1RR
+1 You and an opponent each choose target creature or player. Chandra deals 2 damage to each of those creatures or players.
-3 Chandra deals X damage to target creature, where X is the number of Mountains you control.
-6 You get an emblem with "Whenever you cast an instant or sorcery spell, copy that spell. You may choose new targets for that copy.
3 Loyalty
I really want a Chandra that feels powerful. The ultimate here is something that is really scary and she's aggressively costed. Maybe a bit too powerful?
What do you guys think?
1) Protects herself
2) has interaction
3) Ultimate a force to be reckoned with.
** Revised her +1 to be symmetrical(affecting both players). -3 is now costed at a more balanced level and can only target creatures.
She wont be top decked at late game for a random win. 1RR to deal 3-5 damage to a creature is balanced. Her ultimate is scary but now only levels up by +1.
The interesting thing with the +3 is your opponent can choose to make it a +1 if they instead redirect it to Chandra. However, repeatable Pyroclasm for profit is still really good...
Oh, I thought he was talking about playing a spell that is countering a spell with counters on it as it comes into play, but I see you guys were just discussing whether he was flashing a creature with flash in order to flash a flashback or just flashing a creature with flash but not needing flash in order to flashback a spell without flash.
The interesting thing with the +3 is your opponent can choose to make it a +1 if they instead redirect it to Chandra. However, repeatable Pyroclasm for profit is still really good...
Not everyone seems to remember how damage redirection works on planeswalkers. You can only redirect noncombat damage that an effect you control is dealing to an opponent.
So there's no way that this can act as a +1 instead. I'd say drop it to +1, honestly. It's a 3-drop repeatable pyroclasm that hits players as well. That's going to keep the field clear for quite a while.
In fact, it might be better for that to be a - effect, instead of plus. Repeatable board wipes shouldn't come with a measly 2 life as a drawback.
I agree with the pyrclasm should be a -2. How about this:
+1: Draw a card, discard a card at random.
-2: Deals 2 damage to all creatures and players.
-7: You get an emblem, When you cast a spell, copy it. You may choose new targets for the spell.
3
I support NavyJoe's suggestion but demand that the first ability puts a 2/2 red Phoenix creature token with flying and haste onto the battlefield that is sacrificed at the beginning of the next end step.
I support NavyJoe's suggestion but demand that the first ability puts a 2/2 red Phoenix creature token with flying and haste onto the battlefield that is sacrificed at the beginning of the next end step.
I agree the first ability is way too strong lol.
I originally wanted it to hit players only but that seemed too weak. I wanted the planeswalker to protect herself.
Howbout:
+1: Put a 2/2 Phoenix token with haste onto the battlefield. Sacrifice at the beginning of your next upkeep.
This way she can protect herself(block with a 2/2) or you can be aggressive with a flyer.
I originally wanted it to hit players only but that seemed too weak. I wanted the planeswalker to protect herself.
Howbout:
+1: Put a 2/2 Phoenix token with haste onto the battlefield. Sacrifice at the beginning of your next upkeep.
This way she can protect herself(block with a 2/2) or you can be aggressive with a flyer.
Not every walker can protect themselves, especially red if you're not willing to just go the burn route. Red's pie slice is about all out-ness, not sitting back and watching your own ass. It makes no sense for the Phoenix to stick around for blocking. You're in red; using a planeswalker to create the creatures that are swinging opens up the burn in your hand to protect her. That's why Koth is so good.
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The mana cost for the second ability is 5 mana (as the baseline powerlevel) according Spire Barrage so being a Mythic would reduce that to 3-4 CMC, but your card is a planeswalker with a lot of options. I mean compare to Liliana's -2 which is a 2 mana effect (Cruel Edict)
The mana cost for the second ability is 5 mana (as the baseline powerlevel) according Spire Barrage so being a Mythic would reduce that to 3-4 CMC, but your card is a planeswalker with a lot of options. I mean compare to Liliana's -2 which is a 2 mana effect (Cruel Edict)
Do you need the anti-redirection clause on the first ability? Even if your opponent decides to burn you, you still own Chandra and her ability, so don't you get to decide whether to redirect the damage to her or not?
Whenever you deal damage to a player with a spell or ability, you can then redirect to a planeswalker. I may be wrong but i believe that without that clause you could redirect back to Chandra.
A planeswalker that hurts itself does notseem like a very good planeswalker lol.
Any thought to my Chroma idea? It would be 2 damage minimum.
That sounds fun, but could be incredibly powerful. If you already have a board with creatures and maybe Koth you could pay 1RR and deal 5-6 damage just by playing Chandra.
Another problem is it could also be very weak. If we balance that ability by making it -3(essentially sac'ing chandra to kill a creature off the cast), then that's 1RR to deal 2 damage. If it only hits creatures then its even worse.
I (personally) feel that mountains are much more guaranteed and easier to balance a planeswalker around.
Whenever you deal damage to a player with a spell or ability, you can then redirect to a planeswalker. I may be wrong but i believe that without that clause you could redirect back to Chandra.
A planeswalker that hurts itself does notseem like a very good planeswalker lol.
This is incorrect. You may only choose to redirect non-combat damage to a planeswalker if you control the source of the damage but the opponent controls the planeswalker. Damage from a source you control cannot be redirected to your own planeswalker using this rule.
So no, the anti-redirection clause is absolutely not necessary.
That said, the ability should not target the opponent.
