Been a while since I've attempted to design a card, but for whatever reason I was inspired to make a Shaman cycle. I have difficulty gauging the relative power levels of cards, sometimes, particularly in the area of cost-to-benefit, so I'd like some help tweaking counters and activation costs, here. I would prefer to keep all of their ETB toughness at four (except for the red one) one way or another.
Bonebinder – 2B
Creature – Skeleton Shaman
Deathtouch
Bonebinder enters the battlefield with four bone counters on it.
Bonebinder’s toughness is equal to the number of bone counters on it.
1B: Put a bone counter on Bonebinder.
Remove a bone counter from Bonebinder: Put a -1/-1 counter on target creature.
2/*
Clawbinder – 2G
Creature – Bear Shaman
Trample
Clawbinder enters the battlefield with four claw counters on it.
Clawbinder’s power and toughness are each equal to the number of claw counters on it.
G: Put a claw counter on Clawbinder.
Remove a claw counter from Clawbinder: Put a +1/+1 counter on another target creature.
*/*
Bloodbinder – 2R
Creature – Minotaur Shaman
Haste
Bloodbinder enters the battlefield with four blood counters on it.
Bloodbinder’s power is equal to the number of blood counters on it.
1R: Put a blood counter on Bloodbinder.
Remove a blood counter from Bloodbinder: Bloodbinder deals 1 damage to target creature.
*/1
Tidebinder – 2U
Creature – Crab Shaman
Hexproof
Tidebinder enters the battlefield with four tide counters on it.
Tidebinder’s toughness is equal to the number of tide counters on it.
1U: Put a tide counter on Tidebinder.
Remove a tide counter from Tidebinder: Target player puts the top two cards of his or her library into his or her graveyard.
1/*
Lightbinder – 2W
Creature – Bird Shaman
Flying
Lightbinder enters the battlefield with four light counters on it.
Lightbinder’s toughness is equal to the number of light counters on it.
1W: Put a light counter on Lightbinder.
Remove two light counters from Lightbinder: Exile another target creature, then return it to the battlefield tapped under its owner’s control.
3/*
+1/+1 and -1/-1 counters don't mix, in terms of being in the same expansion, but speaking of: This seems like it's often going to be an overcomplicated way to do +1/+1 counters that can get removed for effects.
I'm not sure why these are all Shamans, specifically, either - they could probably be any "Magic Wielder" class type individually and be fine, so you could mix Shamans/Wizards/Clerics.
Power level wise I will say these... vary wildly; complexity wise they straddle the uncommon/rare border.
1. Cards that have two types of counters are annoying/problematic.
2. Cards that have asymmetrical p/t are problematic.
3. Given ALL OF THE OTHER TEXT on these creatures, letting them restock counters (and grow toughness) seems unnecessary.
4. (PS, you have a 4/4 trample for 2G with still more abilities. COME ON!)
The easiest solution? Make them artifact creatures (or use Graft)
Clawbinder 1
Artifact Creature - Bear Chimera (U)
Modular 2 (This comes into play with 2 +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
Creatures you control with +1/+1 counters on them have Trample. 1, remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature.
0/0
Nice, simple, straightforward.
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Bonebinder – 2B
Creature – Skeleton Shaman
Deathtouch
Bonebinder enters the battlefield with four bone counters on it.
Bonebinder’s toughness is equal to the number of bone counters on it.
1B: Put a bone counter on Bonebinder.
Remove a bone counter from Bonebinder: Put a -1/-1 counter on target creature.
2/*
Clawbinder – 2G
Creature – Bear Shaman
Trample
Clawbinder enters the battlefield with four claw counters on it.
Clawbinder’s power and toughness are each equal to the number of claw counters on it.
G: Put a claw counter on Clawbinder.
Remove a claw counter from Clawbinder: Put a +1/+1 counter on another target creature.
*/*
Bloodbinder – 2R
Creature – Minotaur Shaman
Haste
Bloodbinder enters the battlefield with four blood counters on it.
Bloodbinder’s power is equal to the number of blood counters on it.
1R: Put a blood counter on Bloodbinder.
Remove a blood counter from Bloodbinder: Bloodbinder deals 1 damage to target creature.
*/1
Tidebinder – 2U
Creature – Crab Shaman
Hexproof
Tidebinder enters the battlefield with four tide counters on it.
Tidebinder’s toughness is equal to the number of tide counters on it.
1U: Put a tide counter on Tidebinder.
Remove a tide counter from Tidebinder: Target player puts the top two cards of his or her library into his or her graveyard.
1/*
Lightbinder – 2W
Creature – Bird Shaman
Flying
Lightbinder enters the battlefield with four light counters on it.
Lightbinder’s toughness is equal to the number of light counters on it.
1W: Put a light counter on Lightbinder.
Remove two light counters from Lightbinder: Exile another target creature, then return it to the battlefield tapped under its owner’s control.
3/*
CG
I'm not sure why these are all Shamans, specifically, either - they could probably be any "Magic Wielder" class type individually and be fine, so you could mix Shamans/Wizards/Clerics.
Power level wise I will say these... vary wildly; complexity wise they straddle the uncommon/rare border.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
2. Cards that have asymmetrical p/t are problematic.
3. Given ALL OF THE OTHER TEXT on these creatures, letting them restock counters (and grow toughness) seems unnecessary.
4. (PS, you have a 4/4 trample for 2G with still more abilities. COME ON!)
The easiest solution? Make them artifact creatures (or use Graft)
Clawbinder 1
Artifact Creature - Bear Chimera (U)
Modular 2 (This comes into play with 2 +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)
Creatures you control with +1/+1 counters on them have Trample.
1, remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature.
0/0
Nice, simple, straightforward.