Anton Capashen3W
Planeswalker — Anton [M]
/+1\: Until your next turn, no more than one creature can attack Anton Capashen.
{0}: Move any number of loyalty counters from Anton Capashen onto other planeswalkers.
\-2/: The owner of target nonland permanent shuffles it into his or her library, then draws two cards.
\-6/: For each nonland permanent you control, put a 2/2 white Reflection creature token onto the battlefield.
{3}
Domri, Seed of Discord1RR
Planeswalker — Domri [M]
\-1/: Each player chooses a color, then exiles a card at random from his or her hand. Until your next turn, each player may play the card he or she exiled this way unless it's a color that player didn't choose.
\-2/: Until your next turn, creatures can't block.
\-3/: Each player chooses a permanent he or she controls at random and sacrifices it. If no opponent sacrificed a land this way, put three loyalty counters on Domri, Seed of Discord.
{5}
I really like both of these planeswalkers. Is Anton a Gerrard descendant? If so, awesome. Both designs are different from planeswalkers we have seen so far, especially Domri, who really takes the cake for being unique. Anton seems super useful in a "super friends" deck, and kind of reminds me of Ajani.
I really like both of these planeswalkers. Is Anton a Gerrard descendant?
Indeed.
More to the point than simply being a descendant of Gerrard, Anton is the only known remnant of Urza's Bloodline Project to have ascended to planeswalker status. This has made him an interesting... case study for the Coalition.
Domri, who really takes the cake for being unique.
Thanks!
I tried to keep it on the "useful and interesting" side of unique, rather than the "confusing and weird" side of unique. Glad to hear that you think I succeeded.
The biggest problem I could see is that his last ability jumps from each player sacrificing a permanent at random to checking if an opponent sacrifices a land, which I could see the controller thinking if they sacrificed a land, they would activate his loyalty increase. Although it sounds nitpicky, sometimes you have to watch those little things because they can trip players up.
Anton is pretty nice, and I'd be more likely to play it than Superfriends Ajani. (Though...how is it possible for Gerrard to have descendants? I thought he and Hanna both died in the war with the Phyrexians.)
Domri I don't get why is he a Domri instead of Tibalt? (Which I know is a character that features later in the overarching story.) The randomness and only minus abilities seems to suit Tibalt better. I really dislike the swinginess of the last ability. Either your opponent sacrifices a land and you feel bad or your opponent sacrifices a real card and Domri gets even harder for their remaining cards to kill.
Anton is a cool card, but has development issues. Planeswalkers in the 3 CMC slot (or perhaps even 4 if they're green) could not have serious ults that costed 7 or less since Anton could trigger them turn 4 (or quicker.) In current modern, for example, you'd be able to trigger Lilliana of the Veil turn 4 on the spot (and keep her) which would be fairly damning. It probably shouldn't be a 0 costing ability on this card as is. On top of that, the -2 is really good, even if the +1 is weak.
Domri isn't the most grokable card, but it has an interesting direction. I get that he is supposed to be chaotic, but I'm trying to figure out what deck this might go into and am having trouble with an answer. What is his game plan? Where do you see him being used in general or the context of your set?
Domri, Seed of Discord, like Chandra, Pyromaster, is really meant to be an aggro toolbox / helper. So hopefully, a decent amount of fringe stuff that's all situationally good for aggro, without one clearly dominant, spammy mode.
The idea with the first ability is that, if you're playing a low curve monored aggro deck, you can pretty much guarantee a decent outcome for yourself while simultaneously disrupting control / midrange's ability to deal with you. It's also a bit of a multicolor hoser, which plays into the faction mechanics of this block.
The purpose of Domri's second ability is pretty obvious.
The third ability is there to just give you an opportunity to swing wildly and break through whatever crap your opponent is throwing up to get in your way. It's not really meant to function as LD, and the clause is there mostly to keep you from using it as repeatable LD. But I thought that it would be exciting if you could occasionally get more mileage out of it than simply a one-time Misguided Rage.
As for Anton Capashen, yeah, the {0} ability is meant to be "oh snap" scary. I knew that some rare / mythic card or other in this set was going to be able to plant loyalty on planeswalkers. So my thought became, why not let that card be another planeswalker?
I will certainly have to watch out for it in development, but I expect one of his major uses will be purely as fuel to power out early ultimates. That's why I wanted to make him a 4-ability walker, because the use of the {0} ability is really in a different category from anything else he has, and I still wanted to make him a solid 'walker even if you weren't planning to use the {0} ability.
I get how each of Domris ability works, and I like the first two (minus Legends point on an EoT ommision) but the last ability probably will hurt more than it helps, and as that's the only ability that effects board I don't see it as being a useful aggro walker since it only moderately disruptive otherwise.
Anton's 0 ability really does make him unprintable in off itself because it makes it so no low CC planeswalker could have an ult that wins the game off him the turn you drop him. That's a limitation on all future sets printed, and development avoids limitations like then whenever they can. For your own set's environment it'd probably be fine, but not in magic at large.
the last ability probably will hurt more than it helps
That's probably my main concern. So maybe I want to retool the ability so that you don't end up eating your own finisher alive, or something equally bad.
