A world of anarchy. Could you imagine that? Little to no order. No rules, authority, or laws to bring you down. Seems nice wouldn't it? Well Planeswalker, you are wrong. In this world, any sort of law was brought down a long time ago with the downfall of the only reigning order that is now long forgotten. Groups, if any, are small and contained. Trust is few between and friendships rare. There are no laws, good and evil sure, but no order to judge or reward either. It is constant war and no one knows any other way of life. Life on Vallista is wild and harsh. survival of the fittest and smartest thrive here.
There is one who hopes to change that though. A newly made Planeswalker who has seen life on other planes and wishes to bring such to Vallista. Only it is a daunting task, and there are those who do not wish for this to happen...
{"Battlefield-matters" focus, mono color with some multicolor support, large set of 265 cards}
Wolfir Archer 2G
Creature - Wolf Scout {U}
Call of the Wild - Whenever another creature enters the battlefield,
Wolfir Trapper gains Reach and +1/+1.
2/3
~~~~~~~~~~~~~~~~~~~~~~~~~~
Multi-colored:
Rosa, Destiny Seer 1UB
Legendary Creature - Human Rogue {M}
Grand Destiny - Whenever a creature you don't control enters the battlefield,
put a Destiny Counter on Rosa, Destiny Seer.
At the beginning of your upkeep, you may look at the top X cards of any players library and
choose any creature card among them and put all of them on the top of the owners library in any order.
Rosa, Destiny Seer becomes a copy of that card
put is still legendary, is still named Rosa, Destiny seer, and gains this ability.
X is equal to the amount of destiny counters on Rosa, Destiny Seer.
3/4
Legends say that she was still alive when there was still such a thing as laws...
No one knows if she actually followed them or not...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wolfir Trader 2UG
Creature - Wolf Lord {R}
Call of the Wild - Whenever a artifact enters the battlefield, search your library for a artifact
with a converted mana cost less than the converted manacost of the artifact in play
and place it onto the battlefield.
4/4
"Let me show you MY collection..."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vanishing - Reason why i choose vanishing was because the creatures on this plane don't remember how to trust. So, in flavor of that, after some time they will "abandon" you and head off to survive on their own.
Morbid - Another good Mechcanic. Morbid could flavorly represent how everything is against everything, and while morbid doesn't actually show it, it does show how everything benefits when something dies.
I'm not entirely sure which one will work better so i'll that for you to decide.
Now for some of my (hopefully) original ideas:
Ambush (cost) ((cost), t: This creature deals damage equal to its power to target creature. This creature doesn't untap during your next untap step. Play this ability only during combat, before your declare blockers step.)
Call of the Hunt - Whenever a [permanent type] enters the battlefield, X happens.
Grand Destiny - Whenever a creature you don't control enters the battlefield, put a Destiny Counter on ~.
Edit: Ambush mechanic cleaned up, Grand Destiny Added, and Vanishing is both the returning mechanic and now renamed "Abandon".
That's an interesting flavor spin on Vanishing, and if you sell it well it sounds like "don't remember how to trust" is a great fit for your world. Keep in mind, though, that the current flavor for Vanishing is "this creature will be ripped from reality when the magic holding it here wears off", and that you're going against the grain by making the flavor a voluntary choice by the creature. I'm not saying that's a good or bad thing, just something to consider. It might not be a bad idea to tweak the name and/or function of Vanishing to fit your world better if that's the mechanic you end up choosing--which bring me to my next point...
It's not for us to decide what works best for your set, that's your call. Trust in your abilities as a Magic designer and as the creator of your world that you know what will be the best fit, and make that choice. Don't leave it up to us. You can consider our feedback, of course, but the decision at the end of the day must be yours.
Yikes... that is a lot of reminder text on Ambush, and not very intuitive since the current incarnation of fight, whether one-sided or not, doesn't require the creature to tap at all, let alone remain tapped for two turns. If you do want to go ahead with Ambush as designed, I'd suggest the following wording:
Ambush (cost) ((cost), t: This creature deals damage equal to its power to target creature. This creature doesn't untap during your next untap step. Play this ability only during combat, before your declare blockers step.)
