Elfhame RevoltRG
Enchantment [C] 1: Elfhame Revolt becomes a 3/2 Elf Berserker creature until end of turn. (It's no longer an enchantment.)
Crashing Interloper4RG
Planeswalker [U]
Ignite (You may cast this card by exiling a creature you control and paying the difference in mana costs between this and the exiled creature. Mana cost includes color.)
/+1\: Crashing Interloper deals 1 damage to each creature your opponents control.
\-6/: Distribute six +1/+1 counters among any number of creatures you control.
{6}
Llanowar Hellkite5RG
Creature — Dragon [R]
Flying
Tap another untapped creature you control: Llanowar Hellkite gets +1/+0 until end of turn.
Tap another untapped creature you control: Regenerate Llanowar Hellkite.
[7/7]
Shakedown Artist1WUB
Creature — Cyclops Rogue [C]
If a creature dealt damage by Shakedown Artist this turn would die, instead return that creature to its owner’s hand, then draw a card.
[3/4]
Balshan BrandWUB
Enchantment — Aura [U]
Enchant artifact or land
Hexproof, indestructible
Enchanted permanent has hexproof, indestructible, and “T: Target player puts the top card of his or her library into his or her graveyard.”
Company Artifex2WUB
Planeswalker [R]
Ignite (You may cast this card by exiling a creature you control and paying the difference in mana costs between this and the exiled creature. Mana cost includes color.)
/+1\: Exile up to one target card from a graveyard. If that card is an artifact card, double the number of loyalty counters on Company Artifex.
\-X/: Put X 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.
{2}
EDIT: Changed each "an" to "another" on Llanowar Hellkite.
EDIT: Added "up to one" to Company Artifex.
EDIT: Removed "loses all abilities and" from Elfhame Revolt. Changed "creature" to "noncreature" in second ability. Added Berserker subtype.
EDIT: Changed Shakedown Artist from a Merfolk to a Cyclops.
EDIT: Removed "creature spells cost 1 less" mechanic from Elfhame Revolt, turned its triggered ability into an activated ability. Made it lose its enchantment type UEOT upon activation. Dropped mana cost by 1.
Is there a compelling reason not to make Revolt say "the first creature spell you cast each turn costs 1 less" and then not have to have the "loses all abilities" thing.
I would prefer that the dragon require two creature-taps to regenerate, so that it can never regenerate itself solo.
Shakedown artist is my favorite.
I'm not thrilled by the brand. Would making it "enchant permanent" actually make it that overpowered for the cost?
Elfhame Revolt has way too much going on for Common. I didn't even pick up on the fact that it only works for the first creature spell as written. As a common, I would take something away from it:
Elf Revolter2RG
Creature - Elf Warrior (C)
Creature spells you cast cost 1 less to cast.
3/3
Elf RevolterRG
Creature - Elf Warrior (C)
Trample
~ can't attack unless you've cast a creature spell this turn.
3/3
Elfhame RevoltRG
Enchantment (C)
Creature spells you cast cost 1 less to cast.
On Company Artifex, since adding counters is a cost, it happens before the doubling ability right? I think that's going to trip some people up. You could add reminder text, or make it a +0 ability, or have it always gain a flat two counter bonus if you exile an artifact instead of doubling.
Elfhame Revolt has way too much going on for Common.
What if I nixed "loses all abilities?"
I figure if stuff like Etherium Sculptor, Hydroform, and Lignify can all be commons, this isn't too far from impossible. But no, I don't want it to be overly complex.
I agree that Elfhame Revolt is more complex than it really needs to be. Does it need to lose all abilities? Does it need to still be an enchantment after animating?
Crashing Interloper is a huge upgrade over the first version, IIRC.
In support of "Another" for Llanowar Hellkite so it isn't basically unkillable on defense.
3/4 is a really weird statline for a Merfolk, but I guess you have to push up the CMC to fit in as many colors as possible. I'd say up the rarity to uncommon if the entire damn set wasn't already so complex.
Balshan Brand: Hooray, two of my favorite forms of un-interactivity, combined onto one card!
