Is anyone interested in working on this with me? I'm slowly losing creativity. Sadly this happens a lot when I do things like this. If anyone is interested, PM me or reply here!
Just looking over white it is a marked improvement over the first draft. There's a clear mechanical identity here, of playing lots of small guys and then using tons of mass-pump effects to keep them big enough to win. I'd expect more tokens here, honestly, so that's something to consider. On the negative side the power level continues to be all over the place, with a few cards that are insane and overpowered and then several that are too weak and at least one that is out of color-pie. The mana curve is wonky, too: you have 10 creatures at common, and 6 of them are two mana. Of those six cards, 4 of them are costed at WW which would make drafting and playing limited very hard. Two more are one mana. Card-by-card commentary:
Cleric of Mastan - as mentioned, a little worse than Ajani's Sunstriker. Could probably cost 2W instead to help with limited.
Clerical Mastiff - Two 2/2 lifelinkers in a row, albeit one conditional, is a bit much. Consider a different ability here (First Strike, most likely). Would probably still be fine at 1W to help with limited.
Clerical Scepter - A dangerous common but probably ultimately okay. As I'll talk about more below though, you really don't want a ton of effects like this at common. Much better without the tribal type.
Departed Druid - This is a nice design, although it's missing "until end of turn" ;). I'd personally change it to a 2/3 for 3W or a 3/3 for 4W just to have a little more variety in mana costs and make it easier to cast in a G/W deck. With Clerical Scepter this is the second mass-pump effect at common so that's something to keep an eye on...
Glory of Light - It's a little strange that this is targeted lifegain (instead of "You gain 1 life for...) that counts all clerics on the battlefield (and not just yours). Not bad, necessarily, but odd. I can see how this design is more interesting in both limited and in two-headed giant or multiplayer environments but am not sure the added complexity is worth it.
Glorybrand Initiate - Another card that is just worse than a previous card (in this case, Silent-chant Zubera which at least occasionally gains 4). Maybe it could gain 3 life, as a sort of weaker inverse of Temple Acolyte? Or just reprint Temple Acolyte in your set.
Glorybrand Paladin - This is the 3rd mass-pump in a row. Additionally, white almost never gets straight-up 4/4s at common; that's more of a green thing (Rumbling Baloth). I'd drop this entirely for a different effect.
Ianfire Disciple - Look, it's another conditional 2/2 lifelink at common! :p. The wording could be cleaned up, at any rate: "As long as ~ is paired with another creature, each of those creatures has '1W: This creature gains Lifelink until end of turn. If you control five or more clerics, this creature also gets +3/+3 until end of turn.'". I might consider making this a different ability (flying?) or changing Cleric of Mastan to a different ability (Vigilance, Protection from Assassins, or something).
Light of Ianfire - This is not a white effect. I know it seems silly, because if it tapped all creatures your opponents controlled suddenly it would be white, but its important to keep colors distinct. I'd recommend changing it to something similar to Blinding Light or Divine Light instead. Maybe an interesting effect would be "Tap all non-Cleric creatures". At any rate, two mana is a bit cheap for this kind of effect (compare to Blinding Light and Panic Attack at 3 mana), so I'd bump this up.
Mastan Guard - Huh. So I know Isamaru, Hound of Konda ain't what he used to be, but making a nonlegendary common version is too insane. Increasing this to two mana just bumps up the glut of common two-drops. I'd cut it entirely.
I'll try to look the rest later.
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Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
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EDIT: I just noticed the text didn't change! I will fix that when I get home tonight, sorry.
EDIT EDIT: Updated!
Is anyone interested in working on this with me? I'm slowly losing creativity. Sadly this happens a lot when I do things like this. If anyone is interested, PM me or reply here!
Cleric of Mastan - as mentioned, a little worse than Ajani's Sunstriker. Could probably cost 2W instead to help with limited.
Clerical Mastiff - Two 2/2 lifelinkers in a row, albeit one conditional, is a bit much. Consider a different ability here (First Strike, most likely). Would probably still be fine at 1W to help with limited.
Clerical Scepter - A dangerous common but probably ultimately okay. As I'll talk about more below though, you really don't want a ton of effects like this at common. Much better without the tribal type.
Departed Druid - This is a nice design, although it's missing "until end of turn" ;). I'd personally change it to a 2/3 for 3W or a 3/3 for 4W just to have a little more variety in mana costs and make it easier to cast in a G/W deck. With Clerical Scepter this is the second mass-pump effect at common so that's something to keep an eye on...
Glory of Light - It's a little strange that this is targeted lifegain (instead of "You gain 1 life for...) that counts all clerics on the battlefield (and not just yours). Not bad, necessarily, but odd. I can see how this design is more interesting in both limited and in two-headed giant or multiplayer environments but am not sure the added complexity is worth it.
Glorybrand Initiate - Another card that is just worse than a previous card (in this case, Silent-chant Zubera which at least occasionally gains 4). Maybe it could gain 3 life, as a sort of weaker inverse of Temple Acolyte? Or just reprint Temple Acolyte in your set.
Glorybrand Paladin - This is the 3rd mass-pump in a row. Additionally, white almost never gets straight-up 4/4s at common; that's more of a green thing (Rumbling Baloth). I'd drop this entirely for a different effect.
Ianfire Disciple - Look, it's another conditional 2/2 lifelink at common! :p. The wording could be cleaned up, at any rate: "As long as ~ is paired with another creature, each of those creatures has '1W: This creature gains Lifelink until end of turn. If you control five or more clerics, this creature also gets +3/+3 until end of turn.'". I might consider making this a different ability (flying?) or changing Cleric of Mastan to a different ability (Vigilance, Protection from Assassins, or something).
Light of Ianfire - This is not a white effect. I know it seems silly, because if it tapped all creatures your opponents controlled suddenly it would be white, but its important to keep colors distinct. I'd recommend changing it to something similar to Blinding Light or Divine Light instead. Maybe an interesting effect would be "Tap all non-Cleric creatures". At any rate, two mana is a bit cheap for this kind of effect (compare to Blinding Light and Panic Attack at 3 mana), so I'd bump this up.
Mastan Guard - Huh. So I know Isamaru, Hound of Konda ain't what he used to be, but making a nonlegendary common version is too insane. Increasing this to two mana just bumps up the glut of common two-drops. I'd cut it entirely.
I'll try to look the rest later.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG