So I think the easiest way to work out the balance for cards in my set would be to just post 5 cards from it each day for critique. As you critique, keep in mind, the themes of the set are card-type matters and graveyard matters.
Here are the first five (all the names are temporary, but i'm just gonna keep them as is for now so I can post the next 5 cards in numerical order each time):
NOTE: There are 10 enchantment creatures in the set.
Ætherknown Cleric 1W
Creature - Human Cleric (C)
Remove an enchantment card in your graveyard from the game: Regenerate Ætherknown Cleric.
2/2
Attuned Lucence 1W
Enchantment - Aura (U)
Flash
Enchant permanent
Whenever an enchantment comes into play, you may untap enchanted permanent.
Brightwing Falcon 2W
Creature - Bird (C)
Flying
Brightwing Falcon has Lifelink as long as each creature you control is enchanted.
2/2
Call of the Lucent 2WW
Enchantment (R)
At the beginning of your upkeep, reveal the top card of your library. If it is an enchantment card, you may pay its cost to put it into play. If you do, target opponent gains life equal to its converted mana cost.
Caller of Dawn 3WW
Creature - Elemental (R)
Vigilance Remembrance enchantment — Caller of Dawn gets +1/+2 and has “W: Caller of Dawn may block an additional creature this turn” as long as the top card of your graveyard is an enchantment.
3/4
Caller of the Dawn, I have three bones to pick. First, it needs P/T. Second, switch the P/T boost. White never get's a power boost better than the toughness boost. Third, it needs an effect to REVEAL the top card of the library, or else this is pointless all around.
Aetherknown Cleric is pretty interesting. Quirky, balanced...I approve.
Attuned Lucence is fun. I love my enchantments, so I KNOW I could have fun with this one. Only issue...not many enchantments have flash, so abusing this isn't gonna be easy, but from that comes, again, the fact that it's pretty fair.
Brightwing Falcon is nice, but it's ability is difficult to achieve. Nice, but I likely wouldn't play it, personally.
Call of the Lucent. Damn. Just...damn. That is just evil. Borders on stupidly broken, especially with enchantment creatures roaming about, giving you a great card advantage (As it doesn't replace draw.) To be fair, I would HAPPILY incorporate this into several decks I own, but I'd suggest a CMC limit, perhaps?
Caller of the Dawn is nice, but it brings back the graveyard order mattering, which, as I recall, was not fun the first time around. Otherwise, I like it.
Call of the Lucent 2WW
Enchantment (R)
At the beginning of your upkeep, reveal the top card of your library. If it is an enchantment card, you may pay its cost to put it into play. If you do, target opponent gains life equal to its converted mana cost.
Don't think you have to go that far...maybe as much as a Zur thing...converted mana cost of 2 or 3, put it into play. Makes it strong, to be sure, but limited.
Ætherknown Cleric — White can have regeneration, but usually either it requires another color (G or B) or it is in the form of "Regenerate target creature". You could keep this card as is, but I think it would be better if it had a mana cost and could regenerate other creatures as well.
1W
Creature — Human Cleric (C) 1, Remove an enchantment card in your graveyard from the game: Regenerate target creature.
2/1
Attuned Lucence — This is an interesting idea. Play this card and get a small comes into play effect, then get the effect repeated every time another enchantment comes into play as well. You did want it to be able to trigger itself, right? As worded it would trigger itself, but I think that it should be worded like Noxious Ghoul
1W
Enchantment — Aura (U)
Flash
Enchant permanent
Whenever CARDNAME or another enchantment comes into play, you may untap enchanted permanent.
Brightwing Falcon — I think the need for every creature you control to enchanted is a bit high. It would be okay if just itself is enchanted, like Freewind Equenaut, or if any creature you control is enchanted.
2W
Creature — Bird (C)
Flying
As long as you control a creature that is enchanted, CARDNAME has lifelink.
2/2
Call of the Lucent — With the drawback of the opponent gaining life, it could probably be okay if the mana cost of the card isn't paid. And I would word it like Leaf-Crowned Elder so that it is actually played, but isn't revealed if you don't play it.
2WW
Enchantment (R)
At the beginning of your upkeep, you may look at the top card of your library. If it is an enchantment card, you may play it without paying its mana cost. If you do, an opponent gains life equal to its converted mana cost.
Caller of Dawn — Graveyard order is not a good thing to base abilities. How about one of these instead:
Remembrance (1) — As long as an enchantment card is in your graveyard, CARDNAME gets +1/+2 and can block an additional creature.
Remembrance (2) — W, Remove an enchantment card in your graveyard from the game: CARDNAME gets +1/+2 and can block an additional creature this turn.
I like the second one, and then Ætherknown Cleric's ability would be labeled with Remembrance as well.
I actually quite like remembrance, even if it does require you to track the order of your graveyard (which Wizards has stopped doing). Since it's an ability word, you don't need to say "Remembrance enchantment", though: just "Remembrance" is fine.
