- My largest problem with this design is that there is no reason for this card being a shaman. Nothing about the card makes it feel like a shaman. I would have been happier with it had it been an "Elf Warrior" or an "Elf Soldier". Had I been designing the card without reference to the competition, I probably would have given it an "Elf Ranger," "Elf," or "Elf Warrior" creature type.
- Other minor problems: The flavor text needs to be improved since it is bad English right now. Perhaps, "We will go further together than we would alone" or the simpler "Together we shall conquer much." I think it is a bit inelegant that neither of the soulbound creatures receives the comeraderie bonus.
What I like: I think this card feels very elven in that it does elvish-sorts of things and wants to be played in elf decks. Thus, you are presenting an obvious home for the card while also affording the card the flexibility to fit in decks with other creature types. I think the creature is fairly costed, with an appropriate rarity and name. That I can piece together the thought behind the card's creation indicates successful execution of a top-down design.
- I confess that I really did not like this card upon first glance (it grew on me as I was writing this feedback). I think I can articulate why I didn't like it - It isn't a powerful enough payoff for going 5 colors, and it doesn't scale down well as you decrease the number of colors in your deck. What you want, I think, is a card that increases in power, not merely versatility, the more colors you have access to. Consider the following alternative with the same CMC and base 2/2.
Tazri's Elite
If you control an island, Tazri's Elite gains flying and 1U: +1/+1 until end of turn.
If you control a forest, Tazri's Elite gains vigilence and 1G: +1/+1 until end of turn.
If you control a mountain, Tazri's Elite gains first strike and 1R: +1/+1 until end of turn.
If you control a swamp, Tazri's Elite gains lifelink and 1B: +1/+1 until end of turn.
The advantage to the above design is that the card naturally gets better when you have access to other colors since you don't have to pay mana to gain the evergreen abilities. That card would be a worthy draft rare and still pays homage to General Tazri. As it stands, the card is one that feels strained rather than pushed or exciting. The card isn't that far off though from being really cool. My proposed tweak is not the only one that could work, but I do think that a tweak is needed that scales power with color.
- What I like: First and foremost, I appreciate the ambitious nature of the design - it isn't easy to design and submit a card modeled after Tazri. I appreciate the ally flavor and believe that the fundamental top-down idea of the card is good. I really like the card having a CMC of 2 and starting at 2/2. The card feels like a soldier as well.
- This was one of my favorite designs. Scrolling through all the submissions, yours was the only one that used the challenge prompt as an opportunity (excuse) to craft a card for something totally different. I think it is cool that instead of building a warrior-esque warrior or a wizard-esque wizard or a soldier-esque soldier, you used the warrior-like nature of the Kraul to design a tribal lord for insects within the parameters of the competition. That's creative.
- other things I like: The name is really good and fitting. I like that the lord isn't a barebones lord and that it takes some work to maximize. The card encourages gameplay I would associate with insects, so the flavor is spot-on.
- What I didn't like: I think the card is a tad underpowered. I think reducing the CMC to 3, or making it a 3/4 or 4/3 instead of a 3/2, would be really good. Perhaps the best thing you could do is add the clause: "when Kraul Broodmarshall enters the battlefield, create a 1/1 black and green insect warrior token." That clause solves the power level problem and provides built-in support for the card's other abilities. Also, I suspect that Falkenrath Aristocrat inspired that last ability, but you should color-shift the indestructibility to regenerate; regeneration is more befitting of green and of insects.
- This card suffers from the Tower of Babel problem - tasked with adhering to a specific design application of an idea, the card has collapsed under the weight of the task, both in terms of gameplay and flavor ("virtual realism"). It seems clear that you want to force it to "defend the king", but you've done so in a way that is unappealing for all formats and in such a way that makes me not excited to play with this card. Further, and rightly so, you've made him functional even when he is not the sole creature on the battlefield under your control, but in keeping with the defensive flavor you've given him the power of gaining 3 life everytime he gets blocked, but that isn't in keeping with over-arching flavor of the card. Basically, I think you got half of the design application entrenched in your mind, and you tried to surround that trench with other things in order to make the card a functional magic card. I think at certain points in design you've got to step back and ask yourself: "Is this an elegant application of my idea? If not, can my top-down design idea have a wholly different mechanical foundation that is more suitable?"
I think the idea is cool enough and good enough to find a different design for the same top-down idea. The way I tried to salvage the basic structure of your card was to change the first rules line to: "At the beginning of each opponent's combat step, if Kingsguard Captain is the only untapped creature you control, it gains +3/+3 and first strike." This way you can play other creatures and still have it be a good defender.
