These are two of my favorite legendary designs that I have shared previously that I have since changed based on feedback I gathered here and elsewhere. I designed them with commander in mind, but I am curious to hear feedback on the following:
Would these cards be too strong in limited or constructed formats like Standard or Modern?
How would these cards fare in Commander as the lead general for a deck? What about in the 99?
Renzala, Crystal GazerUU
Legendary Creature - Human Wizard [R]
At the beginning of your upkeep, choose a number. Then at the beginning of your next upkeep, you draw three cards if the number of all creatures on the battlefield is equal to the chosen number.
"Even when my predictions are wrong, I still influence the future."
1/3
Sucram, Friend In Need1RR
Legendary Creature - Human Warrior [R]
As long as you control exactly two creatures, Sucram, Friend In Need gets +2/+2, haste and has "R: Exile the top card of your library. You may play it this turn."
"Just you and me versus the world."
2/2
Renzala is a strange one. The gambling nature is interesting but it is a red technique caring about a green preference on a blue card. If you want to gamble then care about a blue thing, number of cards in hand, number of instants and/or sorcerys cast or in graveyard. Also they are probably too strong. Not because of how easily you can get its ability to work but because of how absurd its ability is if you get it to work. Three cards is a lot of advantage and could reasonably put you in a position to ensure that the next number you choose will be right. While it might be less fun and powerful making it a simple even/odd choice and only drawing one card would make the card play much better. As is, I would say too strong for standard, or as commander, but reasonable in eternal formats and part of the 99.
Sucram is weird. How many creatures am I supposed to play to ensure his ability is active? How many is too many? How many is too little? This is a nice little deck building game that could become far too frustrating when actually playing. The bonus is in a weird place too. The buff is reasonable but the impulse draw is vexing, if you hit a creature do you play it and lose the bonus, do you try and stack your deck with instants to take advantage of this? Overall probably too strong for standard but possibly fine for eternal and commander.
I have to disagree with User about Renzala. Yes, the payoff is quite chunky, but it's also very SLOW. If you aren't already in a strong position that allows you to flash her in or cast an extra turn after playing her, she has to make it a full round through the pod before you get to even pick the number, and then you have to control the number all the way through another full round. I feel like this is actually likely to encourage a lot of interesting politics in EDH games, and would be great for breaking up a stalled gamestate by discouraging the rest of the pod from maintaining the status quo on creature count.
Seems solid in EDH, both at the helm and in the 99, as well as Eternal formats, but that 3 tough backside and low cost are probably a little too demanding of response in Standard.
Sucram is very neat, and screams Ashling sidekick to me. There are a tremendous number of interesting deckbuilding challenges here, and a lot of ways to answer them. Sac outlets seem like they would be essential if you're running an appreciable number of creatures. Super cheap impulse-draw under very limited conditions is probably a much splashier and powerful ability than it looks like, this could be a sleeper card in EDH.
Very interesting build-around at the helm, strong tool in the right 99, probably fine in Eternal formats. Seems potentially quite strong in Standard, but hard to call. I think this one straddles the line between okay for Standard and too much reward once online.
Renzala - It's a fun guessing game mechanic. You could cost her more and make her a Sphinx with flying for the flavour, or maybe as a Pirate gambler. She works best in a low creature deck with bounce and counterspells, so perhaps she's best as a big beater herself.
Sucram - He looks very deadly... until you realise you only really get one shot at being able to semi-draw a card for R. I like the tension here.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Renzala should maybe guess number of cards in an opponent's hand? Very neat idea in general.
Other than that, her effect is potentially very strong in and of itself. Maybe indirectly water it down by keeping it the same, but increasing her CMC to 4 or 5 and making her a beater (probably a sphinx, as suggested). Her ability would actually not be that bizarre compared to some other sphinxes out there (Conundrum Sphinx, Sphinx Ambassador, Master of Predicaments), so it's a flavor win as well.
I know I've remarked on a previous version of Sucram before, and my opinion is similar to what it was: The two effects feel very strange together. I still maintain that he'd be a very good candidate for soulbond.
Maybe...
Sucram, Friend In Need 1RR
Legendary Creature - Human Warrior [R]
Haste, Soulbond
As long as Sucram is paired with another creature, they both get +2/+2 and "Whenever this creature deals combat damage to a player, exile the top card of your library. You may play it this turn."
