Well I don't think I've ever seen a 3/8 before so that's something. Seems weak to me. What's the story behind the 8 toughness here? Dats a big' ol butt
As for Peyt, I actually get whats going on here. The 8 toughness lets him tank most stuff, the fact he forces your opponents commanders to sacrifice non-commander permanents potentially can be very good.
Partners that interact with the other partner, supportively except for Korrus. I was reaching more than a bit on Jejunne and Konn. I'm not really happy with Konn, it's basically garbage filler to make a green one. Rather uncertain that Jejunne can be mono-blue, or mono-anything with either version of the ability, didn't want blue to just be the same old blue tricks though.
Red guy needs a name, a red legendary wall just tickled me.
Odoron, the Bulwark6W
Legendary Creature - Dragon Soldier
Flying, vigilance
All damage that would be dealt to you or to your other commander is dealt to Odoron instead.
If a spell or ability would target you or your other commander, you may have it target Odoron instead.
Partner
3/8
Jejunne, Aether Writer V. 1 2UU
Legendary Creature - Mutant Wizard
Flash
You may cast your other commander from the command zone for it's mana cost. (Ignore additional costs, including commander tax.)
Partner
3/3
Jejunne, Aether Writer V. 2 2UU (red?) (green?)
Legendary Creature - Mutant Wizard
Flash
When you cast your other commander, add mana to your mana pool equal to the mana spent to cast it.
Partner
3/3
Korrus, