If you want to vote for a Idea to win Press the "thanks" botton
First step : an + ability
Its up to you
My take on commodore guff
EDIT: ver 2.0
Commodore guff 2WUR Planeswalker- Commodore +3: Until your next turn, Whenever another permanent would be dealt damage, you may prevent 2 of that damage. -1: Look at the top five cards of your library, then put them back in any order. -3: Creatures target opponent controls don't untap during his or her next untap step. -11: Exile target noncreature permanent. Search its controller's library for up to ten cards, exile them, then that player shuffles his or her library. STL:2
+3: he gives advice about the future.
-1: using Index searching for answers in his book
-3: he uses his magic to slow the invasion
-11: changing the fate of the Multiverse/ the tide of war
Commodore guff 1WUR
Planeswalker- Commodore +2: Until your next turn, Whenever target permanent would deal damage, you may prevent 2 of that damage. -1: Target permanent doesn't untap during its controller's next untap step. -3: Look at the top five cards of your library, then put them back in any order. -11: Search target player's library for up to six cards, exile them, then that player shuffles his or her library. STL:3
+2: he gives advice about what the subject will do.
-1: he uses his magic to trap something
-3: using Index searching for answers in his book
-11: changing the fate of the Multiverse
What do you think about it?
would it be too powerfull?
Would he make the cut to constructed?
1. I don't like it. This guy doesn't feel like he has a distinct identity, and one is going to be hard to come up with between that mana cost and the fact that it's a planeswalker; you've combined two areas with very limited design space, which explains why the -1 is recycled from Ajani Vengeant. All of the abilities don't feel like they belong on the same card, and they don't feel like red/white/blue abilities either.
2. It's not too powerful. The -11 is particularly weak. Between the mana cost and the fact that it's -11, you could get away with a LOT more. What if you could cast one of those cards without paying its mana cost? The -3 has the same problem. Who wants to pay 1WUR for Index?
3. Hard to say. He only kind of protects himself, but he just doesn't do enough for me to want to play him anywhere.
Commodore guff 1WUR
Planeswalker- Commodore +2: Until your next turn, Whenever target permanent would deal damage, you may prevent 2 of that damage. -1: Target permanent doesn't untap during its controller's next untap step. -3: Look at the top five cards of your library, then put them back in any order. -11: Search target player's library for up to six cards, exile them, then that player shuffles his or her library. STL:3
+2: he gives advice about what the subject will do.
-1: he uses his magic to trap something
-3: using Index searching for answers in his book
-11: changing the fate of the Multiverse
What do you think about it?
would it be too powerfull?
Would he make the cut to constructed?
I think it's extremely weak, I wouldn't even touch it for Casual games. I don't see where the potential for "too powerful" comes from. Each ability looks like a downgrade to something you could get on another planeswalker.
Let's just talk about the ultimate and and Jace, the Mindsculptor's ultimate. Yeah, the card as a whole was too good, but that wasn't really the fault of the ultimate. But it at least shows you the feeling of an ultimate. Looking at Jace, Architect of Thought shows you a fix: If you get to play that stuff for free, then capping the opponent gets an epic feeling, but just removing six cards? After four mana of three colors and four turns that's what you get?
You could do much better. It's also better to have an overall mechanical concept for the character than just one for each individual ability. This way you might also avoid tacking on red and not having an idea how it plays into the abilities.
Private Mod Note
():
Rollback Post to RevisionRollBack
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]
Yeah its really underpowered...
It was too late ween i posted it. And really, i wasn't even trying to make a badass card but instead have something to work on the idea about "old Walkers" cards.
How about this:?
Commodore guff 2WUR Planeswalker- Commodore +3: Until your next turn, Whenever another permanent would be dealt damage, you may prevent 2 of that damage. -1: Look at the top five cards of your library, then put them back in any order. -3: Creatures target opponent controls don't untap during his or her next untap step. -11: Exile target noncreature permanent. Search its controller's library for up to ten cards, exile them, then that player shuffles his or her library. STL:2
Commodore guff 2WUR Planeswalker- Commodore +3: Until your next turn, Whenever another permanent would be dealt damage, you may prevent 2 of that damage. -1: Look at the top five cards of your library, then put them back in any order. -3: Creatures target opponent controls don't untap during his or her next untap step. -11: Exile target noncreature permanent. Search its controller's library for up to ten cards, exile them, then that player shuffles his or her library. STL:2
Firstly there's nothing really red on this walker, so it should probably be just white/blue.