- overall, I think it was an ambitious design and a good effort. The power-level of the card is appropriate, and the realism of the card carries through despite some things that, in my mind, detract from its realism. The flavor text is helpful and good. I would continue to play with this idea.
- cool card. In general it's way too strong for an uncommon, but a cool card all the same.
- I have some minor quibbles with the flavor of the card. The most minor quibble is that I am not infatuated with giving this the soldier creature type. 'Soldier' connotes a certain level of organization, steadiness, and rationality - all of which definitionally zombies lack. I'd be happier with a 'warrior' creature type (see Risen Executioner), and even happier with a 'cleric' creature type. Secondly, I'm not a fan of granting zombies vigilance. Zombies are not vigilant (as you can tell, I'm not a fan of Wizards' decision to make white zombies). Again, these are minor quibbles, but in tandem they detract from the realism and polish of the card.
- More substantively, I am concerned about the power level of the card, and I detect an ambivalence in the purpose of the card's design. I'll start by saying that, by making this uncommon, I'm guessing you were wanting to design a card to bolster a WB limited archetype or serve as that archetype's bedrock. You could have made the rules' text: "Zombie creature tokens you control have +1/+1 and Vigilance," and this text would have accomplished that goal more succinctly and clearly. But you opted to divorce the two clauses, presumably to augment the power of the card for constructed. That strongly detracts from the clarity of the card, and I think it makes the card have too wide an applicability, especially at uncommon. It also increases the complexity the card brings to the board state. I think the single-line version *could* be uncommon. As written, it really needs to be rare (and renamed). With such a high power level, did you consider making this cost 3W? Or 2WB? I think increasing the CMC of the embalm cost to 7 isn't out of the question either.
- After more reflection last night, I think the most elegant way to do this would be to have the phrase "zombies you control get +1/+1 and gain vigilance" (at either uncommon or rare). The reason for that is that all zombies are creature tokens in Amonkhet. This allows the card to potentially see some constructed play in a WB or Esper shell.
- What I like: I like cards that are designed to expand the depth of a limited format, and I think that your card is a good first rough draft of a card that could form the base of a limited archetype. Good bottom-up design. Despite my earlier criticism of vigilant white zombies, from a mechanical game-designer perspective I appreciate the desire to seize the opportunity to give zombies access to abilities they don't normally have access to, and the willingness to submit that to this competition.
- simple yet elegant. I provided a lot of feedback for other submissions, but I don't have much to say about this card. Good artwork and the card's mechanics can sell the mixture of creature types (plus were not some of the judges in the Book of Judges warrior-priests?). The only thing I'd say is that, at rare, I *think* you could give it vigilance. But maybe that'd be too greedy, and forcing the player to choose whether to attack or block gives players (rather than cards and luck) greater agency over the outcome of the game, something that Magic design of late seems hellbent on reducing.
- other notes: I think the card is appropriately costed, with appropriate power/toughness, and appropriate rarity (depending on the limited format I could see this card being either rare or uncommon). Well done.
Koopa: Solid. Good combination of abilities. Feels like a wizard. Could be mono red. mirrodin71: An opponent would not care about targeting your 2 power creature without evasion. An incredible weak card. I'd take a 3/3 for 3 or even 4 over it. The base creature needs to be much better. Forestsguy: Decent idea riffing off of a blue devotion menfolk friend. Should refer to other elementals. Nothing too outlandish here, but a clock for sure. scrad_the_wanderer: I like the card, though perhaps better with granting trample and haste instead of the P/T. IT already boost shamans as a lord, so it kinda feels like it create misplays boosting the same kind of creature more than once. Reviving like this feels out of color. Flatline: Reminds me of shadowmoor lords. Decent. Strong. Not overpowered. Fits the tribe. Nothing crazy here. iphanx: Good card, wish the flavor resonated more.
Ink-Treader:weird uncommon that makes me think where would this creature thrive in.. it requires you to think of a deck where you can make it broken.. but well.. land denial strategy could make use of this card.. but i'm not sure how to really work this out.. cool design though
Jimmy Groove: this is severely undercosted i think, since the ability allows you to steal you opponent creature at instant speed and can be done multiple time in one turn, and when you activate this, you opponent creature get summoning sickness too..
SnowBlack1021: it felt, all the ability is slapped in.. a life drain spell that is also a huge creature with upside.. i don't really like this card design wise.. seems Siege RHino-y to me..
Netn10: this surely is interesting design where this spreads the plagues to opponent creature, but i felt this creatures is somewhat too powerful 1 mana for 1/3 with so many upside is really somewhat unbalance i think
kjsharp: i'm not really a fan of restarting the game.. this has proved to be somewhat irritating gameplay since especially this happens when you're behind.. restarting the game really take a long time..
