Main mechanics of white is:
-Gold Counters
-Glorious
The Cards
Æther Judgment :4mana::symw::symw:
Instant (C)
Exile target creature. If you’re its owner, return it to the battlefield under your control at the beginning of the next end step.
Arena Sellsword :2mana::symw:
Creature — Human Soldier (C)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.) The arena of Oestra is many things. Entertainment, battlefield and the training pit for some of the best Sellswords in Mercalis.
2/2
Blessing of the Flock :3mana::symw:
Enchantment — Aura (C)
Enchant creature
When Blessing of the Flock enters the battlefield, put a 1/1 white Bird creature token with flying onto the battlefield.
Enchanted creature gets +1/+1 and has flying.
Caravan Mastadon :2mana::symw::symw:
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield put a 1/1 while Soldier creature token onto the battlefield. Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Caravan Sentry
Creature — Human Scout (C)
:symtap:: Untap another target creature. Caravans are the lifeblood of trade on Mercalis. Each city maintaining vast guilds of drivers, horsemen and most importantly, guards.
1/1
Communal Tradesmith :3mana::symw:
Creature — Human Advisor (C)
:symw:, :symtap:, Tap an untapped creature you control: You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Countryside Warden :4mana::symw:
Creature — Human Knight (C)
When Countryside Warden enters the battlefield, for each opponent, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) In Mercalis no road goes unguarded.
2/5
Courier Dove :1mana::symw:
Creature — Bird (C)
Flying
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.) Trained for battle as much as speed, Laresai generals know a message can win a battle as surely as any army.
0/1
Dazzling Presence
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card. “A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Dockyard Counselor :1mana::symw:
Creature — Human Advisor (C)
Dockyard Counselor gets +1/+2 and has vigilance as long as you control another Advisor. “A lone counselor is an easy bribe, but get a pair of them and next thing you know you’ll be in the slammer.”
—Fagin the Black
1/1
Flawless Dodge :1mana::symw:
Instant (C)
Untap target creature, prevent all damage that would be dealt to it this turn.
Laresai Paladin :4mana::symw:
Creature — Human Knight (C)
Lifelink
3/3
Laresai Temple Guard :2mana::symw:
Creature — Human Soldier (C)
Defender (This creature can’t attack.)
Whenever Laresai Temple Guard blocks, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) The temple toll must be paid, willingly or not.
1/3
Maned Cavalier :2mana::symw:
Creature — Cat Knight (C)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
First Strike (This creature deals combat damage before creatures without first strike.)
1/3
Prejudicial Mending :2mana::symw:
Sorcery (C)
Gain 6 life.
If mana from a gold counter was spent to cast Prejudicial Mending, put a +1/+1 counter on up to two target creatures. Halvar healers are open to all but tossing them a few extra lumin can certainly be worth it.
Unsleeping One :5mana::symw:
Creature — Construct (C)
Unsleeping One can attack or block while tapped. Steady and unstoppable like the laws it seeks to uphold.
3/6
Wardwatch Griffin :3mana::symw:
Creature — Griffin (C)
Flying
When Wardwatch Griffin enters the battlefield, destroy target enchantment. Oestra, Laresai and Halvar all give favor to the griffins and their keen sense for magic. Be it too sense an enchanted gladiator, stop a thieving hand or strike those who would hurt the cities profits.
2/3
Warehouse Mastiff :1mana::symw:
Creature — Hound (C) “The roads are not safe.
The towns are at risk.
Elementals attack.
and business is booming.”
—Bobby, Warhound Merchant
3/1
caravan sentry -- why the "another" wording? seeker of skybreak's being able to target itself isn't that big of a problem (urban legends of early MTGO notwithstanding).
dazzling presence -- due to the narrowness of the ability, this can probably be an uncommon
unsleeping one -- might as well be vigilance.
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"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Wasn't glorious used in GDS2 as "Survivor" or something like that? I agree with the comments the judges had when it was submitted to GDS2, regardless - there's no need to have an upper bound for its growth.
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Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
caravan sentry -- why the "another" wording? seeker of skybreak's being able to target itself isn't that big of a problem (urban legends of early MTGO notwithstanding).
Flavourwise the "other" wording is better, because even for the seeker it doesnt make sence to untap itself.
Its flavour is to alert another creature in case something attacks you, so it can block.
If it can target itself, flavour implies its alerting itself, for no reason, as its allready untapped.
It also produces normally unwanted combos in some scenarios.