Even with two starting loyalty I'm not a fan of +3 loyalty, but I'm interested in the first ability. I also sceptical of having four abilities, since the only time before this has been done it resulted in an OP walker.
I probably prefer the index ability over the misstep ability.
The ultimate Still doesn't really work. An ultimate should have a greater effect on the board than this and removing ten card from a library will ruin an opponents game without helping you win, which is probably the opposite of what you want. Also a two part ultimate should feel more connected than they do.
What this walker really still needs is something is distinctive or exciting to make him stand out. With two or three colours he can easily have one ability to make him shine. Since the first ability will slow the game/ keep him safe I'm inclined to the say the ultimate could be a high value powerhouse of a move.
Commodore guff 2WUR Planeswalker- Commodore +3: Until your next turn, Whenever another permanent would be dealt damage, you may prevent 2 of that damage. -1: Look at the top five cards of your library, then put them back in any order. -3: Creatures target opponent controls don't untap during his or her next untap step. -11: Exile target noncreature permanent. Search its controller's library for up to ten cards, exile them, then that player shuffles his or her library. STL:2
The overall quality of the design has not improved. The ultimate is now two unconnected halves. Several abilities just move around, but the first one is still bad and red is still under-presented.
Let's try:
Commodore Guff :2mana::symu::symr::symw:
Planeswalker - Commodore
[+2]: Look at the top card of your library. You may put it into your hand. If you don't, reveal it and gain life equal to its converted mana cost.
[-3]: Tap two target creatures. They fight each other.
[-9]: For each player search that player's library for five cards, shuffle the library and put those cards on top of the library in any order.
[[4]]
I actually would prefer making the second ability "up to", [-1] and remove the damage to make this nonred at the moment. The ultimate is still not impressive enough, but maybe that just comes from basing it on Index in the first place.
Let's try to go with more flavor/color and less cards.
Commodore Guff :2mana::symu::symr::symw:
Planeswalker - Commodore
[+2]: Draw two cards, then discard a card at random. You gain life equal to the discarded card's converted mana cost.
[-3]: You decide how target player's creatures attack during his or her next turn.
[-9]: Each player puts his or her hand and graveyard on top of his or her library. Search each player's library for seven cards, he or she puts the cards into his or her hand, then shuffles the library.
[[4]]
I had a nice ultimate, but it was too wordy... :/
It's not easy to make Commodore Guff in the colors - I think especially due to the red (you probably added due to the one red enchantment he is depicted on). As a person knowing the future and able to change it red just doesn't seem to be the color of choice for flavorful abilities...
Private Mod Note
():
Rollback Post to RevisionRollBack
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]
Yeah its really underpowered...
It was too late ween i posted it. And really, i wasn't even trying to make a badass card but instead have something to work on the idea about "old Walkers" cards.
How about this:?
Commodore guff 2WUR Planeswalker- Commodore +3: Until your next turn, Whenever another permanent would be dealt damage, you may prevent 2 of that damage. -1: Look at the top five cards of your library, then put them back in any order. -3: Creatures target opponent controls don't untap during his or her next untap step. -11: Exile target noncreature permanent. Search its controller's library for up to ten cards, exile them, then that player shuffles his or her library. STL:2
Ability by ability feedback:
The +3 ability is weird... You actually mean to prevent damage that would dealt to your opponent ? The draw back ability that generates extra loyalty is a good design space but this execution is way to much focused on multiplayer were you can protect a opponent. You should at least make it 'any player' so you can also choose to protect yourself. In one form or another, I don't think damage prevention is a good ability for Commodore.