TheRealStinkyJoeTerry: this is a very green card that really gives a boost to everyone in the community this sure does is powerful in tribal decks and this could be a finisher in tribal decks..
Kingsguard Captain1WW
Creature - Human Soldier (R)
As long as you control no other creatures, Kingsguard Captain gets +3/+3 and gains first strike and defender.
Whenever Kingsguard Captain blocks or becomes blocked, you gain 3 life. “I will never abandon my king’s side.”
1/4
not bad, but a little off. Soldiers are part of a legion, knights go solo. Also the 'just me' cards are usually black's thing. Though this is more of a penalty.. or a boon. Tough one to figure out.
Overseer of the Anointed 2W
Creature - Jackal Soldier (U)
Creature tokens you control get +1/+1.
Zombie creatures you control have vigilance.
Embalm 4WW(4WW, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Jackal Soldier with no mana cost. Embalm only as a sorcery.)
He guides the Anointed into their service of Naktamun.
2/3
Interesting, I am not sure if that Embalm cost is too high. Also, is this really soldier, could easily be a cleric.
Aven Balmgiver1WW
Creature - Bird Soldier Cleric {R}
Flying
Whenever a Soldier creature you control attacks, it gains first strike until end of turn.
Whenever a Cleric creature you control blocks, it gains lifelink until end of turn.
2/3
Interesting dual tribal stuff. The only issue is that balmgver doesn't sound like a soldier.
Lunatic Tribalist1R
Creture - Human Shaman (U)
Discard a card: Add R to your mana pool. Use this ability only once each turn. The chants from the tribal shamans of the hills don't make any sense to outsiders, in fact they don't make sense to fellow members of the tribe. No on can fault their effectiveness however.
2/1
Simple, not overpowered with its limitations, but could have use as a madness enabler.
Formation Leader2RW
Creature — Human Soldier (U)
Haste Charge — Creatures you control get +1/+0 and have first strike as long as each creature you control is attacking. "Quickly, ready your spears and aim for their gullets! We shall make this day glorious!"
2/3
Unique and I like it, but the Charge mechanic seems too all in for white. It think this might feel wasted if you don't go all in.
Tazri’s Elite1W
Creature — Human Soldier Ally (R) 1U: Tazri’s Elite gets +1/+1 and gains flying until end of turn. 1B: Tazri’s Elite gets +1/+1 and gains lifelink until end of turn. 1R: Tazri’s Elite gets +1/+1 and gains first strike until end of turn. 1G: Tazri’s Elite gets +1/+1 and gains vigilance until end of turn.
2/2
Highforest Symbiote2GG Creature - Elf Shaman [UNC]
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Highforest Symbiote is paired with another creature, other creatures you control that share a creature type with either creature get +1/+1. As one, we will go further together than we would alone in a group.
3/3
If this cost one less (and had one less P/T), I think it'd be a perfect package.
Arthurus, Protector of Hearthglen Abbey1UWW
Legendary Creature - Human Soldier (M)
Double Strike
Whenever a creature or creature spell you control becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays 1.
When Arthurus dies, if three or more creatures under your control died this turn, you may restart the game. An army led by the noble, virtuous, and wise is rarely treated harshly in defeat.
2/4
Overly long name aside, this card would be probably be fine at 2UW until we get to that last ability. It's a neat idea, but that last ability is incredibly obnoxious.
Curse AmplifierB
Creature - Elemental Shaman (Rare)
Wither
Creatures your opponents controls with -1/-1 counters on them have "At the beginning of your upkeep, put a -1/-1 counter on this creature and you lose 1 life." "The lands of Shadowmoor are cursed and wounded. To survive, one must speak the language of the lands."
1/3
This seems overly beefy for a one mana card with much upside. 1/2 would be fine I think. Cool ability though.
Abzan AvengerxWBG
Creature - Human Soldier {M}
When Abzan Avenger enters the battlefield, put X +1/+1 counters on it, each opponent loses X life and you gain X life.
At the beginning of your upkeep, Abzan Avenger gains your choice of lifelink, menace, or trample until end of turn.
3/3
Really needs a spicier name to go with its rarity. Frightfully strong, but perhaps not entirely out of the realm of possibility. I'd recommend maybe changing the abilities up (perhaps a choice of vigilance, lifelink or trample)
Binder to the BladeRWU
Creature - Kor Wizard (R)
When Binder to the Blade enters the battlefield, search your library for an equipment card, reveal it, and put it into your hand. Shuffle your library. RWU: Attach target equipment you control to target creature you do not control. You control that creature as long as it is equipped.
0/2
Well, it's certainly a far cry from Stoneforge Mystic The ability might need to cost 1 more, just to be safe.