Call of the Hunt I like quite a bit. It's simple, and I like the flavor of "Ah, my quarry has entered the battlefield. Time to get ready for battle!"
As for the "mystery mechanic", don't ever be afraid to post anything on here. The only way you become a better designer is to expose your ideas to other designers, even at risk of having those ideas torn to shreds. Don't take anything anyone says about your designs personally; all anyone wants to do on here (with the occasional unfortunate and quickly called-out exception) is create the best Magic cards possible, so the game we all love can grow and thrive beyond the cards printed by Wizards.
That's an interesting flavor spin on Vanishing, and if you sell it well it sounds like "don't remember how to trust" is a great fit for your world. Keep in mind, though, that the current flavor for Vanishing is "this creature will be ripped from reality when the magic holding it here wears off", and that you're going against the grain by making the flavor a voluntary choice by the creature. I'm not saying that's a good or bad thing, just something to consider. It might not be a bad idea to tweak the name and/or function of Vanishing to fit your world better if that's the mechanic you end up choosing--which bring me to my next point...
It's not for us to decide what works best for your set, that's your call. Trust in your abilities as a Magic designer and as the creator of your world that you know what will be the best fit, and make that choice. Don't leave it up to us. You can consider our feedback, of course, but the decision at the end of the day must be yours.
Yikes... that is a lot of reminder text on Ambush, and not very intuitive since the current incarnation of fight, whether one-sided or not, doesn't require the creature to tap at all, let alone remain tapped for two turns. If you do want to go ahead with Ambush as designed, I'd suggest the following wording:
Ambush (cost) ((cost), t: This creature deals damage equal to its power to target creature. This creature doesn't untap during your next untap step. Play this ability only during combat, before your declare blockers step.)
Call of the Hunt I like quite a bit. It's simple, and I like the flavor of "Ah, my quarry has entered the battlefield. Time to get ready for battle!"
As for the "mystery mechanic", don't ever be afraid to post anything on here. The only way you become a better designer is to expose your ideas to other designers, even at risk of having those ideas torn to shreds. Don't take anything anyone says about your designs personally; all anyone wants to do on here (with the occasional unfortunate and quickly called-out exception) is create the best Magic cards possible, so the game we all love can grow and thrive beyond the cards printed by Wizards.
Wow, thanks!
Let's see, I see your point on vanishing's flavor... so how about the name is changed to something like "Abandon"? It kind of shows what will happen after a long enough time. The rest of vanishing seems good to me though, since it really fits the flavor of the world and the whole "Battlefield Matters" theme.
Right, I was worried about the reminder text... thank you for cleaning it up for me!
Call of the Hunt was by far my favorite, since it belongs to a certain "category" of creatures in the world... which I'll post with the last mechanic.
I just wanted to see how the rest was taken to first so I can decide which final version to go with. Speaking of which,
Grand Destiny - Whenever a creature you don't control enters the battlefield, put a Destiny Counter on ~.
Grand Destiny is a special ability word that always has another ability to go hand-in-hand with it, and with only show up on rares and mythics. Power is everything on Vallista, and so they come with even more punch than your normal rare or mythic. For example:
Rosa, Destiny Seer1UB
Legendary Creature - Human Rogue {M}
Grand Destiny - Whenever a creature you don't control enters the battlefield,
put a Destiny Counter on Rosa, Destiny Seer.
At the beginning of your upkeep, you may look at the top X cards of any players library and
choose any creature card among them and put all of them on the top of the owners library in any order.
Rosa, Destiny Seer becomes a copy of that card
put is still legendary, is still named Rosa, Destiny seer, and gains this ability.
X is equal to the amount of destiny counters on Rosa, Destiny Seer.
3/4 Legends say that she was still alive when there was still such a thing as laws...
No one knows if she actually followed them or not...
I am sure she could be cleaned up a little but I think that is correct. Also, the group that Call of the Wild goes with:
Wolfir Archer2G
Creature - Wolf Scout {U}
Call of the Wild - Whenever another creature enters the battlefield,
Wolfir Trapper gains Reach and +1/+1.
