Sarah, Creator of Angels2W
Planeswalker - Sarah (R)
+1: Target creature gains lifelink until end of turn.
-3: Put a 2/2 white Angel creature token with flying into play.
2
Raistar the Denier U
Planeswalker - Raistar (R)
+1: Scry 3.
-2: Fateseal 2.
1
Baimor the Heretic2B
Planeswalker - Baimor (R)
+2: Discard a card.
-4: Look at target player's hand and choose a nonland card from it. That player searches his or hand hand, graveyard and library for all cards with the same name as that card and removes them from the game. Then that player shuffles his or her library.
2
Jill, Lady Luck1R
Planeswalker - Jill (R)
+1: Flip a coin. If you win the flip, draw two cards.
-2: Draw two cards. Jill, Lady Luck deals 2 damage to you.
1
Marjan, Son of Mother Earth1G
Planeswalker - Marjan (R)
+1: Search your library for a basic land card, reveal it and put it into your hand. Then shuffle your library.
-5: Untap all basic lands you control.
4
Oh, I'm sure there's no particular rhyme or reason. But if you're fishing for feedback, I'll take you for a spin.
On the whole, I think these are pretty reasonable as small planeswalkers. Of course, something I've been preaching for a long time is that planeswalkers should not all be rares, simply because Magic should produce a card type that is all only one rarity, but who cares about what I think? Anyway, to that end, I think some of these guys could get away with uncommon rarity, but that's just my opinion. Also, I think you should add third abilities to them, simply for consistency. No one said that the third planeswalker ability should be super-duper powerful, but I still think they should each have one.
One of my biggest issues with your cards is that each of them can get their second ability only after one turn. There's nothing wrong with that, but it seems like you opted to simply tone down the big ability and get rid of the weak subtracting ability, seeing as how every current planeswalker can use a subtraction ability when they hit the field. These can not, which sort of makes them very linear. Again, I'm going to say they should each have three abilities, but again, that's just a matter of opinion.
Second, while each of your cards caters to their own personal flavor, whether it be lands or discard, there only seems to be any synergy between abilities for two, maybe three of them, and only in the vaguest of senses. I mean, the angel you make can get lifelink, but that's a pretty shaky connection.
The final flaw they may have is that they're very, VERY easily killed (except for the green dude). And by their relatively straightforward approach of only being able to use one good ability when they come into play (and in the case of the black guy, one detrimental ability), they end up as an easy sorcery that will waste an opponent's attack or burn spell.
I like how you're approaching this, but they need...more. My only suggestion would be to give them another ability that can be activated when they come into play, and maybe give their last abilities a little more "umph." Especially your white planeswalker. Garruk Wildspeaker makes 3/3 beasts for -1 loyalty, why does yours make 2/2 fliers for -3?
And, again, except for your black guy. His ability to cast Lobotomy might even be too strong. Especially since you didn't limit him to nonlands cards.
Oh, and the red one is a bit off flavor (actually, VERY off flavor), but I like her anyway.
So yeah...that's all I have to say about that for now. If you want to start a dialog about this, I'll be happy to say a few more words.
The black one is actually not overpowered considering Cranial Extraction. To use it as a sorcery, you need to pay 2B, discard a card, and wait a turn, all for an effect that's smalled tha CE's. If you want to keep it in play, you'll have to wait 2 turns, and another 2 turns to activate the ability again, discarding many cards along the way.
And yes, it's indeed suppouse to be "non-land". I'm editing it.
And about Garruk Wildspeaker- A. he's green. B. he cost more mana then my white guy. C. My white guy's tokens has flying. Should I add more?
I still don't think its entirely justified. For your black planeswalker, you could look at it like you're dropping a card, or, if you're smart, you could look at it as a free madness enabler with a bonus attached. And like I said, lobotomy is a bit strong. I figured you meant nonlands, but still, its perhaps not as strong as Garruk's Overrun ability, but pretty damned strong. Lobotomy was a good card, take it from me. I've gotten hit by it before and lost all my win conditions at once. I gotta tell you, that's not pleasant.