Blydden: I'm not crazy about the rainbow aspect of this one. Feels like it should be an artifact creature. drewdagreek: I like the idea of an insect lord, but I'm pretty sure it needs a non-token clause in there. Theelkspeaks: This is a fun card. Good job. Turbler: This is an interesting card. I like the buffs and the embalm synergy, but seems like its too expensive to embalm. I prefer some better formatting. RaikouRider: I like the way this card works, but I feel flavor wise, a warrior cleric is a bit of an oxymoron. PsyOp: It's a good card. A bit boring, but a nice red llanowar elves.
[b]Blake Belladona[/b] 2(U/B)(U/B)
Legendary Creature - Faunus Rogue (M)
Whenever Blake Belladona becomes the target of a spell or ability your opponents control, create a colorless Clone creature token with “This creature’s power is equal to Blake Belladona’s power and its toughness is equal to Blake Belladona’s toughness.”
Whenever a Clone enters the battlefield you may change the target of a spell or ability with a single target to Clone.
2/3
So basically this card has better hexproof but in a unique way. It would be simpler to just make 2/3 Clones instead of having to worry about tracking issues with remembering which Clones go to which Blake.
[b]Rage Animist[/b] 2RR
Creature - Elemental Shaman [R]
At the beginning of combat on your turn, put a blaze counter on Rage Animist, then create a 1/0 red Elemental creature token for each blaze counter on Rage Animist. Exile them at the end of combat.
Elementals you control get +1/+1 and have haste. Hatred grows and my fire burns brighter.
[b]2/1[/b
This is a cool combination of Goblin Rabblemaster and Master of Waves. It's not typical for Lords to pump themselves but it's not unheard of however giving this guy Haste himself makes him VERY strong, maybe too strong.
[b]Invoker of Souls[/b] 2RG
Creature - Human Shaman (R)
Other Shaman creatures you control get +1/+1. RG, t: Put target Shaman creature card from you hand onto the battlefield. It gets +3/+3 and gains haste until end of turn. Exile it at the beginning of the next end step. "My kindred souls burn with such power and vibrance. They must be unleashed so that they can express their full might."
3/3
Very cool lord. It's awkward that there is a double pump on here. I would have preferred that the Invoker has some other ability besides the general +1/+1 ability.
[b]Generator Siphoner[/b] 1UR
Creature - Human Rogue (U)
Prowess
Whenever Generator Siphoner deals combat damage to a player, tap target land that player controls. It doesn’t untap during its controller’s next untap step. Then untap target land you control. The Arcanotechs of Fordyna often hire saboteurs to redirect the power grids of their rivals.
Cool card. I like the take one red land denial by not actually destroying lands. No power/toughness make the card hard to judge.
[b]Commander of Opal Order[/b] 1WW
Creature - Human Soldier (R)
First strike, Lifelink
At the beginning of each combat, choose target creature. You may have Commander of Opal Order power becomes equal to that creature until end of turn.
1/3
This card is very cool and the flavor resonates well. Well done.
[b]Ragtag Captain[/b]
Creature — Human Soldier (R)
Creature tokens you control get +1/+1.
Other Soldier creatures you control get +1/+1.
At the beginning of your upkeep, create a 1/1 white Soldier creature token.
2/2
This is quite the lord. Being a double lord at 4 mana is already quite good but this guy ALSO bring a 3/3 with him. This card is quite pushed, perhaps too much so.
PsyOp: This is pretty difficult to evaluate. In a vacuum it looks like a good uncommon, but how printable this is depends on what good 4-drops are in the format and whether there's a discard mechanic in the format, such as madness. I think if madness in particular is in the format, it's a little too good (yes you can use the mana to pay for your madness spell because it's a mana ability) but in formats without that mechanic it's merely good.
IcariiFA: ...What a masterpiece. I looked at this card for quite a while trying to find something wrong and just couldn't find anything. Kudos man.
Koopa: How is this not a card yet? I think this could be 1UR and not hurt anything, especially at uncommon. My only complaint is you have plenty of room for flavor text and there is none.
mirrodin71: This templating doesn't work. When a card self-references itself, it means this card. To fix that, your final ability would need to read, "Whenever a Clone creature enters the battlefield, you may change the target of target spell or ability with a single target to that creature." Other than that, I really like this idea, and I like that if she dies, all her copies die as well.
Forestsguy: I think this card could be a bit more pushed - a 2/1 for 4 that only gives 2 power a turn and only on the attack seems weak. I think for this to be an effective curve topper in Constructed formats, it would need to be a 3/3 or even a 4/3. Omnath, Locus of Rage would be all over this, though.
scrad_the_wanderer: I'm not sure exiling the creature card you cheat in for a turn is necessary. Cost for the card is right. Your templating on the ability is off though - cards in hands cannot be the targets of spells or abilities.