So as a Caravan it makes sence that it untaps "other" creatures, and not itself.
For flavour reason it might have vigilance so it can allways use its untap ability on other creatures.
From a normal kind of view, these kind of cards NEVER require the use to target themselfs with the untap ability, as it requires them to be untapped to start with, plain pointless (ignoring possible combos).
Wasn't glorious used in GDS2 as "Survivor" or something like that? I agree with the comments the judges had when it was submitted to GDS2, regardless - there's no need to have an upper bound for its growth.
Was it? I don't remember, could you find a link?
I've found that having the limit makes it far easier to balance for limited especially for card like courier dove that have inbuilt evasion at common
@Mondu_the_Fat: The "other" clause is to prevent confusion and keeps with the flavour of the card.
I may change dazzling presence to "protection from enchantments and enchanted creatures" to make it less narrow.
Unsleeping One: Is functionally different to vigilance and forms a good archetype for white gold using it and Communal Tradesmith.
Maybe try "can attack or block while tapped" on Unsleeping One, which really does make it feel different from vigilance.
Glorious is an odd bird. We just had a very similar (on its face) mechanic in Unleashed, but the stats on Unleashed creatures looked way better to start as a result of the ability having more tension. It's a little unclear what Glorious rewards that just having better stats to begin with doesn't, and the fact that you have to print below-the-curve creatures to allow growth disincentivizes attacking and blocking to begin with (and makes racing nearly impossible if your opponent's creatures are bigger to start). As with most creature-based mechanics, it makes combat tricks even more backbreaking, but there aren't any here for white to use (though I like the design of Flawless Dodge, using it to trigger Glorious seems quite bad).
Gold counters are more interesting to me, and I like the limit on their use and the common enablers. I especially like the design of the Tradesmith, since he's fragile, difficult to play in multiples, and hard to abuse, a perfect common showcase for the mechanic.
Glorious is an odd bird. We just had a very similar (on its face) mechanic in Unleashed, but the stats on Unleashed creatures looked way better to start as a result of the ability having more tension. It's a little unclear what Glorious rewards that just having better stats to begin with doesn't, and the fact that you have to print below-the-curve creatures to allow growth disincentivizes attacking and blocking to begin with (and makes racing nearly impossible if your opponent's creatures are bigger to start). As with most creature-based mechanics, it makes combat tricks even more backbreaking, but there aren't any here for white to use (though I like the design of Flawless Dodge, using it to trigger Glorious seems quite bad).
Gold counters are more interesting to me, and I like the limit on their use and the common enablers. I especially like the design of the Tradesmith, since he's fragile, difficult to play in multiples, and hard to abuse, a perfect common showcase for the mechanic.
Glad you like Gold counters.
about Glorious: this mechanic allows for creatures that start a little weaker but grow if they survive combat, thus being able to get quite strong.
This makes blocking them with high toughness/low power creatures unprofitable as they will simply swing again next turn and be stronger. This is supposed to help fight the defensive style of gold counter decks.
Obviously I may need to tweak the number a little or make more combat tricks that help enable glorious if I find it is too weak.
However I think it definitely has potential.
Also not sure why you think skillful dodge is bad with glorious....
You attack on your turn get a +1/+1 counter. Then use dodge to surprise untap while giving your guy a second +1/+1 counter and possibly killing their attacker.
It's not "bad" per se, but from the Glorious commons I've seen it feels difficult to get that first counter on there, since a 2/1 and a 1/2 first strike are not difficult to profitably trade with. What I meant was that the most common application of Flawless Dodge would often be to let a Glorious creature survive the first combat, meaning you're trading a card (more likely than not) for a +1/+1 counter.
That said, I did miss that it also triggers on blocking, which makes me think that the best application of the mechanic is probably to print higher-toughness guys you can block well and that are harder to trade with on the initial swing. Also I think "Valiant" might be a better name for the mechanic, though that's neither here nor there.
EDIT: Ooh, also you should probably have it trigger at the end of combat, to force the hand of people playing damage-based removal. It also aligns a little more flavorfully, I'd say.
I like your suggestion for unsleeping one as well, Done.
Changed the wording to Glorious as your right that making it trigger at end of combat forces more choices which is good.
.Rai
Aether Judgment is part of a 4CC overcosted common removal cycle. Your right that the enchantment removal s unecessary and also not flavourful. Changed. Communal Tradesmith is required at common to allow for multiple people to draft decks that use gold counters, whether it be for ramp or to aim at the win condition. Will keep an eye on it though. Unsleeping One is changed. hope it works within the rules.