Coalition Artifex: That 2 starting loyalty is painful. Seems to be the least useful without being built around. I'm sad that the plus doesn't combo with the alt-cost for ignite.
I agree that Elfhame Revolt is more complex than it really needs to be. Does it need to lose all abilities? Does it need to still be an enchantment after animating?
No to "lose all," probably to "still be an enchantment." I think making it un-become an enchantment is actually more complex and more prone to error, because people will still read the type line and assume that a Naturalize can hit it. So, having it stay an enchantment uses more words, but it invites less gameplay ambiguity.
In addition to taking out "loses all abilities," I'm thinking of changing the second line to "cast a noncreature spell." I feel like that helps conceptually separate the first ability from the second, which makes the card easier to grok.
3/4 is a really weird statline for a Merfolk, but I guess you have to push up the CMC to fit in as many colors as possible. I'd say up the rarity to uncommon if the entire damn set wasn't already so complex.
I'd be OK costing it more cheaply, and lowering the P/T. It strikes me that I could probably justify this in monoblue and find another design for the WUB common slot. Believe it or not, this is about the least complex of many designs I tried out in this slot. But I can try harder.
Balshan Brand: Hooray, two of my favorite forms of un-interactivity, combined onto one card!
Well... let me speak some words to this thing. I made a very deliberate choice with the "artifact or land" restriction. And that choice has everything to do with the criticisms laid out here so far. If this was just Indestructibility + Diplomatic Immunity, I think I would be encouraging non-interactivity, for sure. It would also mean that the mill ability would almost never have meaning. I made this powerful, but narrow. I made it a Johnny card. And I think that when Johnny tries to figure out how to use it, it could lead to some interesting decks that might not exist otherwise. So I think, if not interactivity, it adds diversity and unpredictability to the meta. You can't just plunk it on your beater and go.
Coalition Artifex: That 2 starting loyalty is painful. Seems to be the least useful without being built around. I'm sad that the plus doesn't combo with the alt-cost for ignite.
Agreed that this guy is ultra-narrow. He's an exception to my general design rule about ignite, that I would try to avoid "cute" interactions between the abilities, and instead try to keep each walker as general-purpose as I could. About the non-combo between the graveyard removal and the ignite cost, I made the decision a while ago that I was not going the imprint route with ignite. I mean, I tried it. But it didn't really expand out into the larger cycle that I needed. So that's why you don't see me playing around with that potential here (maybe next time.)
It's just that there are multiple cool commons smashed up together to make Elfhame Revolt. An enchantment that reduces creature costs is cool. A cheap beater that depends on you playing other creatures is cool. Changing card types to accomodate both effects isn't worth the complexity that type changing brings. You can get most of the same intent with the following card, if you want to keep both effects:
Elfhame Revolt1RG
Creature - Elf Warrior [C]
Creature spells you cast cost 1 less to cast.
~ can't attack or block unless you've cast a creature spell this turn.
3/2
I think elektriktoad's version is the way to go if you want both abilities at common.
The artist has a cool ability, but it doesn't seem very black to me.
My first thought about the brand was that it was a cool way to provide some slow but nigh unstoppable inevitability, but I think the optimal use is to slap it on an artifact beater, which seems a little lame.
I think the artifex is actually my favorite ignite guy so far. Going to potentially 14 loyalty the turn after you cast it seems strong in the right deck, especially since it can come down on turn three. Seems like the first ability should be up to though.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
The artist has a cool ability, but it doesn't seem very black to me.
That's funny, because I was more stressing about it not being white.
I've all but decided that I'm going to redo the WUB common and just slap this ability on a monoblue uncommon somewhere in the DOM-XI-CTG meta. Can't think of an immediate home for it right now. Maybe XI.
My first thought about the brand was that it was a cool way to provide some slow but nigh unstoppable inevitability, but I think the optimal use is to slap it on an artifact beater, which seems a little lame.
Is it? I kind of thought that was a neat little loophole. I thought it might pair nicely with the artifact creature subtheme in CtG block. It felt enjoyably subversive to me.
I think the artifex is actually my favorite ignite guy so far. Going to potentially 14 loyalty the turn after you cast it seems strong in the right deck, especially since it can come down on turn three. Seems like the first ability should be up to though.