1) IcarriiFA
2) Koopa
3) PsyOp
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Turbler – I like this card, but I’m not sure that it feels like a soldier in any particular way. The embalm cost might be a little too high, but on the whole pretty well done!
RaikouRider – I like the way you made both the Solider and the Cleric side feel relevant to this card, but I think this card might be a little overtuned, a 3 mana 2/3 flyer that gives itself and all your soldiers first strike when attacking seems just a bit too much.
PsyOp – I enjoy this flavor of making a mana dork for red, where the implicit impulsiveness makes you have to discard to get the mana, very cool! This card has interesting flavor and seems to work well.
IcariiFA – It’s hard to evaluate this card, it’s certainly very powerful, but it heavily encourages you to alpha strike, which is obviously a high risk, high reward play. It gives a feel of grabbing the whole team and saying “GO GO GO”
Koopa – This is a really cool way to multiply the ability of your removal instants and sorceries to remove opposing creatures, it seems like a very cool limited signpost, I love it!
mirrodin71 – This is a weird sort of functional hexproof that seems like a weird use of hybrid mana, especially as I don’t see the reason for this card to be in black. In a group with this many good cards, that pie confusion is enough to keep it out of my top 3.
iphanx - This is a pretty interesting and unique effect. I like it. It's very weak on its own, but is potentially very strong with another high power creature on the battlefield. Overall, it seems pretty balanced to me. I like how first strike interacts with the card's ability. The name is good, but I would've liked to see some flavor text, which the card could easily fit. There are some templating mistakes, but I tend to mostly ignore those for final judgment as long as they aren't too bad. For the record they are - lifelink should not be capitalized, and the ability should read "You may have ~'s power become equal to that creature's power until end of turn."
Ink-Treader - This creature is missing P/T, which makes it very difficult to fully evaluate. The ability seems like a natural progression for red's new tap a land ability. I'm not sure the card really needs blue in it though. Mono-red seems fine to me.
Jimmy Groove - Huh, this is very interesting, but I'm a little nervous it might be a bit too strong. Especially considering Wizard's apprehensiveness about printing Control Magic . It also doesn't help that this gets to tutor up the equipment needed to start stealing creatures. I'm thinking perhaps you might be able to get away with it if you dropped the tutor effect, but even then repeated creature stealing for 3 mana (even in 3 colors) just doesn't seem like something Wizard's would get behind these days.
SnowBlack1021 - This card is really similar to Maga, Traitor to Mortals. It seems fine, but it's just not very exciting taking Maga into account.
netn10 - This card is pretty neat. I'm not so sure it could cost 1 mana as is. I would drop it to a 1/2 at the very least. I think I might just bump this thing up to 4 CMC and make it a 3/4 flyer, or something along those lines.
kjsharp - Whoa, this is a pretty crazy card. The second ability has the potential to create a never ending game of EDH, which already can seem never ending at times. Honestly, I think it might be rather easy to set this off once per EDH game. At least in the crazy tabletop EDH games my friends and I play. I think if this were printed, it would quickly shoot to the top of everybody's least favorite commander list. The first ability is pretty cool though. It almost seems like an ability that would be seen in green more than white though. While I admire the creativity behind this card's second ability, I think I would suggest dropping it and rebalancing the card accordingly.
1st: iphanx
2nd: netn10
3rd: SnowBlack1021
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(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
RaikouRider: It's a touch awkward how few creatures can get both benefits but in another sense that makes for more interesting deckbuilding choices. The effects are appropriate for their tribes and appropriately costed. It's a little odd for a potential first striker to have higher
toughness than power but the name does imply that it's a cleric first. PsyOp: This is super hard to justify in an environment that doesn't care about discarding or hand size or something, but I can see why you wouldn't want to risk making it too strong. Might've been nice to throw a keyword on there to make the creature better to make up for the ability, but it is on-color and quite shamanistic. IcariiFA: Charge feels more like a Warrior's mechanic, But that aside it works out pretty nicely, and I feel like the mechanic would make for a good limited archetype. Koopa: I think this could have safely had haste at that cost, but I like the concept quite a bit. mirrodin71: "ability your opponents control" should be "ability an opponent controls", and I suspect the wording in general might be better off following the templating for Ajani's Chosen regarding referencing the token you just made. It's a neat concept for an ability though. Forestsguy: I really like this design, feels a bit slow for RDW though it could definitely close out a game on its own in the right deck, and it seems like a solid limited bomb.
1. Forestsguy
2. IcariiFA
3. RaikouRider
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- Other minor problems: The flavor text needs to be improved since it is bad English right now. Perhaps, "We will go further together than we would alone" or the simpler "Together we shall conquer much." I think it is a bit inelegant that neither of the soulbound creatures receives the comeraderie bonus.