2/3
Wolfir Trader2UG
Creature - Wolf Lord {R}
Call of the Wild - Whenever a artifact enters the battlefield, search your library for a artifact
with a converted mana cost less than the converted manacost of the artifact in play
and place it onto the battlefield.
4/4 "Let me show you MY collection..."
I'm not sure about the renaming of a mechanic to support flavor, but perhaps you could edit it slightly to make it different, but similar.
I like Call of the Wild. I feel like it's straightforward, easy to understand. But I feel like with so many creatures nowadays with enter the battlefield triggers, naming a mechanic after it is risky (But hey, I don't think that will be a problem AT ALL). Could you shorten the name?
Grand Destiny is easy to understand (which is very important), and should add more levels and depth to the game.
Ambush is fine. It's not fantastic, and with Giant Growth affects could become busted, but I'd leave it, it seems solid as it is.
So far, the set is looking interesting, I'll be happy when a few more cards come out.
And also (I'm not card expert but you know) I believe this is the proper way to fix Rosa
Rosa, Destiny Seer1UB
Legendary Creature- Human Rogue (M)
Grand Destiny
At the beginning of your upkeep, you may look at the top X cards of target opponent's library, where X is the number of destiny counters on Rosa, Destiny Seer. You may choose a creature card from those cards and have Rosa, Destiny Seer become a copy of that creature, except its legendary and called Rosa, Destiny Seer and gains this ability. Put the revealed card on top of their owner's library in any order. Legends say that she was still alive when there was such a thing as laws... No one knows if she actually followed them or not...
3/4
... Or something to that effect.
The thing with Grand Destiny is because it never changes effect (When ever a creature enters the battlefield under your control, put a destiny counter on X), you don't need to put reminder text. Or I'm completely messing up the mechanic. But whatever.
Note: I know that this is probably not a big issue, but you need to change the amount of cards to each rarity. In a typical large set (like the one you have) with 15 mythics, there are roughly 52-53 rares in that set, so when Wizards prints them, there will be a mythic in 1 in 8 booster packs. Get rid of a few commons and add some rares.
(This is all my opinion, so take it with a pinch of salt)
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Modern WUBEsper Token/SuperfriendsWUB
Commander (EDH) WBRKaalia of the VastWBR
I'm not sure about the renaming of a mechanic to support flavor, but perhaps you could edit it slightly to make it different, but similar.
I like Call of the Wild. I feel like it's straightforward, easy to understand. But I feel like with so many creatures nowadays with enter the battlefield triggers, naming a mechanic after it is risky (But hey, I don't think that will be a problem AT ALL). Could you shorten the name?
Grand Destiny is easy to understand (which is very important), and should add more levels and depth to the game.
Ambush is fine. It's not fantastic, and with Giant Growth affects could become busted, but I'd leave it, it seems solid as it is.
So far, the set is looking interesting, I'll be happy when a few more cards come out.
And also (I'm not card expert but you know) I believe this is the proper way to fix Rosa
Rosa, Destiny Seer1UB
Legendary Creature- Human Rogue (M)
Grand Destiny
At the beginning of your upkeep, you may look at the top X cards of target opponent's library, where X is the number of destiny counters on Rosa, Destiny Seer. You may choose a creature card from those cards and have Rosa, Destiny Seer become a copy of that creature, except its legendary and called Rosa, Destiny Seer and gains this ability. Put the revealed card on top of their owner's library in any order. Legends say that she was still alive when there was such a thing as laws... No one knows if she actually followed them or not...
3/4
... Or something to that effect.
The thing with Grand Destiny is because it never changes effect (When ever a creature enters the battlefield under your control, put a destiny counter on X), you don't need to put reminder text. Or I'm completely messing up the mechanic. But whatever.
Note: I know that this is probably not a big issue, but you need to change the amount of cards to each rarity. In a typical large set (like the one you have) with 15 mythics, there are roughly 52-53 rares in that set, so when Wizards prints them, there will be a mythic in 1 in 8 booster packs. Get rid of a few commons and add some rares.
