Although in flavor of white, WOTC wouldn't print the first two anymore.
I could see printing them on creatures, but rather than "protection", I think I'd use the "Prevent all COMBAT damage that would be dealt to this creature and you by creatures with power 4 or greater/3 or less." Protection is a ball of crazy, and all you REALLY want to do, flavorfully, is prevent damage. If your opponent's tim pings you for 1, let them get it in. And your opponent should have the option to kill these with direct damage... otherwise shield of the meek is pretty much "game over" against black or red. And that'd unfun.
Holy Drink needs to be worded to pick out a target player, for multiplayer reasons. I'd argue it could go as low as 1W, but 2W is probably good enough - it costs enough to make a lot of "gets your life total down fast" effects unable to be played the same turn as this. Outside of commander or some odd combo deck, though, this isn't very good.
Your enchant player cards need to read 'Enchanted player has protection from..." Otherwise there is no reason to make them enchant players. Both are way too strong. There isn't really a reliable comparison but looking at them as narrow damage prevention effects, you can compare them to the Circles of Protection. These are leagues better than the Circles. If you went with just damage prevention we could make them more like the Spheres of ... So push them up to 2WW and have "Whenever a creature with Converted mana cost (3 or less/4 or greater) would deal damage to you, prevent 2 of that damage.
Holy Drink might be better as an Arbiter of Knollridge. Mass life gain spells are tricky to cost, this doesn't feel right at 1WW because it can gain obscene amounts of life, though it feels bad at a higher cost because it doesn't really do anything.
Meek Field1WW
Enchantment
Creatures with power greater than 4 can't attack or block.
Activated abilities of creatures with power greater than 4 can't be activated.
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Enchantment - Aura
Enchat player
You have protection from creatures with power 4 or greater.
Shield of the Meek 1WW
Enchantment - Aura
Enchant player
You have protection from creatures with power 3 or lower.
Holy Drink 1WW
Sorcery
You gain x life, where x is the difference in life between you and your opponent.
I could see printing them on creatures, but rather than "protection", I think I'd use the "Prevent all COMBAT damage that would be dealt to this creature and you by creatures with power 4 or greater/3 or less." Protection is a ball of crazy, and all you REALLY want to do, flavorfully, is prevent damage. If your opponent's tim pings you for 1, let them get it in. And your opponent should have the option to kill these with direct damage... otherwise shield of the meek is pretty much "game over" against black or red. And that'd unfun.
Holy Drink needs to be worded to pick out a target player, for multiplayer reasons. I'd argue it could go as low as 1W, but 2W is probably good enough - it costs enough to make a lot of "gets your life total down fast" effects unable to be played the same turn as this. Outside of commander or some odd combo deck, though, this isn't very good.
Holy Drink might be better as an Arbiter of Knollridge. Mass life gain spells are tricky to cost, this doesn't feel right at 1WW because it can gain obscene amounts of life, though it feels bad at a higher cost because it doesn't really do anything.
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Enchantment
Creatures with power greater than 4 can't attack or block.
Activated abilities of creatures with power greater than 4 can't be activated.