Even though I've been kicked out of this month's MCC, I was inspired by the 4th round's challenge and decided to play along anyway. I created a card for my favorite old-school planeswalker, Serra.
Update: Used the 4-ability template to give her 3 abilities, reworded the static ability, rebalanced the -6 ability, and the +1 ability now works within the rules.
Serra WWWWW
Planeswalker - Serra {MR}
Whenever you control a colored nonwhite permanent or spell, sacrifice Serra.
+1: Put a Salve token into play with "Sacrifice Salve: gain 3 life or prevent the next 3 damage that would be dealt to target permanent." Destroy it at the beginning of your next turn.
-1: Permanents you control gain protection from the color of your choice until the beginning of your next turn.
-6: Put X 3/3 white Angel tokens with flying and vigilance into play, where X is the number of creatures target opponent controls.
3
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In what universe? If you build a deck like that, and ever draw that hand, I will personally come to wherever you live, perform complicated acts of awestruck ********, then disembowel myself to escape the world that allowed something like this to occur and validate you.
Even though I've been kicked out of this month's MCC, I was inspired by the 4th round's challenge and decided to play along anyway. I created a card for my favorite old-school planeswalker, Serra.
Serra WWWWW
Planeswalker - Serra {MR}
Whenever you control a non-white permanent or spell, sacrifice Serra.
+1: Gain 3 life or prevent the next 3 damage that would be deal to target permanent. You may play this ability any time you could play an instant, and only once before your next turn.
-6: Put X 3/3 white Angel tokens with flying and vigilance into play, where X is the amount of damage you have taken since the end of your last turn.
3
'Whenever you control a nonwhite nonland permanent or spell, sacrifice Serra.'
Otherwise you're forced to sacrifice Serra for controlling a Plains.
Also the "Salve" token wording has the "destroy at end of turn" effect as a part of the resolution of the sacrifice effect. It needs to have the abilities separately "Ability" and "ability1"
The Salve token doesn't work—what is it? An artifact? It has to have a permanent type.
Nothing in the comp rules, that I could find, state that a permanent has to have a type. The closest I could find is 214.1b:
Quote from comp rule 214.1b »
If a permanent somehow loses all its permanent types, it remains in play. It’s still a permanent.
The token has no type, and I'd prefer it that way. This is the closest I could get to the functionality I want until the comp rules are updated to allow planeswalkers to play their abilities as instants. I don't want an errant Fracturing Gust wiping out the token.
The card should be pretty white, for sure, but it has to be "strong" for 5 white mana.
I dont like the fact that this card can "only" exist if you are completly white.
Maybe it makes more sence to just make everything white you control if its in play and have abilities work with that.
Serra :symw::symw::symw::symw::symw:
Planeswalker - Serra {MR}
+2: You gain 1 life for each creature and enchantment in play.
+1: Cards you control have protection from a color or type of your choice until your next turns upkeep.
-8: Put a 4/4 white Angel tokens with flying and vigilance into play for each creature and enchantment you control.
5
Somehow i think that Serra has a touch of Enchantment theme, especially as Serra's Sanctum draws its power from it and Urzas Saga actually was an Enchantment theme set (believe it or not).
The card should have high loyality as a heavy color Planeswalker, and its one of the stronger too.
A nice thing especially for white Walkers, which feel like they have in-color more Loyality (as the color implies), is the use of more + abilities than -, Elspeth shows it and it works great, it gives the extra flavour point that the walker will stay to its word to fight at your side and it gives the extra punsh of "self-healing" which feels white too.
So with a Enchantment idea in mind i thought the card could draw its power from them, and all the followeres (aka creatures) it has.
As Elspeth is the summoner of soldiers, and Serra more about Angels, it works good if you can connect the Angels with the creatures you currently have and your Enchantments, taking the opponents can result in 0 Angels, which is a bad thing.
The +2 ability is a powerfull source of life gain, and it will be even better if you have a bunch of enchantments around (and we will see if more Enchantment Creatures will come).
The +1 is to give everything you have a protection, which should be something new, as protection for your "spells" will make them not that easy to counter, and it will give protection to Serra itself to prevent the damage to it, all beside that its a very powerfull tool against mono colored opponents, but it will not protect the player itself, so its allways a choice if you want to protect the player via Lifegain or the other cards with the protection.
So paired together with Elspeth you allready have a brutal pair of chicks for white to combo together and boosting them with Serras Sanctum might even be a viable way to play it (if you get more Enchantment cards for sure).
The Ultimate will for sure be a quick death and you will be able to protect your guys via the +1 ability, and quickly grow to it with the +2, which allways offers enough to win with Serra alone, tokens should be 4/4 Serra Angels just for flavour reason, making them 3/3 and say they are Serra Avenger is somehow not "that" cool, especially as the most Angel tokens are 4/4 anyway (Decree of Justice, the Empty Throne and all that).
The 4 ability thing is something i dislike, pretty much because it feels like peops try to put just "too much" on a single card, 3 are pretty much enough to reflect anything you like, so ofcourse a walker could have multiple abilities, but most the time its better to put them together in one, or cancel the one that is not intresting enough, as the player will be able to use just 1 anyway, so most the time they will run just 2 of the 4 (and 1 might be the Ultimate to end the game anyway).
