacon is amazing... perhaps TOO amazing for planeswalkers.
1. doombringer
2. void_nothing
3. FreshMeat
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Your Common is a very elegent design that combines the mechanics very well with the flavour. The splashable body makes it always relevent but this is slightly undercosted as a 3/3 for 2G is already considered fairly decent but as it is completely colourless this really needs to cost 4 as it has no downsides.
I really like Uncommon as not only does it make for a lovely hate card against a range of things (vanishing, +1/+1 counters, Skullbriar, the Walking Grave!!!!) but it also basically acts as a Defang against infect and wither creatures. This is extremely versatile and perfect for an uncommon. I may even end up using this in a counter manipulation focused set I've been cooking up.
I actually really like the flavour and simplicity of your common but it is let down slightly by being so narrow. Would probably still be fine if it had counted the total loyalty counters on all planeswalkers you controlled as it is very rare for their to be more than two under your control at any time.
Your uncommon is just even more narrow and should really be able to target creatures as well, despite that this makes it lose a bit of its lovely flavour.
Both interesting and well costed but needed a bit more flexibility.
Remember all planewalkers are mythic rare so any card that is too narrow is going to be useless to newer players which makes it feel bad. This is the reason we don't have a Dreadbore that doesn't have the creature removal aspect.
Your Common is a well costed and flavourful Unsummon variant. The politeness in the flavour text however is at odds with the exclamation mark in the card name. Otherwise is a good common.
Your Uncommon feels a bit too complex but would be good for a rare. Definitely both works well with your other cards and shares the flavour but like I said this definitely isn't uncommon material in my opinion.
I really like your common card and considering how versatile it is compared to an instant (metalcraft, affinity, searchable etc) I think it is probably perfectly costed for a common. Would maybe change the name to feel more fantasy style.
Your Uncommon is really clean and flavourful and while Im usually not much of a fan of a lot of the land designs on these forums this one really appeals to me. I initially would of said this should be a rare but doing a search on uncommon lands shows it should be fine.
My big concern however is how powerful these are in multiples but as planeswalkers usually have a lot of colour mana symbols this probably isn't backbreaking except for Karn Liberated which makes perfect sense with your commander colours.
A little annoyance is it doesn't seems to match thematically as well as your other cards.
Your common is narrow but this is perfectly justified due to the relevent body it has. I like the ability but I feel that this card doesn't need defender on a paladin. Also having a 0 cost activation with no tap is crazy powerful as yoy can basically reduce all damage dealt to your planeswalker by 3 each turn OR play the ability in response to itself too redirect all damage to the paladin for 1 turn even if they hit your planewalker for 9 or 10 damage.
This would still be very good with just a tap ability or a 1 cost activation.
Your Uncommon is definitely very narrow but flavourful. That the ability allows for the protection of your creature but not the protection of the planeswalker itself really reinforces the selflessness of white. This when combined with the flavour text work so well together.
However like I mentioned with SelenysiaNewLife's card that this useless without a planewalker really hurts the card especially in non constructed formats.
Your Common is a bit complex for a common as I'm not sure it needs to have both triggers. Also this is really weird flavourwise as why does the planeswalker get more loyal to you when it DIES??? I think I would like it if the death trigger was swapped or removing the random saproling spawn.
This is certainly ok but needs a bit of work to figure out what it wants to do.
Your Uncommon has a great entwine variant. Simple yet very flavourful and the flavour text is simply perfect. This isn't too narrow as either effect can be chosen and are also both relevant. The cost is a combination of Black Sun Zenith and Strength of the Tajuru but the dual colour requirement and hopefully makes it fairly costed. (also X1BG looks ugly)
Initially I really liked the versatility of this as both soft removal that doubles as a bounce spell to save your own planewalker without screwing your draws. Then I saw it was a sorcery speed card and I liked it but not nearly as much.
Your Uncommon really really feelis like a build around me rare not an uncommon. Using this with with sacrifice engines such as Aristocrats would be incredibly brutal and allow for instant planewalker ults out of nowhere. Now this isn't bad in itself but this both isn't costed correctly and shouldn't be a rare.
1. Ink-Treader
2. Nameless One
3. Fresh Meat
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Begone is a logical progression of a bounce spell now that we live in the world of planeswalkers. I personally like it at common, but I can see WotC printing it at uncommon, or even rare, like they did with Hero's Downfall. But the effect is fine as is. Revenge Crusade is interesting, but it seems slightly unbalanced (not powerwise, but design wise). Deathtouch is a black ability, vigilance is a white ability, but where does the +1/+0 come in? Black has a history of granting +1/+0, but then the card seems more balanced towards towards black than white, which is odd for a modal card.