Unless, of course, you're actually going to print cards that look for things with "Remembrance enchantment". I'd recommend against it, given how narrow it is, but if you are going to do it this way then I'd say to flip around the words, to "Enchantment remembrance", which sounds much better.
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Here are the first five (all the names are temporary, but i'm just gonna keep them as is for now so I can post the next 5 cards in numerical order each time):
NOTE: There are 10 enchantment creatures in the set.
Ætherknown Cleric 1W
Creature - Human Cleric (C)
Remove an enchantment card in your graveyard from the game: Regenerate Ætherknown Cleric.
2/2
Attuned Lucence 1W
Enchantment - Aura (U)
Flash
Enchant permanent
Whenever an enchantment comes into play, you may untap enchanted permanent.
Brightwing Falcon 2W
Creature - Bird (C)
Flying
Brightwing Falcon has Lifelink as long as each creature you control is enchanted.
2/2
Call of the Lucent 2WW
Enchantment (R)
At the beginning of your upkeep, reveal the top card of your library. If it is an enchantment card, you may pay its cost to put it into play. If you do, target opponent gains life equal to its converted mana cost.
Caller of Dawn 3WW
Creature - Elemental (R)
Vigilance
Remembrance enchantment — Caller of Dawn gets +1/+2 and has “W: Caller of Dawn may block an additional creature this turn” as long as the top card of your graveyard is an enchantment.
3/4
Well that's today's five.
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
The creator of Maro's Magic 8-Ball!
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
Aetherknown Cleric is pretty interesting. Quirky, balanced...I approve.
Attuned Lucence is fun. I love my enchantments, so I KNOW I could have fun with this one. Only issue...not many enchantments have flash, so abusing this isn't gonna be easy, but from that comes, again, the fact that it's pretty fair.
Brightwing Falcon is nice, but it's ability is difficult to achieve. Nice, but I likely wouldn't play it, personally.
Call of the Lucent. Damn. Just...damn. That is just evil. Borders on stupidly broken, especially with enchantment creatures roaming about, giving you a great card advantage (As it doesn't replace draw.) To be fair, I would HAPPILY incorporate this into several decks I own, but I'd suggest a CMC limit, perhaps?
Caller of the Dawn is nice, but it brings back the graveyard order mattering, which, as I recall, was not fun the first time around. Otherwise, I like it.
The creator of Maro's Magic 8-Ball!
Call of the Lucent 2WW
Enchantment (R)
At the beginning of your upkeep, reveal the top card of your library. If it is an enchantment card, you may pay its cost to put it into play. If you do, target opponent gains life equal to its converted mana cost.
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
The creator of Maro's Magic 8-Ball!
Thanks to Spiderboy4 of High~Light for the above sig banner.
I happen to run a game for a set:
The Safeguard Custom Card Competition
I happen to be working on another set:
Peddler's Empire
First card revealed.
1W
Creature — Human Cleric (C)
1, Remove an enchantment card in your graveyard from the game: Regenerate target creature.
2/1
Attuned Lucence — This is an interesting idea. Play this card and get a small comes into play effect, then get the effect repeated every time another enchantment comes into play as well. You did want it to be able to trigger itself, right? As worded it would trigger itself, but I think that it should be worded like Noxious Ghoul
1W
Enchantment — Aura (U)
Flash
Enchant permanent
Whenever CARDNAME or another enchantment comes into play, you may untap enchanted permanent.
Brightwing Falcon — I think the need for every creature you control to enchanted is a bit high. It would be okay if just itself is enchanted, like Freewind Equenaut, or if any creature you control is enchanted.
2W
Creature — Bird (C)
Flying
As long as you control a creature that is enchanted, CARDNAME has lifelink.
2/2
Call of the Lucent — With the drawback of the opponent gaining life, it could probably be okay if the mana cost of the card isn't paid. And I would word it like Leaf-Crowned Elder so that it is actually played, but isn't revealed if you don't play it.
2WW
Enchantment (R)
At the beginning of your upkeep, you may look at the top card of your library. If it is an enchantment card, you may play it without paying its mana cost. If you do, an opponent gains life equal to its converted mana cost.
Caller of Dawn — Graveyard order is not a good thing to base abilities. How about one of these instead:
Remembrance (1) — As long as an enchantment card is in your graveyard, CARDNAME gets +1/+2 and can block an additional creature.
Remembrance (2) — W, Remove an enchantment card in your graveyard from the game: CARDNAME gets +1/+2 and can block an additional creature this turn.
I like the second one, and then Ætherknown Cleric's ability would be labeled with Remembrance as well.
Unless, of course, you're actually going to print cards that look for things with "Remembrance enchantment". I'd recommend against it, given how narrow it is, but if you are going to do it this way then I'd say to flip around the words, to "Enchantment remembrance", which sounds much better.
candidus inperti; si nil, his utere mecum.