(This is all my opinion, so take it with a pinch of salt)
Thanks for cleaning Rosa, I feel this one will be easier to read than my wall of text.
You are indeed, but I don't think it will be a big problem, though it is like battalion in a way... I'm sure it will be fine though.
Thinking about it, I'll take your idea about the rares. I was just averaging between two different large sets so I guess 52 will work better.
I noticed that I didn't show any cards with "abandon" and "ambush", So here you go.
Ruins Stalker1BB
Creature - Human Rogue
Ambush 1B
If Ruins Stalker doesn't untap during your untap step, target creature gets -1/-1.
3/2 The ruins of the Old Order make amazing ambush points...
Wolfir Wayfarer1G
Creature - Wolf Soldier
Abandon 2
3/3 "I ain't taking you anywhere else, got it?"
New update! (about 4 months late... sorry about that)
Anyway, since i've been gone for so long, i decided i will show one of the new planeswalkers for this set! Meet Zia, Flame of Hope.
Zia, Flame of Hope 2WR
Planeswalker - Zia
+1 - Zia, Flame of Hope deals 1 damage to each creature. Put a loyalty counter on Zia, Flame of Hope for each creature dealt damage this way.
-2 - Prevent all damage that would be dealt to you or Zia, Flame of Hope until your next turn.
-X - Place X 1/1 red elemental tokens with haste, first strike, abandon 1, and 'When this creature dies, deal 1 damage to target creature".
{3}
About Zia, She's a weird mix of Gideon, Champion of Justice, Sarkhan the Mad, and Ajani Vengeant.
I'm not sure this is an issue, but the double red in the mana cost seems a little off. Why not make it 2WR instead?
+0 : It's fine, but I feel like it should be a +1 for that ability (just so it gets a bit of loyalty even if there are no creatures on the battlefield). It also hoses an small token deck.
-2 : Should read "Prevent all damage that would be dealt to you or Zia, Flame of Hope until your next turn.", unless you want it to be an emblem. Which it probably shouldn't be, but that's you're choice.
-7: The emblem should read "Zia, Flame of Hope becomes Wolf Soldier creature with power and toughness equal to the number of loyalty counters on her. It's still a planeswalker" However, this is a pretty weak ultimate as an ultimate goes. Also, I think that it shuts down the card means that it now longer is able to use its abilities, because its now a creature. And if she's dealt damage, because she is a planeswalker, loyalty counters will be taken off. That's why Gideon Jura had "prevent all damage that would be dealt to him.
So because the last ability can't really work the way you want it to, why not use this? "-5: Put a indestructible red and white Wolf Soldier token that has "Whenever this creature deals combat damage to a player, double the loyalty counters on Zia, Flame of Hope" and its power and toughness is equal to the number of loyalty counters on Zia, Flame of Hope."
It's has the same function as the ulimate, but is easier to understand, and maybe more flavorful too (depending if that's what you want).
But hey, in the end, its your set.
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MY DECKS
Standard BBBMono Black DevotionBBB
Modern WUBEsper Token/SuperfriendsWUB
Commander (EDH) WBRKaalia of the VastWBR
About Zia, She's a weird mix of Gideon, Champion of Justice, Sarkhan the Mad, and Ajani Vengeant.
I'm not sure this is an issue, but the double red in the mana cost seems a little off. Why not make it 2WR instead?
+0 : It's fine, but I feel like it should be a +1 for that ability (just so it gets a bit of loyalty even if there are no creatures on the battlefield). It also hoses an small token deck.
-2 : Should read "Prevent all damage that would be dealt to you or Zia, Flame of Hope until your next turn.", unless you want it to be an emblem. Which it probably shouldn't be, but that's you're choice.
-7: The emblem should read "Zia, Flame of Hope becomes Wolf Soldier creature with power and toughness equal to the number of loyalty counters on her. It's still a planeswalker" However, this is a pretty weak ultimate as an ultimate goes. Also, I think that it shuts down the card means that it now longer is able to use its abilities, because its now a creature. And if she's dealt damage, because she is a planeswalker, loyalty counters will be taken off. That's why Gideon Jura had "prevent all damage that would be dealt to him.