So... tangent idea for a silver-bordered planeswalker card:
Serra, PlaneswalkerWWWW
Planeswalker -- Serra (M)
[+1]: You may reveal and put into your hand a card named Disenchant, Healing Salve, or Humble that you own from outside the game.
[-1]: You may put into play a card named Pacifism, Serra's Blessing, or Serra's Embrace that you own from outside the game.
[-7]: Put into play up to five cards named Glorious Anthem, Serra Angel, and/or Serra Sphinx that you own from outside the game.
[4]
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Update: Used the 4-ability template to give her 3 abilities, reworded the static ability, rebalanced the -6 ability, and the +1 ability now works within the rules.
Serra WWWWW
Planeswalker - Serra {MR}
Whenever you control a colored nonwhite permanent or spell, sacrifice Serra.
+1: Put a Salve token into play with "Sacrifice Salve: gain 3 life or prevent the next 3 damage that would be dealt to target permanent." Destroy it at the beginning of your next turn.
-1: Permanents you control gain protection from the color of your choice until the beginning of your next turn.
-6: Put X 3/3 white Angel tokens with flying and vigilance into play, where X is the number of creatures target opponent controls.
3
Render:
Render removed. You must properly credit the artist for any art you use. Please see the subforum rules.
-2 put a pacifism counter on target creature, it cant attack or block
'Whenever you control a nonwhite nonland permanent or spell, sacrifice Serra.'
Otherwise you're forced to sacrifice Serra for controlling a Plains.
Good catch. Would "nonwhite, noncolorless permanent or spell" work, since I don't think she'd mind you controlling colorless artifacts either.
Unfortunately the planeswalker card frame doesn't have room for 3 activated abilities and a static ability, so she just has to make due with only 2.
For a full list of available templates for MSE, go here.
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For cleaner wording, maybe:
Nothing in the comp rules, that I could find, state that a permanent has to have a type. The closest I could find is 214.1b:
The token has no type, and I'd prefer it that way. This is the closest I could get to the functionality I want until the comp rules are updated to allow planeswalkers to play their abilities as instants. I don't want an errant Fracturing Gust wiping out the token.
I dont like the fact that this card can "only" exist if you are completly white.
Maybe it makes more sence to just make everything white you control if its in play and have abilities work with that.
Serra :symw::symw::symw::symw::symw:
Planeswalker - Serra {MR}
+2: You gain 1 life for each creature and enchantment in play.
+1: Cards you control have protection from a color or type of your choice until your next turns upkeep.
-8: Put a 4/4 white Angel tokens with flying and vigilance into play for each creature and enchantment you control.
5
Somehow i think that Serra has a touch of Enchantment theme, especially as Serra's Sanctum draws its power from it and Urzas Saga actually was an Enchantment theme set (believe it or not).
The card should have high loyality as a heavy color Planeswalker, and its one of the stronger too.
A nice thing especially for white Walkers, which feel like they have in-color more Loyality (as the color implies), is the use of more + abilities than -, Elspeth shows it and it works great, it gives the extra flavour point that the walker will stay to its word to fight at your side and it gives the extra punsh of "self-healing" which feels white too.
So with a Enchantment idea in mind i thought the card could draw its power from them, and all the followeres (aka creatures) it has.
As Elspeth is the summoner of soldiers, and Serra more about Angels, it works good if you can connect the Angels with the creatures you currently have and your Enchantments, taking the opponents can result in 0 Angels, which is a bad thing.
The +2 ability is a powerfull source of life gain, and it will be even better if you have a bunch of enchantments around (and we will see if more Enchantment Creatures will come).
The +1 is to give everything you have a protection, which should be something new, as protection for your "spells" will make them not that easy to counter, and it will give protection to Serra itself to prevent the damage to it, all beside that its a very powerfull tool against mono colored opponents, but it will not protect the player itself, so its allways a choice if you want to protect the player via Lifegain or the other cards with the protection.
So paired together with Elspeth you allready have a brutal pair of chicks for white to combo together and boosting them with Serras Sanctum might even be a viable way to play it (if you get more Enchantment cards for sure).
The Ultimate will for sure be a quick death and you will be able to protect your guys via the +1 ability, and quickly grow to it with the +2, which allways offers enough to win with Serra alone, tokens should be 4/4 Serra Angels just for flavour reason, making them 3/3 and say they are Serra Avenger is somehow not "that" cool, especially as the most Angel tokens are 4/4 anyway (Decree of Justice, the Empty Throne and all that).
The 4 ability thing is something i dislike, pretty much because it feels like peops try to put just "too much" on a single card, 3 are pretty much enough to reflect anything you like, so ofcourse a walker could have multiple abilities, but most the time its better to put them together in one, or cancel the one that is not intresting enough, as the player will be able to use just 1 anyway, so most the time they will run just 2 of the 4 (and 1 might be the Ultimate to end the game anyway).
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
Serra, Planeswalker WWWW
Planeswalker -- Serra (M)
[+1]: You may reveal and put into your hand a card named Disenchant, Healing Salve, or Humble that you own from outside the game.
[-1]: You may put into play a card named Pacifism, Serra's Blessing, or Serra's Embrace that you own from outside the game.
[-7]: Put into play up to five cards named Glorious Anthem, Serra Angel, and/or Serra Sphinx that you own from outside the game.
[4]