If the brand was actually dual use I do think it would be a positive, my complaint right now is that the mode where you put it on a land is so slow that I feel like you're doing it wrong if you don't put it on a artifact creature, which makes me feel like I've been tricked. Are there any power concerns with mill 2 instead?
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
I think mill 3 would be feel bad in limited even at uncommon. Even with the hard mana, no need to combine Invisible Stalker with a better Curse of the Bloody Tome. I think 2 is better than one though.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
I think mill 3 would be feel bad in limited even at uncommon. Even with the hard mana, no need to combine Invisible Stalker with a better Curse of the Bloody Tome. I think 2 is better than one though.
What if it was "each" player instead of "target" player?
Would that be better?
If so, how many cards should it mill in that case?
Each player is interesting, plays to my Johnny sensibilities.
You could test it at three. Might even get someone with two copies to start with 45 cards or so, which I think would be great.
I'm not sure about "better" though. Even though I'd prefer it as a player it seems like having 3 largely distinct uses (artifact beater, mill wincon, graveyard abuse) might make it seem a little overly busy to most people. I think it kind of comes down to exactly which roles in the set you want it to fill in terms of audience appeal.
"Each opponent" might also be interesting. Reads more powerfully, but is probably a little weaker.
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Set 1 of 3 in Dominaria block
Elfhame Revolt RG
Enchantment [C]
1: Elfhame Revolt becomes a 3/2 Elf Berserker creature until end of turn. (It's no longer an enchantment.)
Crashing Interloper 4RG
Planeswalker [U]
Ignite (You may cast this card by exiling a creature you control and paying the difference in mana costs between this and the exiled creature. Mana cost includes color.)
/+1\: Crashing Interloper deals 1 damage to each creature your opponents control.
\-6/: Distribute six +1/+1 counters among any number of creatures you control.
{6}
Llanowar Hellkite 5RG
Creature — Dragon [R]
Flying
Tap another untapped creature you control: Llanowar Hellkite gets +1/+0 until end of turn.
Tap another untapped creature you control: Regenerate Llanowar Hellkite.
[7/7]
Shakedown Artist 1WUB
Creature — Cyclops Rogue [C]
If a creature dealt damage by Shakedown Artist this turn would die, instead return that creature to its owner’s hand, then draw a card.
[3/4]
Balshan Brand WUB
Enchantment — Aura [U]
Enchant artifact or land
Hexproof, indestructible
Enchanted permanent has hexproof, indestructible, and “T: Target player puts the top card of his or her library into his or her graveyard.”
Company Artifex 2WUB
Planeswalker [R]
Ignite (You may cast this card by exiling a creature you control and paying the difference in mana costs between this and the exiled creature. Mana cost includes color.)
/+1\: Exile up to one target card from a graveyard. If that card is an artifact card, double the number of loyalty counters on Company Artifex.
\-X/: Put X 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.
{2}
EDIT: Changed each "an" to "another" on Llanowar Hellkite.
EDIT: Added "up to one" to Company Artifex.
EDIT: Removed "loses all abilities and" from Elfhame Revolt. Changed "creature" to "noncreature" in second ability. Added Berserker subtype.
EDIT: Changed Shakedown Artist from a Merfolk to a Cyclops.
EDIT: Removed "creature spells cost 1 less" mechanic from Elfhame Revolt, turned its triggered ability into an activated ability. Made it lose its enchantment type UEOT upon activation. Dropped mana cost by 1.
I would prefer that the dragon require two creature-taps to regenerate, so that it can never regenerate itself solo.
Shakedown artist is my favorite.
I'm not thrilled by the brand. Would making it "enchant permanent" actually make it that overpowered for the cost?
Elf Revolter 2RG
Creature - Elf Warrior (C)
Creature spells you cast cost 1 less to cast.
3/3
Elf Revolter RG
Creature - Elf Warrior (C)
Trample
~ can't attack unless you've cast a creature spell this turn.
3/3
Elfhame Revolt RG
Enchantment (C)
Creature spells you cast cost 1 less to cast.