So because the last ability can't really work the way you want it to, why not use this? "-5: Put a indestructible red and white Wolf Soldier token that has "Whenever this creature deals combat damage to a player, double the loyalty counters on Zia, Flame of Hope" and its power and toughness is equal to the number of loyalty counters on Zia, Flame of Hope."
It's has the same function as the ulimate, but is easier to understand, and maybe more flavorful too (depending if that's what you want).
But hey, in the end, its your set.
Hm...
1) That makes a good point, if it remains at zero then she would be wiped out by control decks (and I mean that she would be easier to be wiped out besides removal, not to mention that she would be powerless unless you are heavy creatures.) Zia's +0 is now +1.
2) thanks for the text cleaning once again good sir!
3) I believe that I had her -7 read, "She remains a Planeswalker". Would that not allow her to keep her abilities? Not to mention that while I would like her to be indestructible, she would become like a Jace, the mind sculptor... she would need a weak point and the loyalty counters would do just that. her plus one would only kill her if she had one loyalty counter but that just makes you want to protect her more, while she can protect herself as well. She is a sort of agro Planeswalker that doesn't want to block, but could be "knocked out" if she gets blocked by a big bad monster. Plus once you get the emblem you can play another copy of her and she would still be a creature. While the double damage would be good, she also seems to need her creature status. She is, how you say, "a independent wolf woman who don't need no mad" I think the kids say now a days... (sorry, just... so sorry... xD)let me know what you think of this.
Remember that this is your planeswalker's ultimate, so it can very powerful, as long as its not broken. Although looking at how easy it is to get loyalty counters on her, she is fine in that regard. I'm not sure on the ruling of her being a creature and planeswalker at the same time (only one who can do that is Gideon, and those were until end of turn.) But in case you can't use her ability, you might want an alternative that always works.
Also, do you mind that when she is a planeswalker, when she takes damage, loyalty counters will still be removed.
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MY DECKS
Standard BBBMono Black DevotionBBB
Modern WUBEsper Token/SuperfriendsWUB
Commander (EDH) WBRKaalia of the VastWBR
I read why you chose vanishing and i instantly thought 'Fickle'. Nice idea behind that.
To me Ambush seems more like a green card that let's you fight instead of a mechanic, but then again if you used it mostly on green or green-'something' cards it would work fine.
I like Call of the hunt though, it should work well.
Remember that this is your planeswalker's ultimate, so it can very powerful, as long as its not broken. Although looking at how easy it is to get loyalty counters on her, she is fine in that regard. I'm not sure on the ruling of her being a creature and planeswalker at the same time (only one who can do that is Gideon, and those were until end of turn.) But in case you can't use her ability, you might want an alternative that always works.
Also, do you mind that when she is a planeswalker, when she takes damage, loyalty counters will still be removed.
That's a good point actually... Not to mention that "being a creature" kinda seems like Gideon's thing... How about something that works with the battlefield as well as acts like a pseudo Grand Destiny effect... Like maybe "-X - Place X 1/1 red elemental tokens with haste, first strike, abandon 1, and 'When this creature dies, deal 1 damage to target creature'."?
I read why you chose vanishing and i instantly thought 'Fickle'. Nice idea behind that.
To me Ambush seems more like a green card that let's you fight instead of a mechanic, but then again if you used it mostly on green or green-'something' cards it would work fine.
I like Call of the hunt though, it should work well.
Ambush is going to be green, black, and a little red (but only on a few.) cards.
And thank you for the Call of the hunt comment, I love how I made that a few months back and it is a mechanic for enchantments though... like I have ESPN or something...
Anyways, working on a big update right now that will be posted tomorrow that will include the following: Legendary creature, Lands, a Few cards, Background, story.
There is one who hopes to change that though. A newly made Planeswalker who has seen life on other planes and wishes to bring such to Vallista. Only it is a daunting task, and there are those who do not wish for this to happen...
