First cycle of virtually vanilla kicker creatures. What do you think of them at common?
Daru Wurmsage
Creature - Human Cleric (C)
Kicker :5mana::symg:
When ~ enters the battlefield, if it was kicked, Put a 6/6 green Wurm creature token with trample onto the battlefield.
1/1
Argivian Machinist :1mana::symu:
Creature - Human Artificer (C)
Kicker :3mana::symw:
When ~ enters the battlefield, if it was kicked, return target artifact card from your graveyard to the battlefield.
1/3
Dakmor Hexghoul :2mana::symb:
Creature - Zombie Rogue (C)
Kicker :3mana::symu:
When ~ enters the battlefield, if it was kicked, draw two cards.
2/3
Shivan Assassin :2mana::symr:
Creature - Viashino Assassin (C)
Kicker :2mana::symb:
When ~ enters the battlefield, if it was kicked, destroy target nonred creature.
3/1
Krosan Irecaller :2mana::symg:
Creature - Centaur Shaman (C)
Kicker :2mana::symr:
When ~ enters the battlefield, if it was kicked, creatures you control get +2/+0 and gain haste until end of turn.
3/3
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
I like this cycle a lot, and the more I look at it the more that's true. I really like that they all approximately get you one additional card's worth of value when kicked, but that some of that do that much more tangibly than others.
Krosan Irecaller should definitely be :3mana::symg:, though: it's the swingiest of the effects and also the least elegant (because of granting itself haste), but also the one most likely to be cast for its body, so I think you want to dumb down the body's efficiency to create more tension. Though I like the red one fine at the moment, I think another interesting version would have kicker :1mana::symb: and just make the opponent sacrifice a creature, which would really vary how the cards are played in a format and also make it feel less bad to not cast it with kicker.
I'd kind of like the Wurmsage to be a 1/2 for whatever reason, for what that's worth.
I have no problem changing the green one to 3/2 - though I hoped to keep a high playability for the unkicked variant and would rather go for a higher kicker cost that a high base cost.
A requirement for this cycle is that the converted kicker cost is at least as high as the converted mana cost - which explains why I didn't use certain variants.
I'll probably recheck the black card of the first cycle then...
Now a little bit of the hard part: Doing the rest of the ten card cycle...
Benalish Frostmage :1mana::symw:
Creature - Human Wizard (C)
Kicker :2mana::symu:
When ~ enters the battlefield, if it was kicked, tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
2/1
Talas Saboteur :2mana::symu:
Creature - Human Pirate (C)
Kicker :2mana::symb:
When ~ enters the battlefield, if it was kicked, look at target player's hand. That player discards a card of your choice.
1/4
Wrenna Strongarm :3mana::symb:
Creature - Ogre Berserker (C)
Kicker :3mana::symr:
When ~ enters the battlefield, if it was kicked, ~ deals 4 damage to target creature or player.
2/4
Hurloon Hermit :3mana::symr:
Creature - Minotaur Druid (C)
Kicker :3mana::symg:
When ~ enters the battlefield, if it was kicked, put four 1/1 green Squirrel creature tokens onto the battlefield.
4/2
Uktabi Elder :1mana::symg:
Creature - Elf Cleric (C)
Kicker :2mana::symw:
When ~ enters the battlefield, if it was kicked, put a +1/+1 counter on each other creature you control.
2/2
Still valid for common?
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Why is the Saboteur worded differently from like Duress or Thoughtseize?
Also some of these seem to be kind of deceptive in that, you're generally going to be playing them for their bodies even on turn 6 or 7 since getting to 8 lands a lot harder than getting to 6 or 7.
Daru Wurmsage - How about the name Wurmrider and make it a Soldier so it has better tribal support. Cleric tribal does not usually care that much about attacking, but this should be in a deck that wants to attack.
- The RTR 5/5 green Wurm tokens had trample (because populate wants a lot of different tokens) but the 6/6 green Wurm tokens are just vanilla. It is fine to make a change like that if the Wurm tokens in this set need it, but it does also make this card a little bit more complex.
Argivian Machinist - Argivian Restoration is a blue card, so not the best choice for this cycle. I know it has not been reprinted in a modern set, but I think artifact reanimation is still in blue's color wheel and would be too much of a blue effect here. Off color kicker wants to be effects that you can't get in the first color. It should be something that is easily evident why are you being forced to pay an extra color. Life gain, Demystify, a creature token, maybe Vengeance (although that steps on the toes of what a blue card that kicks black could do).
Shivan Assassin - I will second that making it kick 1B for Diabolic Edict might be a better design. Red gets a lot of targeted red burn, so an edict would distance this from how normal red removal plays.
- Maybe since red does have a lot of removal normally though it would be good to do something different that black can do but red can't normally do. Just the first thing that comes to mind, maybe kick 1B for Night's Whisper or kick B for Raise Dead.
A requirement for this cycle is that the converted kicker cost is at least as high as the converted mana cost - which explains why I didn't use certain variants.
How important is this really though? Forcing the kicker costs to be at least as much as the converted mana cost seems slightly arbitrary and unnecessarily restrictive for design. You already have a one mana creature with a six mana kicker. It seems like the opposite should at least be considerable.
Dakmor Hexghoul - You should be able to pay just 2U for Divination. (Dismantling Blow, Sunscape Battlemage, Citanul Woodreaders)
- Black does have access to card draw, even if it usually has life loss attached, so you might consider something different. Something like Forbidden Alchemy or "draw three cards, then discard two cards" is still a bit borderline, but a little bit further from black. Something like Telling Time is even more distant from black. I'm trying to think of other common options, but black already has the best removal so something like Hands of Binding would not be as good. Maybe Frost Breath which hits two creatures would be okay. Maybe Disperse since black can't normally hand artifacts or enchantments, but then looking for an answer for artifacts or enchantments seems more like a place for a red, green, or white kicker.
Krosan Irecaller - How often are you going to be able to kick this after playing another creature? If the goal is to be at least occasionally be able to give other creatures haste, a lower kicker cost like Goblin Bushwhacker's R kicker would be better. It might even still be able to get Goblin Bushwhacker's +1/+0. Is 2RG for a 3/3 that gets +1/+0 and haste too good?
Benalish Frostmage - White can play the tap down game (Blinding Beam), so something more different from white would be better. Maybe Dakmor Hexghoul's Divination belongs here?
Talas Saboteur - Coercion is fine, but is still okay if you have to pay six mana for it? Maybe make this a smaller converted mana cost and make Argivian Machinist higher? Or could just B for Duress be okay?
Hurloon Hermit - Eight mana, but you do get a lot for it. If there is enough common ramp, this might be okay. The unkicked body is still good enough to make up for it.
Wrenna Strongarm - Black already has great creature removal, so this does seem a bit unnecessary. Maybe R for Smelt.
Uktabi Elder - I think I would rather see a creature that kicks 3G for Titania's Boon so that it can benefit itself. Green and white have a lot of overlap, so it is difficult to find something that is white, but not green. Maybe this is the place for my previous suggestion of Vengeance? Green has very little creature removal, so even something restrictive like Vengeance would be good.
- With the name "Uktabi" I think of Apes, but I guess that is not a valid generalization since each Uktabi card actually has different creature types (ignoring the Unhinged Uktabi Kong). Still Uktabi Elder sounds like it would be a leader of a unified group named "Uktabi" where as Uktabi is more accurately just a location that has a large variety of animals.
The nonred restriction is a much needed twist on black removal restriction and it feels at home on this card (unlike the random nongreen on Death Rattle).
The nongreen restriction on Death Rattle is flavorfully like a continuation of removing "can't be regenerated." The spell can't kill creatures that are most filled with life. or something like that.
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Creature - Human Cleric (C)
Kicker :5mana::symg:
When ~ enters the battlefield, if it was kicked, Put a 6/6 green Wurm creature token with trample onto the battlefield.
1/1
Creature - Human Artificer (C)
Kicker :3mana::symw:
When ~ enters the battlefield, if it was kicked, return target artifact card from your graveyard to the battlefield.
1/3
Creature - Zombie Rogue (C)
Kicker :3mana::symu:
When ~ enters the battlefield, if it was kicked, draw two cards.
2/3
Creature - Viashino Assassin (C)
Kicker :2mana::symb:
When ~ enters the battlefield, if it was kicked, destroy target nonred creature.
3/1
Creature - Centaur Shaman (C)
Kicker :2mana::symr:
When ~ enters the battlefield, if it was kicked, creatures you control get +2/+0 and gain haste until end of turn.
3/3
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Krosan Irecaller should definitely be :3mana::symg:, though: it's the swingiest of the effects and also the least elegant (because of granting itself haste), but also the one most likely to be cast for its body, so I think you want to dumb down the body's efficiency to create more tension. Though I like the red one fine at the moment, I think another interesting version would have kicker :1mana::symb: and just make the opponent sacrifice a creature, which would really vary how the cards are played in a format and also make it feel less bad to not cast it with kicker.
I'd kind of like the Wurmsage to be a 1/2 for whatever reason, for what that's worth.
Great job!
A requirement for this cycle is that the converted kicker cost is at least as high as the converted mana cost - which explains why I didn't use certain variants.
I'll probably recheck the black card of the first cycle then...
Now a little bit of the hard part: Doing the rest of the ten card cycle...
Creature - Human Wizard (C)
Kicker :2mana::symu:
When ~ enters the battlefield, if it was kicked, tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
2/1
Creature - Human Pirate (C)
Kicker :2mana::symb:
When ~ enters the battlefield, if it was kicked, look at target player's hand. That player discards a card of your choice.
1/4
Creature - Ogre Berserker (C)
Kicker :3mana::symr:
When ~ enters the battlefield, if it was kicked, ~ deals 4 damage to target creature or player.
2/4
Creature - Minotaur Druid (C)
Kicker :3mana::symg:
When ~ enters the battlefield, if it was kicked, put four 1/1 green Squirrel creature tokens onto the battlefield.
4/2
Creature - Elf Cleric (C)
Kicker :2mana::symw:
When ~ enters the battlefield, if it was kicked, put a +1/+1 counter on each other creature you control.
2/2
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Also some of these seem to be kind of deceptive in that, you're generally going to be playing them for their bodies even on turn 6 or 7 since getting to 8 lands a lot harder than getting to 6 or 7.
- The RTR 5/5 green Wurm tokens had trample (because populate wants a lot of different tokens) but the 6/6 green Wurm tokens are just vanilla. It is fine to make a change like that if the Wurm tokens in this set need it, but it does also make this card a little bit more complex.
Argivian Machinist - Argivian Restoration is a blue card, so not the best choice for this cycle. I know it has not been reprinted in a modern set, but I think artifact reanimation is still in blue's color wheel and would be too much of a blue effect here. Off color kicker wants to be effects that you can't get in the first color. It should be something that is easily evident why are you being forced to pay an extra color. Life gain, Demystify, a creature token, maybe Vengeance (although that steps on the toes of what a blue card that kicks black could do).
Shivan Assassin - I will second that making it kick 1B for Diabolic Edict might be a better design. Red gets a lot of targeted red burn, so an edict would distance this from how normal red removal plays.
- Maybe since red does have a lot of removal normally though it would be good to do something different that black can do but red can't normally do. Just the first thing that comes to mind, maybe kick 1B for Night's Whisper or kick B for Raise Dead.
How important is this really though? Forcing the kicker costs to be at least as much as the converted mana cost seems slightly arbitrary and unnecessarily restrictive for design. You already have a one mana creature with a six mana kicker. It seems like the opposite should at least be considerable.
Dakmor Hexghoul - You should be able to pay just 2U for Divination. (Dismantling Blow, Sunscape Battlemage, Citanul Woodreaders)
- Black does have access to card draw, even if it usually has life loss attached, so you might consider something different. Something like Forbidden Alchemy or "draw three cards, then discard two cards" is still a bit borderline, but a little bit further from black. Something like Telling Time is even more distant from black. I'm trying to think of other common options, but black already has the best removal so something like Hands of Binding would not be as good. Maybe Frost Breath which hits two creatures would be okay. Maybe Disperse since black can't normally hand artifacts or enchantments, but then looking for an answer for artifacts or enchantments seems more like a place for a red, green, or white kicker.
Krosan Irecaller - How often are you going to be able to kick this after playing another creature? If the goal is to be at least occasionally be able to give other creatures haste, a lower kicker cost like Goblin Bushwhacker's R kicker would be better. It might even still be able to get Goblin Bushwhacker's +1/+0. Is 2RG for a 3/3 that gets +1/+0 and haste too good?
Benalish Frostmage - White can play the tap down game (Blinding Beam), so something more different from white would be better. Maybe Dakmor Hexghoul's Divination belongs here?
Talas Saboteur - Coercion is fine, but is still okay if you have to pay six mana for it? Maybe make this a smaller converted mana cost and make Argivian Machinist higher? Or could just B for Duress be okay?
Hurloon Hermit - Eight mana, but you do get a lot for it. If there is enough common ramp, this might be okay. The unkicked body is still good enough to make up for it.
Wrenna Strongarm - Black already has great creature removal, so this does seem a bit unnecessary. Maybe R for Smelt.
Uktabi Elder - I think I would rather see a creature that kicks 3G for Titania's Boon so that it can benefit itself. Green and white have a lot of overlap, so it is difficult to find something that is white, but not green. Maybe this is the place for my previous suggestion of Vengeance? Green has very little creature removal, so even something restrictive like Vengeance would be good.
- With the name "Uktabi" I think of Apes, but I guess that is not a valid generalization since each Uktabi card actually has different creature types (ignoring the Unhinged Uktabi Kong). Still Uktabi Elder sounds like it would be a leader of a unified group named "Uktabi" where as Uktabi is more accurately just a location that has a large variety of animals.
The nongreen restriction on Death Rattle is flavorfully like a continuation of removing "can't be regenerated." The spell can't kill creatures that are most filled with life. or something like that.