Glorious originally didn't have a cap but I found it made it too powerful in limited and too similar to the slith/vampire mechanic.
Ok a few changes based on feedback.
-Glorious changed to:
Glorious X (At end of combat, if this creature attacked or blocked this turn and has less than X
+1/+1 counters on it, put a +1/+1 counter on it.)
-Removed enchantment removal on AEther judgment
-Changed Unsleeping one to "can attack or block while tapped."
-Added a W activation cost to Communal Tradesmith.
removed Laresai Paladin's flavour text as it made no sense.
Will rewrite it sometime.
Would love some more comments before I release the rest of the commons.
I'm here to shamelessly fish for crits on my set linked below by critting the sets of others.
If the following sounds negative, it's because I only pointed out problematic points. If you don't see it here, it's fine in my book.
Aether Judgement could certainly be reduced from 4WW to 3WW.
Blessing of the Flock is nice.
Caravan Mastadon brings to mind a Nomad, not a Soldier. Imo change the name or change the token type to better reflect the current name.
Dazzling Presence as a name is evocative. But it sounds more like it would interact positively not destructively. I recommend Disillusion for a name.
Dockyard Counselor is fine mechanically but the name doesn't match it and is in fact altogether pretty bad.
Unsleeping One has confusing vigilance. Just use vigilance.
Serenity Ward is a seriously potent common. Especially against black and red. Remember, from now until the end of time, all enchantments must always be designed around the fact that black and red are the only two colors that can't interact with enchantments.
Remember, I'm shamelessly fishing for crits on my set linked below.
Maybe try "can attack or block while tapped" on Unsleeping One, which really does make it feel different from vigilance.
Could this be keyworded? Unsleeping(This can attack or block while tapped.)
Private Mod Note
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Rollback Post to RevisionRollBack
MEMNARCH FOR PRESIDENT!!!
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.
Thanks for the comments Legend, I'm see about giving you some feedback tonight.
Aether Judgement could certainly be reduced from 4WW to 3WW.
Is deliberately overcosted to help balance the limited environment.
Blessing of the Flock is nice.
Thank you.
Caravan Mastadon brings to mind a Nomad, not a Soldier. Imo change the name or change the token type to better reflect the current name.
The name will make a bit more sense when I've finished the last of the world building.
Dazzling Presence as a name is evocative. But it sounds more like it would interact positively not destructively. I recommend Disillusion for a name.
Because this gives protection against enchanted creatures this is actually both positive and negative. Is supposed to be the Dazzling skill of the warrior reveals reality unchanged by wards or enchantments.
Dockyard Counselor is fine mechanically but the name doesn't match it and is in fact altogether pretty bad.
This has actually bee changed recently to: Dockyard Counselor1W
Creature - Human Advisor {C}
Dockyard Counselor gets +1/+2 and has vigilance as long as you control another Advisor. “A lone counselor is an easy bribe, but get a pair of them and next thing you know you’ll be in the slammer.”
—Fagin the Black
1/1
Unsleeping One has confusing vigilance. Just use vigilance.
Tapping/Untapping matters is a subtheme which makes this mechanically relevant. The ability is easy to grok so should be fine.
Serenity Ward is a seriously potent common. Especially against black and red. Remember, from now until the end of time, all enchantments must always be designed around the fact that black and red are the only two colors that can't interact with enchantments.
Burden of Guilt is better but less flexible meaning this should be fine. Also remember that while red and black can't interact with auras they most definitely can interact with creatures.
Main mechanics of white is:
-Gold Counters
-Glorious
The Cards
Instant (C)
Exile target creature. If you’re its owner, return it to the battlefield under your control at the beginning of the next end step.
Arena Sellsword :2mana::symw:
Creature — Human Soldier (C)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
The arena of Oestra is many things. Entertainment, battlefield and the training pit for some of the best Sellswords in Mercalis.
2/2
Blessing of the Flock :3mana::symw:
Enchantment — Aura (C)
Enchant creature
When Blessing of the Flock enters the battlefield, put a 1/1 white Bird creature token with flying onto the battlefield.
Enchanted creature gets +1/+1 and has flying.
Caravan Mastadon :2mana::symw::symw:
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield put a 1/1 while Soldier creature token onto the battlefield.
Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Caravan Sentry
Creature — Human Scout (C)
:symtap:: Untap another target creature.