@anachronity, While her effect is potentially strong, it's very hard to ensure you guess correctly (especially in multiplayer). She's also a low impact power/toughness creature and is quite fragile.
I don't like Partner as a mechanic for many reasons. I feel it's incredibly difficult to balance as you introduce more creatures with the mechanic. I also feel it violates the core spirit of the format of 1 commander, 99 singleton. It strongly weakens the impact of the commander tax and it allows users to play cards that benefit or support their commander, even if those spells are outside of the color identity of their commander.
I think the Soulbound is an interesting idea but the more I think about it, the card is already really powerful even without giving the enabling creature a bonus.
Would these cards be too strong in limited or constructed formats like Standard or Modern?
How would these cards fare in Commander as the lead general for a deck? What about in the 99?
Legendary Creature - Human Wizard [R]
At the beginning of your upkeep, choose a number. Then at the beginning of your next upkeep, you draw three cards if the number of all creatures on the battlefield is equal to the chosen number.
"Even when my predictions are wrong, I still influence the future."
1/3
Sucram, Friend In Need 1RR
Legendary Creature - Human Warrior [R]
As long as you control exactly two creatures, Sucram, Friend In Need gets +2/+2, haste and has "R: Exile the top card of your library. You may play it this turn."
"Just you and me versus the world."
2/2
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Sucram is weird. How many creatures am I supposed to play to ensure his ability is active? How many is too many? How many is too little? This is a nice little deck building game that could become far too frustrating when actually playing. The bonus is in a weird place too. The buff is reasonable but the impulse draw is vexing, if you hit a creature do you play it and lose the bonus, do you try and stack your deck with instants to take advantage of this? Overall probably too strong for standard but possibly fine for eternal and commander.
Seems solid in EDH, both at the helm and in the 99, as well as Eternal formats, but that 3 tough backside and low cost are probably a little too demanding of response in Standard.
Sucram is very neat, and screams Ashling sidekick to me. There are a tremendous number of interesting deckbuilding challenges here, and a lot of ways to answer them. Sac outlets seem like they would be essential if you're running an appreciable number of creatures. Super cheap impulse-draw under very limited conditions is probably a much splashier and powerful ability than it looks like, this could be a sleeper card in EDH.
Very interesting build-around at the helm, strong tool in the right 99, probably fine in Eternal formats. Seems potentially quite strong in Standard, but hard to call. I think this one straddles the line between okay for Standard and too much reward once online.
Most Used (of many dozens) EDH Decks:
Brago, King Eternal - Stax
Grenzo, Dungeon Warden - Aggro Combo
Wort, the Raidmother - Spellslinger Swarm Control
Animar, Soul of Elements - Tempo Combo
Yidris, Maelstrom Wielder - Spellslinger
Exodia the Forbidden One:
Oona, Queen of the Fae - Combowins.dec
Sucram - He looks very deadly... until you realise you only really get one shot at being able to semi-draw a card for R. I like the tension here.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Other than that, her effect is potentially very strong in and of itself. Maybe indirectly water it down by keeping it the same, but increasing her CMC to 4 or 5 and making her a beater (probably a sphinx, as suggested). Her ability would actually not be that bizarre compared to some other sphinxes out there (Conundrum Sphinx, Sphinx Ambassador, Master of Predicaments), so it's a flavor win as well.
I know I've remarked on a previous version of Sucram before, and my opinion is similar to what it was: The two effects feel very strange together. I still maintain that he'd be a very good candidate for soulbond.
Maybe...
Legendary Creature - Human Warrior [R]
Haste, Soulbond
As long as Sucram is paired with another creature, they both get +2/+2 and "Whenever this creature deals combat damage to a player, exile the top card of your library. You may play it this turn."
Partner
"Just you and me versus the world."
2/1
- Rabid Wombat
I don't like Partner as a mechanic for many reasons. I feel it's incredibly difficult to balance as you introduce more creatures with the mechanic. I also feel it violates the core spirit of the format of 1 commander, 99 singleton. It strongly weakens the impact of the commander tax and it allows users to play cards that benefit or support their commander, even if those spells are outside of the color identity of their commander.
I think the Soulbound is an interesting idea but the more I think about it, the card is already really powerful even without giving the enabling creature a bonus.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate