Halls of the Dead
Land
~ enters the battlefield tapped.
T: Add W or B to your mana pool, you lose 1 life.
2WB, sacrifice ~: Choose one:
• Create a 1/1 white spirit creature token with flying.
• Create a 2/2 black zombie creature token.
Deadwood Forest
Land
~ enters the battlefield tapped.
T: Add B or G to your mana pool, you lose 1 life.
2BG, sacrifice ~: Choose one:
• Create a 1/1 black elf warrior creature token with forestwalk.
• Create a 2/2 green wolf creature token.
Hilltop Training Grounds
Land
~ enters the battlefield tapped.
T: Add R or W to your mana pool, you lose 1 life.
2RW, sacrifice ~: Choose one:
• Create a 1/1 red human creature token with menace.
• Create a 2/2 white human knight creature token.
Boiling Sea
Land
~ enters the battlefield tapped.
T: Add U or R to your mana pool, you lose 1 life.
2UR, sacrifice ~: Choose one:
• Create a 1/1 blue merfolk creature token with islandwalk.
• Create a 2/2 red elemental creature token.
Lush River
Land
~ enters the battlefield tapped.
T: Add G or U to your mana pool, you lose 1 life.
2GU, sacrifice ~: Choose one:
• Create a 1/1 green snake creature token with intimidate.
• Create a 2/2 blue fish creature token.
Song of the Sea
4U
Enchantment
Whenever an island enters the battlefield or you cast a blue spell, create a 1/1 blue merfolk creature token with islandwalk.
Honor of the Guard
4W
Enchantment
Whenever a plains enters the battlefield or you cast a white spell, create a 2/2 white human knight creature token.
Fear of the Dark
4B
Enchantment
Whenever a swamp enters the battlefield or you cast a black spell, create a 1/1 black elf warrior creature token with forestwalk.
Fury of the Flames
4R
Enchantment
Whenever a mountain enters the battlefield or you cast a red spell, create a 2/2 red elemental creature token.
Will of the Wild
4G
Enchantment
Whenever a forest enters the battlefield or you cast a green spell, create a 2/2 green wolf creature token.
At work when I made these so apologies ahead if I used any names of existing cards. Flavor is tied to a custom set.
Three of the five french vanilla tokens use rightfully outdated keywords. I'm also not too taken by the 1/1 red Elf Lizard creature token with menace.
Three of your five nearly indentical colorshifted enchantments actually just produce 2/2 vanilla tokens under the same conditions.
My first and foremost suggestion: Get a better grasp of the variety of tokens you have available and diversify those if possible. In a realistic set you would probably have one type per color (and some extra but likely not two in each color) and could strife to make those as unique as possible.
You could easily have options like three 1/1 red Goblins vs. two 1/1 white Spirits with flying vs. one 3/3 green Centaur with menace vs. two 2/2 black tapped Zombies vs. a 4/4 Illusion that gets sacrificed when it becomes the targeted (before development). That's at least much more interesting than the difference between one color combination and another being "islandwalk" or "forestwalk".
I further on't think the lands should be all cycled out like they are, but if that's the base idea to work with you can still improve a lot on the execution.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
I like the enchantments. They feel like Oath of Gideon, and have a landfall style. Fairly priced too. Looks good for limited, and maybe EDH token brew.
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DECKS:
Commander:
Aurelia the Warleader - Combat Tricks and Swarm
Oloro, Ageless Ascetic - Lifegain/Lifedrain Pillowfort
Trostani, Selesnya's Voice - Token Assault
Meren of Clan Nel Toth - Reanimator Value
Mizzix - Out of the Box Spellslinger
Three of the five french vanilla tokens use rightfully outdated keywords. I'm also not too taken by the 1/1 red Elf Lizard creature token with menace.
Three of your five nearly indentical colorshifted enchantments actually just produce 2/2 vanilla tokens under the same conditions.
My first and foremost suggestion: Get a better grasp of the variety of tokens you have available and diversify those if possible. In a realistic set you would probably have one type per color (and some extra but likely not two in each color) and could strife to make those as unique as possible.
You could easily have options like three 1/1 red Goblins vs. two 1/1 white Spirits with flying vs. one 3/3 green Centaur with menace vs. two 2/2 black tapped Zombies vs. a 4/4 Illusion that gets sacrificed when it becomes the targeted (before development). That's at least much more interesting than the difference between one color combination and another being "islandwalk" or "forestwalk".
WotC isn't printing landwalk (or intimidate) anymore. Doesn't mean you can't use them to make your own cards, just an FYI. That's what "rightfully outdated" means, above. Also, green doesn't get Menace, only red and black do.