I think it should be worded as:
"You and an opponent each choose target creature or player. Chandra deals 2 damage to each of those creatures or players."
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I mean mono-R has Koth already as a Planeswalker, wouldn't a Chandra that fits in a lot of decks be more fun?
It would definately open her up to more playability.
In general, a lot of the 3 mana planeswalkers are costed for at most a 2-color deck(Jace at 1UU and Lily at 1BB).
It could work, but i think a lot of these abilities are red heavy. If you made this card 2R and the -3 "for each land you control" it might be way too powerful.
I had this in mind as a post Koth rotation card, maybe a Koth replacement for the new red decks?
This is incorrect. You may only choose to redirect non-combat damage to a planeswalker if you control the source of the damage but the opponent controls the planeswalker. Damage from a source you control cannot be redirected to your own planeswalker using this rule.
So no, the anti-redirection clause is absolutely not necessary.
That said, the ability should not target the opponent.
I think it should be worded as:
"You and an opponent each choose target creature or player. Chandra deals 2 damage to each of those creatures or players."
Ok ill fix it.
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1RR
+1 You and an opponent each choose target creature or player. Chandra deals 2 damage to each of those creatures or players.
-3 Chandra deals X damage to target creature, where X is the number of Mountains you control.
-6 You get an emblem with "Whenever you cast an instant or sorcery spell, copy that spell. You may choose new targets for that copy.
3 Loyalty
I really want a Chandra that feels powerful. The ultimate here is something that is really scary and she's aggressively costed. Maybe a bit too powerful?
What do you guys think?
1) Protects herself
2) has interaction
3) Ultimate a force to be reckoned with.
** Revised her +1 to be symmetrical(affecting both players). -3 is now costed at a more balanced level and can only target creatures.
She wont be top decked at late game for a random win. 1RR to deal 3-5 damage to a creature is balanced. Her ultimate is scary but now only levels up by +1.
-regarding Snapcaster Mage.
Not everyone seems to remember how damage redirection works on planeswalkers. You can only redirect noncombat damage that an effect you control is dealing to an opponent.
So there's no way that this can act as a +1 instead. I'd say drop it to +1, honestly. It's a 3-drop repeatable pyroclasm that hits players as well. That's going to keep the field clear for quite a while.
In fact, it might be better for that to be a - effect, instead of plus. Repeatable board wipes shouldn't come with a measly 2 life as a drawback.
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+1: Draw a card, discard a card at random.
-2: Deals 2 damage to all creatures and players.
-7: You get an emblem, When you cast a spell, copy it. You may choose new targets for the spell.
3
http://forums.mtgsalvation.com/showthread.php?t=519290
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
I agree the first ability is way too strong lol.
I originally wanted it to hit players only but that seemed too weak. I wanted the planeswalker to protect herself.
Howbout:
+1: Put a 2/2 Phoenix token with haste onto the battlefield. Sacrifice at the beginning of your next upkeep.
This way she can protect herself(block with a 2/2) or you can be aggressive with a flyer.
Not every walker can protect themselves, especially red if you're not willing to just go the burn route. Red's pie slice is about all out-ness, not sitting back and watching your own ass. It makes no sense for the Phoenix to stick around for blocking. You're in red; using a planeswalker to create the creatures that are swinging opens up the burn in your hand to protect her. That's why Koth is so good.
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RSquee, Value NabobR
I just don't like the idea of top decking this and hitting for 10 damage by itself (even Koth only does 8 damage over 2 turns).
EDIT: An interesting variant would be -1, does damage equal to the number of Red mana symbols on permanents you control (ala chroma)
Other reference cards: Eternal Flame, Jaws of Stone, Landslide
You are correct. Me and my friend have talked about this and i am revising the card.
Whenever you deal damage to a player with a spell or ability, you can then redirect to a planeswalker. I may be wrong but i believe that without that clause you could redirect back to Chandra.
A planeswalker that hurts itself does notseem like a very good planeswalker lol.
That sounds fun, but could be incredibly powerful. If you already have a board with creatures and maybe Koth you could pay 1RR and deal 5-6 damage just by playing Chandra.
Another problem is it could also be very weak. If we balance that ability by making it -3(essentially sac'ing chandra to kill a creature off the cast), then that's 1RR to deal 2 damage. If it only hits creatures then its even worse.
I (personally) feel that mountains are much more guaranteed and easier to balance a planeswalker around.
Ya either mono-red or big-red with a splash.
This is incorrect. You may only choose to redirect non-combat damage to a planeswalker if you control the source of the damage but the opponent controls the planeswalker. Damage from a source you control cannot be redirected to your own planeswalker using this rule.
So no, the anti-redirection clause is absolutely not necessary.
That said, the ability should not target the opponent.
I think it should be worded as:
"You and an opponent each choose target creature or player. Chandra deals 2 damage to each of those creatures or players."
I mean mono-R has Koth already as a Planeswalker, wouldn't a Chandra that fits in a lot of decks be more fun?
It would definately open her up to more playability.
In general, a lot of the 3 mana planeswalkers are costed for at most a 2-color deck(Jace at 1UU and Lily at 1BB).
It could work, but i think a lot of these abilities are red heavy. If you made this card 2R and the -3 "for each land you control" it might be way too powerful.
I had this in mind as a post Koth rotation card, maybe a Koth replacement for the new red decks?
Ok ill fix it.