Anton's 0 ability really does make him unprintable in off itself because it makes it so no low CC planeswalker could have an ult that wins the game off him the turn you drop him. That's a limitation on all future sets printed, and development avoids limitations like then whenever they can. For your own set's environment it'd probably be fine, but not in magic at large.
At some point, there will be cards that grant loyalty boosts. Ajani already does. So maybe it's just a matter of quantity and/or cost, here.
I'd be happy to drop him down to 2 loyalty, but that means that you can't Oblation on the turn you drop him, which is bad. I could also just make him cost more. I dunno.
Don't get me wrong, I'm not saying that an ability that adds counters is an automatic no. Obviously it has already been done with Ajani, proliferate, and other niches. I even do it with my set Serenta's manipulate mechanic. What I'm saying is AS IS I see it as a no go. With adjustments it would be fine.
I think Anton's 0 is fine at the moment, you just have to keep him in mind for the standard format (and current Tezz doesn't count, because he would probably need additional nerfing after you add a mana). It's not like any walkers printed in the future will make it better than Pestermite-Splinter Twin. I do wonder how often Anton will be played in Divination mode.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
Set 1 of 3 in Dominaria block
Anton Capashen 3W
Planeswalker — Anton [M]
/+1\: Until your next turn, no more than one creature can attack Anton Capashen.
{0}: Move any number of loyalty counters from Anton Capashen onto other planeswalkers.
\-2/: The owner of target nonland permanent shuffles it into his or her library, then draws two cards.
\-6/: For each nonland permanent you control, put a 2/2 white Reflection creature token onto the battlefield.
{3}
Domri, Seed of Discord 1RR
Planeswalker — Domri [M]
\-1/: Each player chooses a color, then exiles a card at random from his or her hand. Until your next turn, each player may play the card he or she exiled this way unless it's a color that player didn't choose.
\-2/: Until your next turn, creatures can't block.
\-3/: Each player chooses a permanent he or she controls at random and sacrifices it. If no opponent sacrificed a land this way, put three loyalty counters on Domri, Seed of Discord.
{5}
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
More to the point than simply being a descendant of Gerrard, Anton is the only known remnant of Urza's Bloodline Project to have ascended to planeswalker status. This has made him an interesting... case study for the Coalition.
Thanks!
I tried to keep it on the "useful and interesting" side of unique, rather than the "confusing and weird" side of unique. Glad to hear that you think I succeeded.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Domri I don't get why is he a Domri instead of Tibalt? (Which I know is a character that features later in the overarching story.) The randomness and only minus abilities seems to suit Tibalt better. I really dislike the swinginess of the last ability. Either your opponent sacrifices a land and you feel bad or your opponent sacrifices a real card and Domri gets even harder for their remaining cards to kill.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Domri isn't the most grokable card, but it has an interesting direction. I get that he is supposed to be chaotic, but I'm trying to figure out what deck this might go into and am having trouble with an answer. What is his game plan? Where do you see him being used in general or the context of your set?
The idea with the first ability is that, if you're playing a low curve monored aggro deck, you can pretty much guarantee a decent outcome for yourself while simultaneously disrupting control / midrange's ability to deal with you. It's also a bit of a multicolor hoser, which plays into the faction mechanics of this block.
The purpose of Domri's second ability is pretty obvious.
The third ability is there to just give you an opportunity to swing wildly and break through whatever crap your opponent is throwing up to get in your way. It's not really meant to function as LD, and the clause is there mostly to keep you from using it as repeatable LD. But I thought that it would be exciting if you could occasionally get more mileage out of it than simply a one-time Misguided Rage.
As for Anton Capashen, yeah, the {0} ability is meant to be "oh snap" scary. I knew that some rare / mythic card or other in this set was going to be able to plant loyalty on planeswalkers. So my thought became, why not let that card be another planeswalker?
I will certainly have to watch out for it in development, but I expect one of his major uses will be purely as fuel to power out early ultimates. That's why I wanted to make him a 4-ability walker, because the use of the {0} ability is really in a different category from anything else he has, and I still wanted to make him a solid 'walker even if you weren't planning to use the {0} ability.
(Incidentally, my conclusion is less that Anton's 0 shouldn't exist and more that Tezzy is massively OP.)
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
I'm going to deny it up and down until I exhaust all other options, though!
I like both of these except for this ability. It simply isn't fun. Can't it just be "this turn"?
Anton's 0 ability really does make him unprintable in off itself because it makes it so no low CC planeswalker could have an ult that wins the game off him the turn you drop him. That's a limitation on all future sets printed, and development avoids limitations like then whenever they can. For your own set's environment it'd probably be fine, but not in magic at large.
At some point, there will be cards that grant loyalty boosts. Ajani already does. So maybe it's just a matter of quantity and/or cost, here.
I'd be happy to drop him down to 2 loyalty, but that means that you can't Oblation on the turn you drop him, which is bad. I could also just make him cost more. I dunno.
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