Spark of Life is cool, but it in practice it seems really underpowered, even at 1 mana. Maybe if it prevented damage to a planeswalker, and you gained that much, or something. As is, it's too hard to set up for any real gain to be worth a card. I really like Teneb's Grasp, though and I think it would have been about perfect if it allowed you to get creatures as well. I think it can certainly work double duty for the cost.
Entropic Touch is a clever way of doing design that elegantly affects both creatures and planeswalkers. I like it. It works well at uncommon, too, because it can be quite powerful, but it takes some building to accomplish that. It also gives black a way to fight against being blowout by a planeswalker in limited. Sparkseeker is a new mechanic (as far as I know), so good job on coming up with a fresh idea. I think it's actually nice, but it's just too aggressively costed. A 3/3 for is better than all vanilla colored Hill Giants, and this has upside on top of that. I think this would be fine at :4mana:.
Frayed Discharge is clean, simple design. It works, and I can see it being made. Enflame Suspicion is essentially an Act of Treason that hits planeswalkers, but it seems weird that the untapping and haste aspect don't mean anything when you take control of a planeswalker. We have a precedent of this type of effect with the Catch half of Catch and Release, but that was a rare card. Maybe the card just seems better at rare to me.
Flashbang is interesting, but it doesn't do much in practice. Any creature can just activate its ability in response to Flashbang. If you want to tap a creature in before combat, the opponent can just not activate that creature's ability to avoid exposing himself to Flashbang. And delaying a planeswalker for a turn probably isn't worth a card. I like Beloved Motherland because it's a concept I've played with myself, but I can't see it as uncommon. Starting off with an additional loyalty counter is very strong, especially if you play the planewalker with multiple Beloved Motherlands, and this needs to either be rare for limited environments or legendary for power reasons.
Shedding Mossdog is fun. I don't know if it's the creature type Plant Hound, or if it's because I love my own dogs so much, but I really like this guy. He has an interesting range of abilities and triggers, and really is a dog that knows a lot of tricks. I think it might be a little pushed for a common. Although in limited, the planeswalker part will hardly ever show up. Vigor Drain has a really cool entwine. I've never considered an entwine that is triggered if you control a certain type of permanent, number of permanents, etc. I think the idea of using the board state as a form of payment is very cool (much like devotion).
1. Ink-Treader
2. Fresh Meat
3. doombringer
Memento Mori, if the nineth lion ate the sun.
I love the flavor of your uncommon. It's like adding an additional effect to your planeswalker(s) at instant speed. Might be too powerful that it will only remove one loyalty counter and not the damage dealt. I can see this get experimented on W/x Midrange and Control decks in Modern and Standard.
You uncommon is a limited bomb. It's at the right cost and it's very versatile though conditional. Depending on the standard environment, it might see play. The +1/+0 effect can enable a finisher. Both the deathtouch effect is good if you're behind on the board. The vigilance effect can benefit both ways as you can have a massive dude attack and have it block next turn. The enchantment by itself can affect your opponent combat decisions depending on what you have on board. Very exciting.
Your uncommon seems interesting. A lot of sacrifices in the game are done as a cost while there are some effects that forces you to do so. It feels fine if you use it as an answer to such effects but to negate drawbacks is great. Not the design that the R&D is comfortable with (see Dredge). Although kudos for only affecting non-land permanents because of the existence of Fetchland and other "Sacrifice this for effect" lands.
Your uncommon is definitely an EDH staple in your colors. Reanimate planeswalkers? Why not! I love it.
Your uncommon is an okay answer to planeswalker in black. Although, it's application is narrower and if you're getting damage through to planeswalkers, it essentially does the same thing. While it removes +1/+1 counters from creatures, it also removes -1/-1 counters which black usually gives.
Your uncommon feels undercosted. Threaten at uncommon costs 2R. Word of Seizing at rare costs 3RR[/ana.ASSUminGWitHoUtSPlitSECond,itWoUldCoSt[mana]2RR(see Boomerang vs. Wipe Away). I think at 2RR uncommon, this would have been more "acceptably balanced".
Your uncommon definitely has that EDH feel to it. Under the right circumstances, it's a grow and removal spell. If you have a planeswalker as a bomb in draft, this can be a high pick as it also protects your walker.