Caravans are the lifeblood of trade on Mercalis. Each city maintaining vast guilds of drivers, horsemen and most importantly, guards.
1/1
Communal Tradesmith :3mana::symw:
Creature — Human Advisor (C)
:symw:, :symtap:, Tap an untapped creature you control: You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Countryside Warden :4mana::symw:
Creature — Human Knight (C)
When Countryside Warden enters the battlefield, for each opponent, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
In Mercalis no road goes unguarded.
2/5
Courier Dove :1mana::symw:
Creature — Bird (C)
Flying
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Trained for battle as much as speed, Laresai generals know a message can win a battle as surely as any army.
0/1
Dazzling Presence
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card.
“A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Dockyard Counselor :1mana::symw:
Creature — Human Advisor (C)
Dockyard Counselor gets +1/+2 and has vigilance as long as you control another Advisor.
“A lone counselor is an easy bribe, but get a pair of them and next thing you know you’ll be in the slammer.”
—Fagin the Black
1/1
Flawless Dodge :1mana::symw:
Instant (C)
Untap target creature, prevent all damage that would be dealt to it this turn.
Laresai Paladin :4mana::symw:
Creature — Human Knight (C)
Lifelink
3/3
Laresai Temple Guard :2mana::symw:
Creature — Human Soldier (C)
Defender (This creature can’t attack.)
Whenever Laresai Temple Guard blocks, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
The temple toll must be paid, willingly or not.
1/3
Maned Cavalier :2mana::symw:
Creature — Cat Knight (C)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
First Strike (This creature deals combat damage before creatures without first strike.)
1/3
Prejudicial Mending :2mana::symw:
Sorcery (C)
Gain 6 life.
If mana from a gold counter was spent to cast Prejudicial Mending, put a +1/+1 counter on up to two target creatures.
Halvar healers are open to all but tossing them a few extra lumin can certainly be worth it.
Serenity Ward
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +0/+3.
:symw:: Tap enchanted creature.
Unsleeping One :5mana::symw:
Creature — Construct (C)
Unsleeping One can attack or block while tapped.
Steady and unstoppable like the laws it seeks to uphold.
3/6
Wardwatch Griffin :3mana::symw:
Creature — Griffin (C)
Flying
When Wardwatch Griffin enters the battlefield, destroy target enchantment.
Oestra, Laresai and Halvar all give favor to the griffins and their keen sense for magic. Be it too sense an enchanted gladiator, stop a thieving hand or strike those who would hurt the cities profits.
2/3
Warehouse Mastiff :1mana::symw:
Creature — Hound (C)
“The roads are not safe.
The towns are at risk.
Elementals attack.
and business is booming.”
—Bobby, Warhound Merchant
3/1
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
dazzling presence -- due to the narrowness of the ability, this can probably be an uncommon
unsleeping one -- might as well be vigilance.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Flavourwise the "other" wording is better, because even for the seeker it doesnt make sence to untap itself.
Its flavour is to alert another creature in case something attacks you, so it can block.
If it can target itself, flavour implies its alerting itself, for no reason, as its allready untapped.
It also produces normally unwanted combos in some scenarios.
So as a Caravan it makes sence that it untaps "other" creatures, and not itself.
For flavour reason it might have vigilance so it can allways use its untap ability on other creatures.
From a normal kind of view, these kind of cards NEVER require the use to target themselfs with the untap ability, as it requires them to be untapped to start with, plain pointless (ignoring possible combos).
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Was it? I don't remember, could you find a link?
I've found that having the limit makes it far easier to balance for limited especially for card like courier dove that have inbuilt evasion at common
@Mondu_the_Fat: The "other" clause is to prevent confusion and keeps with the flavour of the card.
I may change dazzling presence to "protection from enchantments and enchanted creatures" to make it less narrow.
Unsleeping One: Is functionally different to vigilance and forms a good archetype for white gold using it and Communal Tradesmith.
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
Glorious is an odd bird. We just had a very similar (on its face) mechanic in Unleashed, but the stats on Unleashed creatures looked way better to start as a result of the ability having more tension. It's a little unclear what Glorious rewards that just having better stats to begin with doesn't, and the fact that you have to print below-the-curve creatures to allow growth disincentivizes attacking and blocking to begin with (and makes racing nearly impossible if your opponent's creatures are bigger to start). As with most creature-based mechanics, it makes combat tricks even more backbreaking, but there aren't any here for white to use (though I like the design of Flawless Dodge, using it to trigger Glorious seems quite bad).