{"Battlefield-matters" focus, mono color with some multicolor support, large set of 265 cards}
Mythics - 15
Rares - 52
uncommons - 77
commons - 116
basic lands - 5
Card Gallery:
White:
Blue:
Black:
Red:
Green:
Wolfir Archer 2G
Creature - Wolf Scout {U}
Call of the Wild - Whenever another creature enters the battlefield,
Wolfir Trapper gains Reach and +1/+1.
2/3
~~~~~~~~~~~~~~~~~~~~~~~~~~
Multi-colored:
Rosa, Destiny Seer 1UB
Legendary Creature - Human Rogue {M}
Grand Destiny - Whenever a creature you don't control enters the battlefield,
put a Destiny Counter on Rosa, Destiny Seer.
At the beginning of your upkeep, you may look at the top X cards of any players library and
choose any creature card among them and put all of them on the top of the owners library in any order.
Rosa, Destiny Seer becomes a copy of that card
put is still legendary, is still named Rosa, Destiny seer, and gains this ability.
X is equal to the amount of destiny counters on Rosa, Destiny Seer.
3/4
Legends say that she was still alive when there was still such a thing as laws...
No one knows if she actually followed them or not...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wolfir Trader 2UG
Creature - Wolf Lord {R}
Call of the Wild - Whenever a artifact enters the battlefield, search your library for a artifact
with a converted mana cost less than the converted manacost of the artifact in play
and place it onto the battlefield.
4/4
"Let me show you MY collection..."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Artifact:
Land:
Returning: Either Vanishing or Morbid.
Vanishing - Reason why i choose vanishing was because the creatures on this plane don't remember how to trust. So, in flavor of that, after some time they will "abandon" you and head off to survive on their own.
Morbid - Another good Mechcanic. Morbid could flavorly represent how everything is against everything, and while morbid doesn't actually show it, it does show how everything benefits when something dies.
I'm not entirely sure which one will work better so i'll that for you to decide.
Now for some of my (hopefully) original ideas:
Ambush (cost) ((cost), t: This creature deals damage equal to its power to target creature. This creature doesn't untap during your next untap step. Play this ability only during combat, before your declare blockers step.)
Call of the Hunt - Whenever a [permanent type] enters the battlefield, X happens.
Grand Destiny - Whenever a creature you don't control enters the battlefield, put a Destiny Counter on ~.
Edit: Ambush mechanic cleaned up, Grand Destiny Added, and Vanishing is both the returning mechanic and now renamed "Abandon".
It's not for us to decide what works best for your set, that's your call. Trust in your abilities as a Magic designer and as the creator of your world that you know what will be the best fit, and make that choice. Don't leave it up to us. You can consider our feedback, of course, but the decision at the end of the day must be yours.
Yikes... that is a lot of reminder text on Ambush, and not very intuitive since the current incarnation of fight, whether one-sided or not, doesn't require the creature to tap at all, let alone remain tapped for two turns. If you do want to go ahead with Ambush as designed, I'd suggest the following wording:
Ambush (cost) ((cost), t: This creature deals damage equal to its power to target creature. This creature doesn't untap during your next untap step. Play this ability only during combat, before your declare blockers step.)
Call of the Hunt I like quite a bit. It's simple, and I like the flavor of "Ah, my quarry has entered the battlefield. Time to get ready for battle!"
As for the "mystery mechanic", don't ever be afraid to post anything on here. The only way you become a better designer is to expose your ideas to other designers, even at risk of having those ideas torn to shreds. Don't take anything anyone says about your designs personally; all anyone wants to do on here (with the occasional unfortunate and quickly called-out exception) is create the best Magic cards possible, so the game we all love can grow and thrive beyond the cards printed by Wizards.
Wow, thanks!
Let's see, I see your point on vanishing's flavor... so how about the name is changed to something like "Abandon"? It kind of shows what will happen after a long enough time. The rest of vanishing seems good to me though, since it really fits the flavor of the world and the whole "Battlefield Matters" theme.
Right, I was worried about the reminder text... thank you for cleaning it up for me!
Call of the Hunt was by far my favorite, since it belongs to a certain "category" of creatures in the world... which I'll post with the last mechanic.