What I like: I think this card feels very elven in that it does elvish-sorts of things and wants to be played in elf decks. Thus, you are presenting an obvious home for the card while also affording the card the flexibility to fit in decks with other creature types. I think the creature is fairly costed, with an appropriate rarity and name. That I can piece together the thought behind the card's creation indicates successful execution of a top-down design.
Tazri's Elite
If you control an island, Tazri's Elite gains flying and 1U: +1/+1 until end of turn.
If you control a forest, Tazri's Elite gains vigilence and 1G: +1/+1 until end of turn.
If you control a mountain, Tazri's Elite gains first strike and 1R: +1/+1 until end of turn.
If you control a swamp, Tazri's Elite gains lifelink and 1B: +1/+1 until end of turn.
The advantage to the above design is that the card naturally gets better when you have access to other colors since you don't have to pay mana to gain the evergreen abilities. That card would be a worthy draft rare and still pays homage to General Tazri. As it stands, the card is one that feels strained rather than pushed or exciting. The card isn't that far off though from being really cool. My proposed tweak is not the only one that could work, but I do think that a tweak is needed that scales power with color.
- What I like: First and foremost, I appreciate the ambitious nature of the design - it isn't easy to design and submit a card modeled after Tazri. I appreciate the ally flavor and believe that the fundamental top-down idea of the card is good. I really like the card having a CMC of 2 and starting at 2/2. The card feels like a soldier as well.
- other things I like: The name is really good and fitting. I like that the lord isn't a barebones lord and that it takes some work to maximize. The card encourages gameplay I would associate with insects, so the flavor is spot-on.
- What I didn't like: I think the card is a tad underpowered. I think reducing the CMC to 3, or making it a 3/4 or 4/3 instead of a 3/2, would be really good. Perhaps the best thing you could do is add the clause: "when Kraul Broodmarshall enters the battlefield, create a 1/1 black and green insect warrior token." That clause solves the power level problem and provides built-in support for the card's other abilities. Also, I suspect that Falkenrath Aristocrat inspired that last ability, but you should color-shift the indestructibility to regenerate; regeneration is more befitting of green and of insects.
I think the idea is cool enough and good enough to find a different design for the same top-down idea. The way I tried to salvage the basic structure of your card was to change the first rules line to: "At the beginning of each opponent's combat step, if Kingsguard Captain is the only untapped creature you control, it gains +3/+3 and first strike." This way you can play other creatures and still have it be a good defender.
- overall, I think it was an ambitious design and a good effort. The power-level of the card is appropriate, and the realism of the card carries through despite some things that, in my mind, detract from its realism. The flavor text is helpful and good. I would continue to play with this idea.
- I have some minor quibbles with the flavor of the card. The most minor quibble is that I am not infatuated with giving this the soldier creature type. 'Soldier' connotes a certain level of organization, steadiness, and rationality - all of which definitionally zombies lack. I'd be happier with a 'warrior' creature type (see Risen Executioner), and even happier with a 'cleric' creature type. Secondly, I'm not a fan of granting zombies vigilance. Zombies are not vigilant (as you can tell, I'm not a fan of Wizards' decision to make white zombies). Again, these are minor quibbles, but in tandem they detract from the realism and polish of the card.
- More substantively, I am concerned about the power level of the card, and I detect an ambivalence in the purpose of the card's design. I'll start by saying that, by making this uncommon, I'm guessing you were wanting to design a card to bolster a WB limited archetype or serve as that archetype's bedrock. You could have made the rules' text: "Zombie creature tokens you control have +1/+1 and Vigilance," and this text would have accomplished that goal more succinctly and clearly. But you opted to divorce the two clauses, presumably to augment the power of the card for constructed. That strongly detracts from the clarity of the card, and I think it makes the card have too wide an applicability, especially at uncommon. It also increases the complexity the card brings to the board state. I think the single-line version *could* be uncommon. As written, it really needs to be rare (and renamed). With such a high power level, did you consider making this cost 3W? Or 2WB? I think increasing the CMC of the embalm cost to 7 isn't out of the question either.
- After more reflection last night, I think the most elegant way to do this would be to have the phrase "zombies you control get +1/+1 and gain vigilance" (at either uncommon or rare). The reason for that is that all zombies are creature tokens in Amonkhet. This allows the card to potentially see some constructed play in a WB or Esper shell.
- What I like: I like cards that are designed to expand the depth of a limited format, and I think that your card is a good first rough draft of a card that could form the base of a limited archetype. Good bottom-up design. Despite my earlier criticism of vigilant white zombies, from a mechanical game-designer perspective I appreciate the desire to seize the opportunity to give zombies access to abilities they don't normally have access to, and the willingness to submit that to this competition.