This planewalker cost 5 and have only 2 loyalty. A -1 index ability is like insult. You could add a card draw in the end of the ability or easily change it to be +2 or even +3. Index is just, really, really weak, specially in multiples/repeatable.
The -3 ability is too heavy and circumstantial for a expansive, fragile card. He doesn't even have enough loyalty to use it right away. There's several things wrong with this.
The -11 is basically useless. Searching for 10 cards in your opponent library have it's merit but this far from a big splashy effect that belongs in the ultimate of a 3 mana, fragile, do-nothing planeswalker. Also, extraction-like effects are black, not blue (not anymore).
General PW design feedback:
Feels like a do all but do nothing card. The abilities don't tie together very well. I like narrow gimmick effects as much as anyone else but those have to come with more general playable effects. I can't see myself building around this guy or using him to build around other things. The reason is probably because half of his abilities are abominations and the other half don't compensate for it.
Also, he have zero R in him. Since everyone see Commodore as THE WUR guy, I think the solution here is to give him some red slice of pie.
Finally your loyalty costs seems a bit random (except for the ult which is nicely 3*3+2). Why 2 starting loyalty ? Why index have to cost him -1 ? Why can't he use his stasis ability when he comes in play (the only turn when that ability have a small chance of being actually useful) ?
Also, I wouldn't make a pw with anything but 3 abilities unless I had a good reason. Given then more then that kind creates a conflict in which the card becomes too versatile, so you have to power down the abilities/power up cost, reducing the card effectiveness as a role player.
Honestly I think you need to go back to the drawing board. The only things that you should keep is the character itself, the color and the Index ability.
The +3 ability is weird... You actually mean to prevent damage that would dealt to your opponent ? The draw back ability that generates extra loyalty is a good design space but this execution is way to much focused on multiplayer were you can protect a opponent. You should at least make it 'any player' so you can also choose to protect yourself. In one form or another, I don't think damage prevention is a good ability for Commodore.
"permanent" is not "player".
Private Mod Note
():
Rollback Post to RevisionRollBack
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]
It isn't good. Very weak. Sadistic Sacrament finds 15 cards for what it's worth, I think that's a better number for the ultimate. Index as a minus really bad. You could probably get away with making this minus Ponder instead, or just keeping it as Index and making it a plus 1. This isn't red at all, I would cost it 2WU with the changes. The plus is fine, although +3 is a little weird/high.
I Know it isn't looking that good but i like to think this commodore version as a concept. How could Wizards print an OldWalker card without it being way broken. So how about it : We ll create cards for OldWalkers (on the Custom Card Creation forum) based on character background and history.
Commodore Guff was a very old planeswalker that lived in a hidden library on Dominaria. This library contained every book ever written, including the books that hold the destiny of the multiverse. He joined Urza on his crusade against Phyrexia as one of the Nine Titans, even though he knew Phyrexia would win. Bo Levar discovered Guff had this knowledge, and convinced him to change it. Guff apparently erased the important parts, since Phyrexia lost the invasion, but was killed by Yawgmoth in his death-cloud form in a matter of seconds.
For now lets make his + and - abilities ( no ultimate yet..)
Like some of you poited i vote for a Index as a + ability
and maybe a prevention effect.
I like this approach.
I vote for +1 or +2 index effect.
As for the second ability could placing creatures on top of libraries work?
Out of interest do you want Commodore to remain RWU?
I like this approach.
I vote for +1 or +2 index effect.
As for the second ability could placing creatures on top of libraries work?
Out of interest do you want Commodore to remain RWU?
No he can be any color ( that fits the flavour)
soo for you he can get :
+1(or 2) : Index
- [number] : Time Ebb
I vote for not using the wording of Index but instead an ability inspired by it. Index may be acceptable on a single card, but it is terrible design as a repeatable ability (i. e. on a planeswalker). Basically any variant that [gives the option to] put any number of the five cards somewhere else (graveyard or bottom of library) is preferable.
I think that a damage prevention effect is tenuous flavor (though I get the idea it doesn't come through well in practice). The proposed Time Ebb might be a better idea.