I just wanted to see how the rest was taken to first so I can decide which final version to go with. Speaking of which,
Grand Destiny - Whenever a creature you don't control enters the battlefield, put a Destiny Counter on ~.
Grand Destiny is a special ability word that always has another ability to go hand-in-hand with it, and with only show up on rares and mythics. Power is everything on Vallista, and so they come with even more punch than your normal rare or mythic. For example:
Rosa, Destiny Seer 1UB
Legendary Creature - Human Rogue {M}
Grand Destiny - Whenever a creature you don't control enters the battlefield,
put a Destiny Counter on Rosa, Destiny Seer.
At the beginning of your upkeep, you may look at the top X cards of any players library and
choose any creature card among them and put all of them on the top of the owners library in any order.
Rosa, Destiny Seer becomes a copy of that card
put is still legendary, is still named Rosa, Destiny seer, and gains this ability.
X is equal to the amount of destiny counters on Rosa, Destiny Seer.
3/4
Legends say that she was still alive when there was still such a thing as laws...
No one knows if she actually followed them or not...
I am sure she could be cleaned up a little but I think that is correct. Also, the group that Call of the Wild goes with:
Wolfir Archer 2G
Creature - Wolf Scout {U}
Call of the Wild - Whenever another creature enters the battlefield,
Wolfir Trapper gains Reach and +1/+1.
2/3
Wolfir Trader 2UG
Creature - Wolf Lord {R}
Call of the Wild - Whenever a artifact enters the battlefield, search your library for a artifact
with a converted mana cost less than the converted manacost of the artifact in play
and place it onto the battlefield.
4/4
"Let me show you MY collection..."
I'm not sure about the renaming of a mechanic to support flavor, but perhaps you could edit it slightly to make it different, but similar.
I like Call of the Wild. I feel like it's straightforward, easy to understand. But I feel like with so many creatures nowadays with enter the battlefield triggers, naming a mechanic after it is risky (But hey, I don't think that will be a problem AT ALL). Could you shorten the name?
Grand Destiny is easy to understand (which is very important), and should add more levels and depth to the game.
Ambush is fine. It's not fantastic, and with Giant Growth affects could become busted, but I'd leave it, it seems solid as it is.
So far, the set is looking interesting, I'll be happy when a few more cards come out.
And also (I'm not card expert but you know) I believe this is the proper way to fix Rosa
Rosa, Destiny Seer 1UB
Legendary Creature- Human Rogue (M)
Grand Destiny
At the beginning of your upkeep, you may look at the top X cards of target opponent's library, where X is the number of destiny counters on Rosa, Destiny Seer. You may choose a creature card from those cards and have Rosa, Destiny Seer become a copy of that creature, except its legendary and called Rosa, Destiny Seer and gains this ability. Put the revealed card on top of their owner's library in any order.
Legends say that she was still alive when there was such a thing as laws... No one knows if she actually followed them or not...
3/4
... Or something to that effect.
The thing with Grand Destiny is because it never changes effect (When ever a creature enters the battlefield under your control, put a destiny counter on X), you don't need to put reminder text. Or I'm completely messing up the mechanic. But whatever.
Note: I know that this is probably not a big issue, but you need to change the amount of cards to each rarity. In a typical large set (like the one you have) with 15 mythics, there are roughly 52-53 rares in that set, so when Wizards prints them, there will be a mythic in 1 in 8 booster packs. Get rid of a few commons and add some rares.
(This is all my opinion, so take it with a pinch of salt)
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
Thanks for cleaning Rosa, I feel this one will be easier to read than my wall of text.
You are indeed, but I don't think it will be a big problem, though it is like battalion in a way... I'm sure it will be fine though.
Thinking about it, I'll take your idea about the rares. I was just averaging between two different large sets so I guess 52 will work better.
Ruins Stalker 1BB
Creature - Human Rogue
Ambush 1B
If Ruins Stalker doesn't untap during your untap step, target creature gets -1/-1.
3/2
The ruins of the Old Order make amazing ambush points...
Wolfir Wayfarer 1G
Creature - Wolf Soldier
Abandon 2
3/3
"I ain't taking you anywhere else, got it?"