2. SelesnyaNewLife
3. Ink-Threader
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
doombringer - Frayed Discharge is almost exactly worse than Forked Bolt since you can redirect damage to players to the planeswalkers they control anyway. Enflame Suspicion is pretty good and flavorful, though.
SelesnyaNewLife - Both of these are too narrow in only interacting with planeswalkers. Spark of Life is rarely going to be a satisfactory investment and Teneb's Grasp is just kinda boring.
(nameless one) - Flashbang's creature targeting mode isn't super useful since abilities can just be activated in response to it. Beloved Motherland is probably utterly insane, especially in multiples - it's a narrow boost but extra loyalty is a pretty crazy thing to grant to a 'walker.
aftermarketradio - Paladin en-Kor is a cool extension of the traditional ability associated with the Kor, but usually Paladins are Knights in Magic. Valiant Defense, as the reverse of that, is interesting but narrow.
Ink-Treader - Nothing wrong with Entropic Touch; I like strange uncommons like that and it functions as an interesting deathtouch variant. Sparkseeker has great flavor but needs to probably cost more.
FreshMeat - Shedding Mossdog is just awesome. Vigor Drain is a little odd - nothing in the flavor suggests planeswalker-entwine - but that ability is at least a fresh take.
Snow Creature - Penguin - Lost Loyalties I could take or leave, as the planeswalker-hosing cantrip bonus doesn't excite me. Ritual Beacon, however, is my favorite overall card this round - seriously excites my Johnnyness.
3. aftermarketradio
2. Snow Creature - Penguin
1. FreshMeat
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Credits
Avatar: Ace5301
Check out Ace5301's awesome work!
Ace of Spades Studio:
http://forums.mtgsalvation.com/showthread.php?t=451747
Common: This seems fine, it's okay as a wall when you don't have a planeswalker with a narrow but relevant upside when you do.
Uncommon: I don't care for cards that don't do anything by themselves, especially when the other necessary piece is a planeswalker and even when you have it, the effect just isn't that great.
void_nothing:
Common: A good Unsummon variant, cost increased to balance the upside of targetting planeswalkers, the logical evolution of a classic mechanic.
Uncommon: To be honest, I really dislike this card. It doesn't fit WB in my mind, it seems more red than anything. I've also gone on record as not being a fan of arbitrary counters that only exist for the card they're on. Finally, it's actually extremely powerful, making every attack from your opponent into a painful balancing act especially due to the fact that you get the counters straight away and one of the effects grants deathtouch, it allows you to always trade blockers 1-for-1 with attacking creatures.
Snow Creature - Penguin:
Common: I'm not the biggest fan of this card, it feels undercosted (although you probably couldn't increase the cost without it becoming too weak) and the planeswalker cantrip feels tacked on. Still, I could see it being printed as is, even if I don't care much for it.
Uncommon: This doesn't feel black to me...the sacrifice-based trigger does, but none of the pay-offs do. If I didn't read line about sacrificing and just read the second half I would say it's a green with either white or blue (or both) card.
SelesnyaNewLife:
Common: A common that doesn't do anything without a mythic rare in play is not a card I would ever be happy to play.
Uncommon: Powerful for an uncommon, but ultimately too narrow and a strict downgrade from Obzedat's Aide.
Ink-Treader:
Common: This card seems way too strong for a common, a 3/3 for 3 artifact creature at common is already well above the curve and conditional unblockability just makes it absurd.
Uncommon: Seems fine, narrow but potentially powerful and fits with your theme of "evasive" (parasitic?) creatures dealing damage.
doombringer:
Common: This is ok, it's actually a little on the weak side but I can totally see it being printed. It's strictly worse than Forked Bolt but that was a good card so it's forgivable.
Uncommon: Definitely undercosted but otherwise totally fine. I can see why you costed it at 3, since at uncommon it seems bad as an overcosted Act of Treason most of the time, especially in Limited.
(nameless one):
Common: I like this one quite a bit, not too strong but effective and flavorful.
Uncommon: We'll have to get creative to take a look at that corny name, but otherwise this seems fine. It's a little awkward to have such a narrow, specific card at uncommon though and I almost want it to have some downside, like ETB tapped or legendary.
2. doombringer
3. Ink-Treader
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
Hopefully by tomorrow night.
Credits
Avatar: Ace5301
Check out Ace5301's awesome work!
Ace of Spades Studio:
http://forums.mtgsalvation.com/showthread.php?t=451747