Samut, the Dasher
Mana Cost: 3RG
Starting loyalty: 4
Legendary Planeswalker - Samut
+1: Until end of turn, Samut, the Dasher becomes a legendary 4/4 red and green Human Warrior creature with haste and indestructible. (She doesn't lose loyalty while she's not a planeswalker.)
-3: Samut, the Dasher deals 3 damage divided as you choose among one or two target creatures. If those creatures would die this turn, exile them instead.
-5: You get an emblem with "You may cast creature and planeswalker cards as though they had flash."
It's really strong. It would dominate limited formats, define standard environments, and might make Gruul (or Jund) Midrange into a competitive modern deck. Looking at this card, I'd put its raw power above Gideon, Ally of Zendikar and below Jace, the Mind Sculptor... probably about even with Karn Liberated. Looking at this card, I get the impression that all of this is completely intentional.
Even though other planeswalkers might match this thing in power, however, this card seems... excessive. You can easily use this card to attack with a 4/4 doublestriker twice AND kill up to 4 creatures. If you flash this in on your opponent's turn, you can +1 and get your "ultimate" (the least pushed part of this card, ironically) on your first turn with this card out.
while I applaud you for developing a 5-drop gruul planeswalker that might see play in modern, this does not look like a fair magic card.
Because of the instant speed, the double strike or because of the mana cost in general?
If it's just the latter, I'd argue that Sarkhan, the Dragonspeaker would like a word with you. Otherwise, I can always remove the double strike, but note that it doesn't make her indestructible as effects of this kind typically do.
Sarkhan is 4 damage, while your samut is 8, 4 of which from first strike.
I would take that over flying every day.
This means that you can +1 her and kill on opponent's creature, then -3 her on your opponent's turn to kill the rest of the board and you would not lose your walker in the meantime.
Moreover, your walker is almost IMMUNE TO LOYALTY LOSS as you can activate the +1 anythime you can lay an instant and do it on your opponent's turn means that your opponent will never be able to attack your planeswalker directly or bolt it to death, unless he devores enough cards to deal 4 direct damage to it or give it -4/-4.
The lack of indestructability when it becomes a creature is the only thing that keeping this walker from being extremely broken.
I understand that. I've been thinking about what to cut for some time now.
As I said in part of the post you quoted, I can remove the double strike. I could also actually maybe limit the instant speed to specific loyalty abilities, or even just cut it entirely. I'd like to leave the flash though.
Sarkhan is 4 damage, while your samut is 8, 4 of which from first strike.
I would take that over flying every day.
This means that you can +1 her and kill on opponent's creature, then -3 her on your opponent's turn to kill the rest of the board and you would not lose your walker in the meantime.
Moreover, your walker is almost IMMUNE TO LOYALTY LOSS as you can activate the +1 anythime you can lay an instant and do it on your opponent's turn means that your opponent will never be able to attack your planeswalker directly or bolt it to death, unless he devores enough cards to deal 4 direct damage to it or give it -4/-4.
The lack of indestructability when it becomes a creature is the only thing that keeping this walker from being extremely broken.
I understand that. I've been thinking about what to cut for some time now.
As I said in part of the post you quoted, I can remove the double strike. I could also actually maybe limit the instant speed to specific loyalty abilities, or even just cut it entirely. I'd like to leave the flash though.
Without activating abilities each turn she's good, but not broken. Totally reasonable card.
I'd honestly cut out the entire last line altogether.
Getting the abilities each round is backbreaking and flash is pretty much useless for this card otherwise (while flash on a blue planeswalker allows you to keep mana for a counterspell, gruul and jund aren't exactly renowned for packing their midrange decks with instants).
I'd honestly cut out the entire last line altogether.
Getting the abilities each round is backbreaking and flash is pretty much useless for this card otherwise (while flash on a blue planeswalker allows you to keep mana for a counterspell, gruul and jund aren't exactly renowned for packing their midrange decks with instants).
The flash is there mostly for flavor reasons, since speed is a key trait of Samut, and her original creature card has flash.
Also, unlike the instant-speed loyalty abilities, flash neither breaks the card nor hinders anything it does. So the only issue would be text space, and the planeswalker commanders have shown that non-loyalty text can exist.
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Mana Cost: 3RG
Starting loyalty: 4
Legendary Planeswalker - Samut
+1: Until end of turn, Samut, the Dasher becomes a legendary 4/4 red and green Human Warrior creature with haste and indestructible. (She doesn't lose loyalty while she's not a planeswalker.)
-3: Samut, the Dasher deals 3 damage divided as you choose among one or two target creatures. If those creatures would die this turn, exile them instead.
-5: You get an emblem with "You may cast creature and planeswalker cards as though they had flash."
Samut, the Dasher has flash.
It's really strong. It would dominate limited formats, define standard environments, and might make Gruul (or Jund) Midrange into a competitive modern deck. Looking at this card, I'd put its raw power above Gideon, Ally of Zendikar and below Jace, the Mind Sculptor... probably about even with Karn Liberated. Looking at this card, I get the impression that all of this is completely intentional.
Even though other planeswalkers might match this thing in power, however, this card seems... excessive. You can easily use this card to attack with a 4/4 doublestriker twice AND kill up to 4 creatures. If you flash this in on your opponent's turn, you can +1 and get your "ultimate" (the least pushed part of this card, ironically) on your first turn with this card out.
while I applaud you for developing a 5-drop gruul planeswalker that might see play in modern, this does not look like a fair magic card.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Because of the instant speed, the double strike or because of the mana cost in general?
If it's just the latter, I'd argue that Sarkhan, the Dragonspeaker would like a word with you. Otherwise, I can always remove the double strike, but note that it doesn't make her indestructible as effects of this kind typically do.
I understand that. I've been thinking about what to cut for some time now.
As I said in part of the post you quoted, I can remove the double strike. I could also actually maybe limit the instant speed to specific loyalty abilities, or even just cut it entirely. I'd like to leave the flash though.
Without activating abilities each turn she's good, but not broken. Totally reasonable card.
Getting the abilities each round is backbreaking and flash is pretty much useless for this card otherwise (while flash on a blue planeswalker allows you to keep mana for a counterspell, gruul and jund aren't exactly renowned for packing their midrange decks with instants).
The flash is there mostly for flavor reasons, since speed is a key trait of Samut, and her original creature card has flash.
Also, unlike the instant-speed loyalty abilities, flash neither breaks the card nor hinders anything it does. So the only issue would be text space, and the planeswalker commanders have shown that non-loyalty text can exist.