Anyway, since i've been gone for so long, i decided i will show one of the new planeswalkers for this set! Meet Zia, Flame of Hope.
Zia, Flame of Hope 2WR
Planeswalker - Zia
+1 - Zia, Flame of Hope deals 1 damage to each creature. Put a loyalty counter on Zia, Flame of Hope for each creature dealt damage this way.
-2 - Prevent all damage that would be dealt to you or Zia, Flame of Hope until your next turn.
-X - Place X 1/1 red elemental tokens with haste, first strike, abandon 1, and 'When this creature dies, deal 1 damage to target creature".
{3}
About Zia, She's a weird mix of Gideon, Champion of Justice, Sarkhan the Mad, and Ajani Vengeant.
I'm not sure this is an issue, but the double red in the mana cost seems a little off. Why not make it 2WR instead?
+0 : It's fine, but I feel like it should be a +1 for that ability (just so it gets a bit of loyalty even if there are no creatures on the battlefield). It also hoses an small token deck.
-2 : Should read "Prevent all damage that would be dealt to you or Zia, Flame of Hope until your next turn.", unless you want it to be an emblem. Which it probably shouldn't be, but that's you're choice.
-7: The emblem should read "Zia, Flame of Hope becomes Wolf Soldier creature with power and toughness equal to the number of loyalty counters on her. It's still a planeswalker" However, this is a pretty weak ultimate as an ultimate goes. Also, I think that it shuts down the card means that it now longer is able to use its abilities, because its now a creature. And if she's dealt damage, because she is a planeswalker, loyalty counters will be taken off. That's why Gideon Jura had "prevent all damage that would be dealt to him.
So because the last ability can't really work the way you want it to, why not use this? "-5: Put a indestructible red and white Wolf Soldier token that has "Whenever this creature deals combat damage to a player, double the loyalty counters on Zia, Flame of Hope" and its power and toughness is equal to the number of loyalty counters on Zia, Flame of Hope."
It's has the same function as the ulimate, but is easier to understand, and maybe more flavorful too (depending if that's what you want).
But hey, in the end, its your set.
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
Hm...
1) That makes a good point, if it remains at zero then she would be wiped out by control decks (and I mean that she would be easier to be wiped out besides removal, not to mention that she would be powerless unless you are heavy creatures.) Zia's +0 is now +1.
2) thanks for the text cleaning once again good sir!
3) I believe that I had her -7 read, "She remains a Planeswalker". Would that not allow her to keep her abilities? Not to mention that while I would like her to be indestructible, she would become like a Jace, the mind sculptor... she would need a weak point and the loyalty counters would do just that. her plus one would only kill her if she had one loyalty counter but that just makes you want to protect her more, while she can protect herself as well. She is a sort of agro Planeswalker that doesn't want to block, but could be "knocked out" if she gets blocked by a big bad monster. Plus once you get the emblem you can play another copy of her and she would still be a creature. While the double damage would be good, she also seems to need her creature status. She is, how you say, "a independent wolf woman who don't need no mad" I think the kids say now a days... (sorry, just... so sorry... xD)let me know what you think of this.
Also, do you mind that when she is a planeswalker, when she takes damage, loyalty counters will still be removed.
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
To me Ambush seems more like a green card that let's you fight instead of a mechanic, but then again if you used it mostly on green or green-'something' cards it would work fine.
I like Call of the hunt though, it should work well.
That's a good point actually... Not to mention that "being a creature" kinda seems like Gideon's thing... How about something that works with the battlefield as well as acts like a pseudo Grand Destiny effect... Like maybe "-X - Place X 1/1 red elemental tokens with haste, first strike, abandon 1, and 'When this creature dies, deal 1 damage to target creature'."?
Or is that too broken?
Ambush is going to be green, black, and a little red (but only on a few.) cards.
And thank you for the Call of the hunt comment, I love how I made that a few months back and it is a mechanic for enchantments though... like I have ESPN or something...
Anyways, working on a big update right now that will be posted tomorrow that will include the following: Legendary creature, Lands, a Few cards, Background, story.