Gold counters are more interesting to me, and I like the limit on their use and the common enablers. I especially like the design of the Tradesmith, since he's fragile, difficult to play in multiples, and hard to abuse, a perfect common showcase for the mechanic.
Glad you like Gold counters.
about Glorious: this mechanic allows for creatures that start a little weaker but grow if they survive combat, thus being able to get quite strong.
This makes blocking them with high toughness/low power creatures unprofitable as they will simply swing again next turn and be stronger. This is supposed to help fight the defensive style of gold counter decks.
Obviously I may need to tweak the number a little or make more combat tricks that help enable glorious if I find it is too weak.
However I think it definitely has potential.
Also not sure why you think skillful dodge is bad with glorious....
You attack on your turn get a +1/+1 counter. Then use dodge to surprise untap while giving your guy a second +1/+1 counter and possibly killing their attacker.
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
That said, I did miss that it also triggers on blocking, which makes me think that the best application of the mechanic is probably to print higher-toughness guys you can block well and that are harder to trade with on the initial swing. Also I think "Valiant" might be a better name for the mechanic, though that's neither here nor there.
EDIT: Ooh, also you should probably have it trigger at the end of combat, to force the hand of people playing damage-based removal. It also aligns a little more flavorfully, I'd say.
Changed the wording to Glorious as your right that making it trigger at end of combat forces more choices which is good.
.Rai
Communal Tradesmith is required at common to allow for multiple people to draft decks that use gold counters, whether it be for ramp or to aim at the win condition. Will keep an eye on it though.
Unsleeping One is changed. hope it works within the rules.
Glorious originally didn't have a cap but I found it made it too powerful in limited and too similar to the slith/vampire mechanic.
Ok a few changes based on feedback.
-Glorious changed to:
Glorious X (At end of combat, if this creature attacked or blocked this turn and has less than X
+1/+1 counters on it, put a +1/+1 counter on it.)
-Removed enchantment removal on AEther judgment
-Changed Unsleeping one to "can attack or block while tapped."
-Added a W activation cost to Communal Tradesmith.
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
Will rewrite it sometime.
Would love some more comments before I release the rest of the commons.
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
If the following sounds negative, it's because I only pointed out problematic points. If you don't see it here, it's fine in my book.
Aether Judgement could certainly be reduced from 4WW to 3WW.
Blessing of the Flock is nice.
Caravan Mastadon brings to mind a Nomad, not a Soldier. Imo change the name or change the token type to better reflect the current name.
Dazzling Presence as a name is evocative. But it sounds more like it would interact positively not destructively. I recommend Disillusion for a name.
Dockyard Counselor is fine mechanically but the name doesn't match it and is in fact altogether pretty bad.
Unsleeping One has confusing vigilance. Just use vigilance.
Serenity Ward is a seriously potent common. Especially against black and red. Remember, from now until the end of time, all enchantments must always be designed around the fact that black and red are the only two colors that can't interact with enchantments.
Remember, I'm shamelessly fishing for crits on my set linked below.
Could this be keyworded?
Unsleeping (This can attack or block while tapped.)
All cards I post are designed for custom sets...just saying
Don't hold so fast to your idea of what Magic and the Color Pie is or should be. Just because it was done in the past, but isn't done in the present doesn't mean it can't be done at all. Likewise, just because it wasn't done at all doesn't mean it can't be done.
Here's a tip: If you suggest changing a card...it's helpful to suggest HOW it should be changed.
Is deliberately overcosted to help balance the limited environment.
Thank you.
The name will make a bit more sense when I've finished the last of the world building.
Because this gives protection against enchanted creatures this is actually both positive and negative. Is supposed to be the Dazzling skill of the warrior reveals reality unchanged by wards or enchantments.
This has actually bee changed recently to:
Dockyard Counselor 1W
Creature - Human Advisor {C}
Dockyard Counselor gets +1/+2 and has vigilance as long as you control another Advisor.
“A lone counselor is an easy bribe, but get a pair of them and next thing you know you’ll be in the slammer.”
—Fagin the Black
1/1
Tapping/Untapping matters is a subtheme which makes this mechanically relevant. The ability is easy to grok so should be fine.
Burden of Guilt is better but less flexible meaning this should be fine. Also remember that while red and black can't interact with auras they most definitely can interact with creatures.
Thanks again.
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