I love the enchantment cycle, but I would agree that they should each feel different to make them interesting. Make the mana costs different and I like the suggestion of making them not only create tokens of varying sizes, but also sometimes creating more than one. A heads up, red human tokens don't have much precedent in the game - the 1/1 slot is usually Goblins or Elementals (which are often also 3/1 haste).
Also, 2/2 is a very nonstandard size for red elemental tokens. Making them 3/1 would make them compatible with a lot of older printed tokens. Making it 1/1 would allow it to share with Young Pyromancer.
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Land
~ enters the battlefield tapped.
T: Add W or B to your mana pool, you lose 1 life.
2WB, sacrifice ~: Choose one:
• Create a 1/1 white spirit creature token with flying.
• Create a 2/2 black zombie creature token.
Deadwood Forest
Land
~ enters the battlefield tapped.
T: Add B or G to your mana pool, you lose 1 life.
2BG, sacrifice ~: Choose one:
• Create a 1/1 black elf warrior creature token with forestwalk.
• Create a 2/2 green wolf creature token.
Hilltop Training Grounds
Land
~ enters the battlefield tapped.
T: Add R or W to your mana pool, you lose 1 life.
2RW, sacrifice ~: Choose one:
• Create a 1/1 red human creature token with menace.
• Create a 2/2 white human knight creature token.
Boiling Sea
Land
~ enters the battlefield tapped.
T: Add U or R to your mana pool, you lose 1 life.
2UR, sacrifice ~: Choose one:
• Create a 1/1 blue merfolk creature token with islandwalk.
• Create a 2/2 red elemental creature token.
Lush River
Land
~ enters the battlefield tapped.
T: Add G or U to your mana pool, you lose 1 life.
2GU, sacrifice ~: Choose one:
• Create a 1/1 green snake creature token with intimidate.
• Create a 2/2 blue fish creature token.
Song of the Sea
4U
Enchantment
Whenever an island enters the battlefield or you cast a blue spell, create a 1/1 blue merfolk creature token with islandwalk.
Honor of the Guard
4W
Enchantment
Whenever a plains enters the battlefield or you cast a white spell, create a 2/2 white human knight creature token.
Fear of the Dark
4B
Enchantment
Whenever a swamp enters the battlefield or you cast a black spell, create a 1/1 black elf warrior creature token with forestwalk.
Fury of the Flames
4R
Enchantment
Whenever a mountain enters the battlefield or you cast a red spell, create a 2/2 red elemental creature token.
Will of the Wild
4G
Enchantment
Whenever a forest enters the battlefield or you cast a green spell, create a 2/2 green wolf creature token.
At work when I made these so apologies ahead if I used any names of existing cards. Flavor is tied to a custom set.
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
Three of the five french vanilla tokens use rightfully outdated keywords. I'm also not too taken by the 1/1 red Elf Lizard creature token with menace.
Three of your five nearly indentical colorshifted enchantments actually just produce 2/2 vanilla tokens under the same conditions.
My first and foremost suggestion: Get a better grasp of the variety of tokens you have available and diversify those if possible. In a realistic set you would probably have one type per color (and some extra but likely not two in each color) and could strife to make those as unique as possible.
You could easily have options like three 1/1 red Goblins vs. two 1/1 white Spirits with flying vs. one 3/3 green Centaur with menace vs. two 2/2 black tapped Zombies vs. a 4/4 Illusion that gets sacrificed when it becomes the targeted (before development). That's at least much more interesting than the difference between one color combination and another being "islandwalk" or "forestwalk".
I further on't think the lands should be all cycled out like they are, but if that's the base idea to work with you can still improve a lot on the execution.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
At work on break so will read rest of your response later.
UBBreya's Toybox (Competitive, Combo)WR
RGodzilla, King of the MonstersG
-Retired Decks-
UBLazav, Dimir Mastermind (Competitive, UB Voltron/Control)UB
"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
Commander:
Aurelia the Warleader - Combat Tricks and Swarm
Oloro, Ageless Ascetic - Lifegain/Lifedrain Pillowfort
Trostani, Selesnya's Voice - Token Assault
Meren of Clan Nel Toth - Reanimator Value
Mizzix - Out of the Box Spellslinger
Standard:
RB Madness Vamps
Casual:
Formerly Modern Elfball
I love the enchantment cycle, but I would agree that they should each feel different to make them interesting. Make the mana costs different and I like the suggestion of making them not only create tokens of varying sizes, but also sometimes creating more than one. A heads up, red human tokens don't have much precedent in the game - the 1/1 slot is usually Goblins or Elementals (which are often also 3/1 haste).