On Company Artifex, since adding counters is a cost, it happens before the doubling ability right? I think that's going to trip some people up. You could add reminder text, or make it a +0 ability, or have it always gain a flat two counter bonus if you exile an artifact instead of doubling.
I figure if stuff like Etherium Sculptor, Hydroform, and Lignify can all be commons, this isn't too far from impossible. But no, I don't want it to be overly complex.
Crashing Interloper is a huge upgrade over the first version, IIRC.
In support of "Another" for Llanowar Hellkite so it isn't basically unkillable on defense.
3/4 is a really weird statline for a Merfolk, but I guess you have to push up the CMC to fit in as many colors as possible. I'd say up the rarity to uncommon if the entire damn set wasn't already so complex.
Balshan Brand: Hooray, two of my favorite forms of un-interactivity, combined onto one card!
Coalition Artifex: That 2 starting loyalty is painful. Seems to be the least useful without being built around. I'm sad that the plus doesn't combo with the alt-cost for ignite.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
In addition to taking out "loses all abilities," I'm thinking of changing the second line to "cast a noncreature spell." I feel like that helps conceptually separate the first ability from the second, which makes the card easier to grok.
Y Do R C.
Works for me. I'll change it.
I'd be OK costing it more cheaply, and lowering the P/T. It strikes me that I could probably justify this in monoblue and find another design for the WUB common slot. Believe it or not, this is about the least complex of many designs I tried out in this slot. But I can try harder.
Well... let me speak some words to this thing. I made a very deliberate choice with the "artifact or land" restriction. And that choice has everything to do with the criticisms laid out here so far. If this was just Indestructibility + Diplomatic Immunity, I think I would be encouraging non-interactivity, for sure. It would also mean that the mill ability would almost never have meaning. I made this powerful, but narrow. I made it a Johnny card. And I think that when Johnny tries to figure out how to use it, it could lead to some interesting decks that might not exist otherwise. So I think, if not interactivity, it adds diversity and unpredictability to the meta. You can't just plunk it on your beater and go.
Agreed that this guy is ultra-narrow. He's an exception to my general design rule about ignite, that I would try to avoid "cute" interactions between the abilities, and instead try to keep each walker as general-purpose as I could. About the non-combo between the graveyard removal and the ignite cost, I made the decision a while ago that I was not going the imprint route with ignite. I mean, I tried it. But it didn't really expand out into the larger cycle that I needed. So that's why you don't see me playing around with that potential here (maybe next time.)
Elfhame Revolt 1RG
Creature - Elf Warrior [C]
Creature spells you cast cost 1 less to cast.
~ can't attack or block unless you've cast a creature spell this turn.
3/2
The artist has a cool ability, but it doesn't seem very black to me.
My first thought about the brand was that it was a cool way to provide some slow but nigh unstoppable inevitability, but I think the optimal use is to slap it on an artifact beater, which seems a little lame.
I think the artifex is actually my favorite ignite guy so far. Going to potentially 14 loyalty the turn after you cast it seems strong in the right deck, especially since it can come down on turn three. Seems like the first ability should be up to though.
Interested in Custom Card Creation.
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A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
I've all but decided that I'm going to redo the WUB common and just slap this ability on a monoblue uncommon somewhere in the DOM-XI-CTG meta. Can't think of an immediate home for it right now. Maybe XI.
Is it? I kind of thought that was a neat little loophole. I thought it might pair nicely with the artifact creature subtheme in CtG block. It felt enjoyably subversive to me.
I will change it to "up to."
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).
Would that be better?
If so, how many cards should it mill in that case?
You could test it at three. Might even get someone with two copies to start with 45 cards or so, which I think would be great.
I'm not sure about "better" though. Even though I'd prefer it as a player it seems like having 3 largely distinct uses (artifact beater, mill wincon, graveyard abuse) might make it seem a little overly busy to most people. I think it kind of comes down to exactly which roles in the set you want it to fill in terms of audience appeal.
"Each opponent" might also be interesting. Reads more powerfully, but is probably a little weaker.
Interested in Custom Card Creation.
My Cube:Cardinal Custom Cube
A custom version of a third modern masters: MM2019
(filter->rarity to see in set rarity).