As for your white guy, let me put it this way. The basic idea is that Garruk makes a 3/3 for one loyalty, and pretty much the cheapest 3/3 creatures go for is 3 mana. And, going by that, you're proposing a 2/2 with flying for three loyalty, which would total around effectively 9 mana. Besides that, Garruk can make new 3/3s every other turn, as well as use his other ability to play more creatures. Your white planeswalker has to wait three turns before playing one 2/2, and you'll maybe net some life and damage if your opponent does what you want. It just seems a bit on the weak side. Hell, I'd say you could get away with a 3/3 flier for -2 loyalty. If drawing a card on a turn-by-turn basis, like with Jace, amounts to something to the effect of Whispers of the Muse...do you get where I'm going with this? It just seems a bit on the weak side, especially for a planeswalker and a rare at that. Ask any player, and they won't want a 2/2 with flying for nine mana and/or every three turns.
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Planeswalker - Sarah (R)
+1: Target creature gains lifelink until end of turn.
-3: Put a 2/2 white Angel creature token with flying into play.
2
Raistar the Denier U
Planeswalker - Raistar (R)
+1: Scry 3.
-2: Fateseal 2.
1
Baimor the Heretic 2B
Planeswalker - Baimor (R)
+2: Discard a card.
-4: Look at target player's hand and choose a nonland card from it. That player searches his or hand hand, graveyard and library for all cards with the same name as that card and removes them from the game. Then that player shuffles his or her library.
2
Jill, Lady Luck 1R
Planeswalker - Jill (R)
+1: Flip a coin. If you win the flip, draw two cards.
-2: Draw two cards. Jill, Lady Luck deals 2 damage to you.
1
Marjan, Son of Mother Earth 1G
Planeswalker - Marjan (R)
+1: Search your library for a basic land card, reveal it and put it into your hand. Then shuffle your library.
-5: Untap all basic lands you control.
4
On the whole, I think these are pretty reasonable as small planeswalkers. Of course, something I've been preaching for a long time is that planeswalkers should not all be rares, simply because Magic should produce a card type that is all only one rarity, but who cares about what I think? Anyway, to that end, I think some of these guys could get away with uncommon rarity, but that's just my opinion. Also, I think you should add third abilities to them, simply for consistency. No one said that the third planeswalker ability should be super-duper powerful, but I still think they should each have one.
One of my biggest issues with your cards is that each of them can get their second ability only after one turn. There's nothing wrong with that, but it seems like you opted to simply tone down the big ability and get rid of the weak subtracting ability, seeing as how every current planeswalker can use a subtraction ability when they hit the field. These can not, which sort of makes them very linear. Again, I'm going to say they should each have three abilities, but again, that's just a matter of opinion.
Second, while each of your cards caters to their own personal flavor, whether it be lands or discard, there only seems to be any synergy between abilities for two, maybe three of them, and only in the vaguest of senses. I mean, the angel you make can get lifelink, but that's a pretty shaky connection.
The final flaw they may have is that they're very, VERY easily killed (except for the green dude). And by their relatively straightforward approach of only being able to use one good ability when they come into play (and in the case of the black guy, one detrimental ability), they end up as an easy sorcery that will waste an opponent's attack or burn spell.
I like how you're approaching this, but they need...more. My only suggestion would be to give them another ability that can be activated when they come into play, and maybe give their last abilities a little more "umph." Especially your white planeswalker. Garruk Wildspeaker makes 3/3 beasts for -1 loyalty, why does yours make 2/2 fliers for -3?
And, again, except for your black guy. His ability to cast Lobotomy might even be too strong. Especially since you didn't limit him to nonlands cards.
Oh, and the red one is a bit off flavor (actually, VERY off flavor), but I like her anyway.
So yeah...that's all I have to say about that for now. If you want to start a dialog about this, I'll be happy to say a few more words.
And yes, it's indeed suppouse to be "non-land". I'm editing it.
And about Garruk Wildspeaker- A. he's green. B. he cost more mana then my white guy. C. My white guy's tokens has flying. Should I add more?
As for your white guy, let me put it this way. The basic idea is that Garruk makes a 3/3 for one loyalty, and pretty much the cheapest 3/3 creatures go for is 3 mana. And, going by that, you're proposing a 2/2 with flying for three loyalty, which would total around effectively 9 mana. Besides that, Garruk can make new 3/3s every other turn, as well as use his other ability to play more creatures. Your white planeswalker has to wait three turns before playing one 2/2, and you'll maybe net some life and damage if your opponent does what you want. It just seems a bit on the weak side. Hell, I'd say you could get away with a 3/3 flier for -2 loyalty. If drawing a card on a turn-by-turn basis, like with Jace, amounts to something to the effect of Whispers of the Muse...do you get where I'm going with this? It just seems a bit on the weak side, especially for a planeswalker and a rare at that. Ask any player, and they won't want a 2/2 with flying for nine mana and/or every three turns.