Private Mod Note
():
Rollback Post to RevisionRollBack
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 really couldn't make it that way ( as many had said) soo i think a diferent approach would be better...
-How about if the community make the card? ( Like a YMTC)
Soo Lets do it?
Starting now.
Lets make a Commodore Guff card.
(http://wiki.mtgsalvation.com/article/Commodore_Guff)
If you like to post your Idea then post a Reply
If you want to vote for a Idea to win Press the "thanks" botton
First step : an + ability
Its up to you
My take on commodore guff
EDIT: ver 2.0
Planeswalker- Commodore
+3: Until your next turn, Whenever another permanent would be dealt damage, you may prevent 2 of that damage.
-1: Look at the top five cards of your library, then put them back in any order.
-3: Creatures target opponent controls don't untap during his or her next untap step.
-11: Exile target noncreature permanent. Search its controller's library for up to ten cards, exile them, then that player shuffles his or her library.
STL:2
-1: using Index searching for answers in his book
-3: he uses his magic to slow the invasion
-11: changing the fate of the Multiverse/ the tide of war
Planeswalker- Commodore
+2: Until your next turn, Whenever target permanent would deal damage, you may prevent 2 of that damage.
-1: Target permanent doesn't untap during its controller's next untap step.
-3: Look at the top five cards of your library, then put them back in any order.
-11: Search target player's library for up to six cards, exile them, then that player shuffles his or her library.
STL:3
-1: he uses his magic to trap something
-3: using Index searching for answers in his book
-11: changing the fate of the Multiverse
would it be too powerfull?
Would he make the cut to constructed?
2. It's not too powerful. The -11 is particularly weak. Between the mana cost and the fact that it's -11, you could get away with a LOT more. What if you could cast one of those cards without paying its mana cost? The -3 has the same problem. Who wants to pay 1WUR for Index?
3. Hard to say. He only kind of protects himself, but he just doesn't do enough for me to want to play him anywhere.
When in doubt, call a judge.
Objectivist here. Hit me up to talk philosophy.
I think it's extremely weak, I wouldn't even touch it for Casual games. I don't see where the potential for "too powerful" comes from. Each ability looks like a downgrade to something you could get on another planeswalker.
Let's just talk about the ultimate and and Jace, the Mindsculptor's ultimate. Yeah, the card as a whole was too good, but that wasn't really the fault of the ultimate. But it at least shows you the feeling of an ultimate. Looking at Jace, Architect of Thought shows you a fix: If you get to play that stuff for free, then capping the opponent gets an epic feeling, but just removing six cards? After four mana of three colors and four turns that's what you get?
You could do much better. It's also better to have an overall mechanical concept for the character than just one for each individual ability. This way you might also avoid tacking on red and not having an idea how it plays into the abilities.
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
It was too late ween i posted it. And really, i wasn't even trying to make a badass card but instead have something to work on the idea about "old Walkers" cards.
How about this:?
Planeswalker- Commodore
+3: Until your next turn, Whenever another permanent would be dealt damage, you may prevent 2 of that damage.
-1: Look at the top five cards of your library, then put them back in any order.
-3: Creatures target opponent controls don't untap during his or her next untap step.
-11: Exile target noncreature permanent. Search its controller's library for up to ten cards, exile them, then that player shuffles his or her library.
STL:2
Firstly there's nothing really red on this walker, so it should probably be just white/blue.
Even with two starting loyalty I'm not a fan of +3 loyalty, but I'm interested in the first ability. I also sceptical of having four abilities, since the only time before this has been done it resulted in an OP walker.
I probably prefer the index ability over the misstep ability.
The ultimate Still doesn't really work. An ultimate should have a greater effect on the board than this and removing ten card from a library will ruin an opponents game without helping you win, which is probably the opposite of what you want. Also a two part ultimate should feel more connected than they do.
What this walker really still needs is something is distinctive or exciting to make him stand out. With two or three colours he can easily have one ability to make him shine. Since the first ability will slow the game/ keep him safe I'm inclined to the say the ultimate could be a high value powerhouse of a move.
