Thrall is specifically the servants of vampires in Magic, is it not?
I like all of these designs. Simple and effective ways to support a snow-theme at common.
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Do they all have to have nonsquare P/T? I'd be fine with the white one as a straight 3/3 or something.
Also it seems you're missing out on an opportunity to make a big dumb green vanilla 6-8 drop. Or is green snow the aggro green deck while green multicolor is the control?
Do they all have to have nonsquare P/T? I'd be fine with the white one as a straight 3/3 or something.
Also it seems you're missing out on an opportunity to make a big dumb green vanilla 6-8 drop. Or is green snow the aggro green deck while green multicolor is the control?
I do have a 6-drop common in green. Both the Coalition and the Kaldarjar have some ramp going on in this set. Weirdly enough, I'm also trying to position blue as a more aggro / midrange color in this environment, at least more than it traditionally is. So if I need a common ramp target with CMC > 6, it could really be in either green, blue, or both. But at this point, it will probably be a French vanilla, at least.
There was no inherent need to make these P/T's non-square. I just did the cross-tabs for the CMC's / P's / T's in the set already, and tried to find the ideal holes to stick vanillas in each color before the final commons gets filled in. This effort will become very challenging if I do it at the very end. It was already challenging to find space for these that wasn't too functionally similar to another card already in that color, in this set. But in the end I think I hit the right spots.
I didn't want to make Shields of the Forward Camp 3/3 because White Stalker is already functionally a 3/3 white snow creature for 3 mana, at common.
This is true, but I meant specifically for the snow faction. (And Stampeding Mystics is pretty bad if you don't care about its trigger.) Right now, the green snow faction caps out at 5, with a 5/6 vanilla (Boreal Mammoth) and a 7/4 evasive guy (Jotun Pelt-Ripper). It seems very strange to have two ramp spells specifically coded as snow spells (Out of the North, Winter Bloom) if the good creatures in the faction (Get of the Aldtivar, Skin-Carved Savage, aforementioned Pelt-Ripper) seem to want to beat down as fast as possible.
This is true, but I meant specifically for the snow faction. (And Stampeding Mystics is pretty bad if you don't care about its trigger.) Right now, the green snow faction caps out at 5, with a 5/6 vanilla (Boreal Mammoth) and a 7/4 evasive guy (Jotun Pelt-Ripper). It seems very strange to have two ramp spells specifically coded as snow spells (Out of the North, Winter Bloom) if the good creatures in the faction (Get of the Aldtivar, Skin-Carved Savage, aforementioned Pelt-Ripper) seem to want to beat down as fast as possible.
Well, I do still plan to have some ramp targets. You've given me a good reminder that at least one or two of those should be common.
At this point, I'm thinking it will probably be a single "snow-colored" creature. The multicolor side of things is too busy amassing as many different colors as possible, I don't think it needs to worry about getting as much mana as possible, but acquiring additional snow mana sources is important for every one of the Kaldarjar colors. So, I think it makes sense for there to be a ramp target they could all hit.
There's a certain balance I need to strike with each of the Kaldarjar camps, between giving them each a variety of options between different strategies, and giving them a depth of options within a single strategy. I think, for the most part, I need to focus more on depth, for each color. But I don't want to build the decks for players myself. Even if I'm really trying to push monogreen control, for example, I'm still going to throw a few tools in for green ramp / stompy.
Perhaps you're thinking of &format=+[%22Zendikar%20Block%22]]nulls, which are kind of like mindless vampires. On Zendikar, only bloochiefs can make "true" (intelligent) vampires, whereas other vampires produce nulls (mindless vampires with no self control) when they "spawn". Nulls apparently are used as servants by the other vampires.
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Set 1 of 3 in Dominaria block
Fangs of the Forward Camp 1WW
Snow Creature — Human Warrior [C]
[2/5]
Sea Thrall UU
Snow Creature — Elemental [C]
[1/4]
Gangrenous Mass 3BB
Snow Creature — Zombie [C]
[3/6]
Polar Hellion 4RR
Snow Creature — Hellion [C]
[6/4]
Skin-Carved Savage GG
Snow Creature — Human Warrior [C]
[3/2]
EDIT: Renamed Fangs of the Forward Camp (was "Shields of the Forward Camp").
I like all of these designs. Simple and effective ways to support a snow-theme at common.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Also it seems you're missing out on an opportunity to make a big dumb green vanilla 6-8 drop. Or is green snow the aggro green deck while green multicolor is the control?
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Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
There was no inherent need to make these P/T's non-square. I just did the cross-tabs for the CMC's / P's / T's in the set already, and tried to find the ideal holes to stick vanillas in each color before the final commons gets filled in. This effort will become very challenging if I do it at the very end. It was already challenging to find space for these that wasn't too functionally similar to another card already in that color, in this set. But in the end I think I hit the right spots.
I didn't want to make Shields of the Forward Camp 3/3 because White Stalker is already functionally a 3/3 white snow creature for 3 mana, at common.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
At this point, I'm thinking it will probably be a single "snow-colored" creature. The multicolor side of things is too busy amassing as many different colors as possible, I don't think it needs to worry about getting as much mana as possible, but acquiring additional snow mana sources is important for every one of the Kaldarjar colors. So, I think it makes sense for there to be a ramp target they could all hit.
There's a certain balance I need to strike with each of the Kaldarjar camps, between giving them each a variety of options between different strategies, and giving them a depth of options within a single strategy. I think, for the most part, I need to focus more on depth, for each color. But I don't want to build the decks for players myself. Even if I'm really trying to push monogreen control, for example, I'm still going to throw a few tools in for green ramp / stompy.
]Not ]really.
Perhaps you're thinking of &format=+[%22Zendikar%20Block%22]]nulls, which are kind of like mindless vampires. On Zendikar, only bloochiefs can make "true" (intelligent) vampires, whereas other vampires produce nulls (mindless vampires with no self control) when they "spawn". Nulls apparently are used as servants by the other vampires.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!