- other notes: I think the card is appropriately costed, with appropriate power/toughness, and appropriate rarity (depending on the limited format I could see this card being either rare or uncommon). Well done.
2nd: RaikouRider
3rd: Turbler
mirrodin71: An opponent would not care about targeting your 2 power creature without evasion. An incredible weak card. I'd take a 3/3 for 3 or even 4 over it. The base creature needs to be much better.
Forestsguy: Decent idea riffing off of a blue devotion menfolk friend. Should refer to other elementals. Nothing too outlandish here, but a clock for sure.
scrad_the_wanderer: I like the card, though perhaps better with granting trample and haste instead of the P/T. IT already boost shamans as a lord, so it kinda feels like it create misplays boosting the same kind of creature more than once. Reviving like this feels out of color.
Flatline: Reminds me of shadowmoor lords. Decent. Strong. Not overpowered. Fits the tribe. Nothing crazy here.
iphanx: Good card, wish the flavor resonated more.
2nd: Forestsguy
3rd: Flatline
Ink-Treader:weird uncommon that makes me think where would this creature thrive in.. it requires you to think of a deck where you can make it broken.. but well.. land denial strategy could make use of this card.. but i'm not sure how to really work this out.. cool design though
Jimmy Groove: this is severely undercosted i think, since the ability allows you to steal you opponent creature at instant speed and can be done multiple time in one turn, and when you activate this, you opponent creature get summoning sickness too..
SnowBlack1021: it felt, all the ability is slapped in.. a life drain spell that is also a huge creature with upside.. i don't really like this card design wise.. seems Siege RHino-y to me..
Netn10: this surely is interesting design where this spreads the plagues to opponent creature, but i felt this creatures is somewhat too powerful 1 mana for 1/3 with so many upside is really somewhat unbalance i think
kjsharp: i'm not really a fan of restarting the game.. this has proved to be somewhat irritating gameplay since especially this happens when you're behind.. restarting the game really take a long time..
TheRealStinkyJoeTerry: this is a very green card that really gives a boost to everyone in the community this sure does is powerful in tribal decks and this could be a finisher in tribal decks..
TheRealStinkyJoeTerry
ink-trader
SnowBlack1021
Pretty cool package here.
If this cost one less (and had one less P/T), I think it'd be a perfect package.
Overly long name aside, this card would be probably be fine at 2UW until we get to that last ability. It's a neat idea, but that last ability is incredibly obnoxious.
This seems overly beefy for a one mana card with much upside. 1/2 would be fine I think. Cool ability though.
Really needs a spicier name to go with its rarity. Frightfully strong, but perhaps not entirely out of the realm of possibility. I'd recommend maybe changing the abilities up (perhaps a choice of vigilance, lifelink or trample)
Well, it's certainly a far cry from Stoneforge Mystic The ability might need to cost 1 more, just to be safe.
1. netn10
2. Blydden
3. TheRealStinkyJoeTerry
Choose one of these judge of creation:
Make Strionic Resonator shine!
You can not grasp the true form of Ashiok's attack!
drewdagreek: I like the idea of an insect lord, but I'm pretty sure it needs a non-token clause in there.
Theelkspeaks: This is a fun card. Good job.
Turbler: This is an interesting card. I like the buffs and the embalm synergy, but seems like its too expensive to embalm. I prefer some better formatting.
RaikouRider: I like the way this card works, but I feel flavor wise, a warrior cleric is a bit of an oxymoron.
PsyOp: It's a good card. A bit boring, but a nice red llanowar elves.
2. Psyop
3. Raikou
So basically this card has better hexproof but in a unique way. It would be simpler to just make 2/3 Clones instead of having to worry about tracking issues with remembering which Clones go to which Blake.
This is a cool combination of Goblin Rabblemaster and Master of Waves. It's not typical for Lords to pump themselves but it's not unheard of however giving this guy Haste himself makes him VERY strong, maybe too strong.
Very cool lord. It's awkward that there is a double pump on here. I would have preferred that the Invoker has some other ability besides the general +1/+1 ability.
Cool card. I like the take one red land denial by not actually destroying lands. No power/toughness make the card hard to judge.
This card is very cool and the flavor resonates well. Well done.
This is quite the lord. Being a double lord at 4 mana is already quite good but this guy ALSO bring a 3/3 with him. This card is quite pushed, perhaps too much so.
1)Forest
2)Scrad
3)Flatline
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
IcariiFA: ...What a masterpiece. I looked at this card for quite a while trying to find something wrong and just couldn't find anything. Kudos man.