The overall quality of the design has not improved. The ultimate is now two unconnected halves. Several abilities just move around, but the first one is still bad and red is still under-presented.
Let's try:
Planeswalker - Commodore
[+2]: Look at the top card of your library. You may put it into your hand. If you don't, reveal it and gain life equal to its converted mana cost.
[-3]: Tap two target creatures. They fight each other.
[-9]: For each player search that player's library for five cards, shuffle the library and put those cards on top of the library in any order.
[[4]]
Let's try to go with more flavor/color and less cards.
Planeswalker - Commodore
[+2]: Draw two cards, then discard a card at random. You gain life equal to the discarded card's converted mana cost.
[-3]: You decide how target player's creatures attack during his or her next turn.
[-9]: Each player puts his or her hand and graveyard on top of his or her library. Search each player's library for seven cards, he or she puts the cards into his or her hand, then shuffles the library.
[[4]]
It's not easy to make Commodore Guff in the colors - I think especially due to the red (you probably added due to the one red enchantment he is depicted on). As a person knowing the future and able to change it red just doesn't seem to be the color of choice for flavorful abilities...
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
Ability by ability feedback:
The +3 ability is weird... You actually mean to prevent damage that would dealt to your opponent ? The draw back ability that generates extra loyalty is a good design space but this execution is way to much focused on multiplayer were you can protect a opponent. You should at least make it 'any player' so you can also choose to protect yourself. In one form or another, I don't think damage prevention is a good ability for Commodore.
This planewalker cost 5 and have only 2 loyalty. A -1 index ability is like insult. You could add a card draw in the end of the ability or easily change it to be +2 or even +3. Index is just, really, really weak, specially in multiples/repeatable.
The -3 ability is too heavy and circumstantial for a expansive, fragile card. He doesn't even have enough loyalty to use it right away. There's several things wrong with this.
The -11 is basically useless. Searching for 10 cards in your opponent library have it's merit but this far from a big splashy effect that belongs in the ultimate of a 3 mana, fragile, do-nothing planeswalker. Also, extraction-like effects are black, not blue (not anymore).
General PW design feedback:
Feels like a do all but do nothing card. The abilities don't tie together very well. I like narrow gimmick effects as much as anyone else but those have to come with more general playable effects. I can't see myself building around this guy or using him to build around other things. The reason is probably because half of his abilities are abominations and the other half don't compensate for it.
Also, he have zero R in him. Since everyone see Commodore as THE WUR guy, I think the solution here is to give him some red slice of pie.
Finally your loyalty costs seems a bit random (except for the ult which is nicely 3*3+2). Why 2 starting loyalty ? Why index have to cost him -1 ? Why can't he use his stasis ability when he comes in play (the only turn when that ability have a small chance of being actually useful) ?
Also, I wouldn't make a pw with anything but 3 abilities unless I had a good reason. Given then more then that kind creates a conflict in which the card becomes too versatile, so you have to power down the abilities/power up cost, reducing the card effectiveness as a role player.
Honestly I think you need to go back to the drawing board. The only things that you should keep is the character itself, the color and the Index ability.
BGU Control
R Aggro
Standard - For Fun
BG Auras
"permanent" is not "player".
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
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
I Know it isn't looking that good but i like to think this commodore version as a concept. How could Wizards print an OldWalker card without it being way broken. So how about it : We ll create cards for OldWalkers (on the Custom Card Creation forum) based on character background and history.
Soo lets improve it?
Lets make it a community card?
For now lets make his + and - abilities ( no ultimate yet..)
Like some of you poited i vote for a Index as a + ability
and maybe a prevention effect.
I vote for +1 or +2 index effect.
As for the second ability could placing creatures on top of libraries work?
Out of interest do you want Commodore to remain RWU?
No he can be any color ( that fits the flavour)
soo for you he can get :
+1(or 2) : Index
- [number] : Time Ebb
I think that a damage prevention effect is tenuous flavor (though I get the idea it doesn't come through well in practice). The proposed Time Ebb might be a better idea.
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