Koopa: How is this not a card yet? I think this could be 1UR and not hurt anything, especially at uncommon. My only complaint is you have plenty of room for flavor text and there is none.
mirrodin71: This templating doesn't work. When a card self-references itself, it means this card. To fix that, your final ability would need to read, "Whenever a Clone creature enters the battlefield, you may change the target of target spell or ability with a single target to that creature." Other than that, I really like this idea, and I like that if she dies, all her copies die as well.
Forestsguy: I think this card could be a bit more pushed - a 2/1 for 4 that only gives 2 power a turn and only on the attack seems weak. I think for this to be an effective curve topper in Constructed formats, it would need to be a 3/3 or even a 4/3. Omnath, Locus of Rage would be all over this, though.
scrad_the_wanderer: I'm not sure exiling the creature card you cheat in for a turn is necessary. Cost for the card is right. Your templating on the ability is off though - cards in hands cannot be the targets of spells or abilities.
1) IcarriiFA
2) Koopa
3) PsyOp
Emille, Seven-Sting Dancer Shalin Nariya
RaikouRider – I like the way you made both the Solider and the Cleric side feel relevant to this card, but I think this card might be a little overtuned, a 3 mana 2/3 flyer that gives itself and all your soldiers first strike when attacking seems just a bit too much.
PsyOp – I enjoy this flavor of making a mana dork for red, where the implicit impulsiveness makes you have to discard to get the mana, very cool! This card has interesting flavor and seems to work well.
IcariiFA – It’s hard to evaluate this card, it’s certainly very powerful, but it heavily encourages you to alpha strike, which is obviously a high risk, high reward play. It gives a feel of grabbing the whole team and saying “GO GO GO”
Koopa – This is a really cool way to multiply the ability of your removal instants and sorceries to remove opposing creatures, it seems like a very cool limited signpost, I love it!
mirrodin71 – This is a weird sort of functional hexproof that seems like a weird use of hybrid mana, especially as I don’t see the reason for this card to be in black. In a group with this many good cards, that pie confusion is enough to keep it out of my top 3.
Top 3:
1. Koopa
2. PsyOp
3. IcariiFA
Ink-Treader - This creature is missing P/T, which makes it very difficult to fully evaluate. The ability seems like a natural progression for red's new tap a land ability. I'm not sure the card really needs blue in it though. Mono-red seems fine to me.
Jimmy Groove - Huh, this is very interesting, but I'm a little nervous it might be a bit too strong. Especially considering Wizard's apprehensiveness about printing Control Magic . It also doesn't help that this gets to tutor up the equipment needed to start stealing creatures. I'm thinking perhaps you might be able to get away with it if you dropped the tutor effect, but even then repeated creature stealing for 3 mana (even in 3 colors) just doesn't seem like something Wizard's would get behind these days.
SnowBlack1021 - This card is really similar to Maga, Traitor to Mortals. It seems fine, but it's just not very exciting taking Maga into account.
netn10 - This card is pretty neat. I'm not so sure it could cost 1 mana as is. I would drop it to a 1/2 at the very least. I think I might just bump this thing up to 4 CMC and make it a 3/4 flyer, or something along those lines.
kjsharp - Whoa, this is a pretty crazy card. The second ability has the potential to create a never ending game of EDH, which already can seem never ending at times. Honestly, I think it might be rather easy to set this off once per EDH game. At least in the crazy tabletop EDH games my friends and I play. I think if this were printed, it would quickly shoot to the top of everybody's least favorite commander list. The first ability is pretty cool though. It almost seems like an ability that would be seen in green more than white though. While I admire the creativity behind this card's second ability, I think I would suggest dropping it and rebalancing the card accordingly.
2nd: netn10
3rd: SnowBlack1021
toughness than power but the name does imply that it's a cleric first.
PsyOp: This is super hard to justify in an environment that doesn't care about discarding or hand size or something, but I can see why you wouldn't want to risk making it too strong. Might've been nice to throw a keyword on there to make the creature better to make up for the ability, but it is on-color and quite shamanistic.
IcariiFA: Charge feels more like a Warrior's mechanic, But that aside it works out pretty nicely, and I feel like the mechanic would make for a good limited archetype.
Koopa: I think this could have safely had haste at that cost, but I like the concept quite a bit.
mirrodin71: "ability your opponents control" should be "ability an opponent controls", and I suspect the wording in general might be better off following the templating for Ajani's Chosen regarding referencing the token you just made. It's a neat concept for an ability though.
Forestsguy: I really like this design, feels a bit slow for RDW though it could definitely close out a game on its own in the right deck, and it seems like a solid limited bomb.
2. IcariiFA
3. RaikouRider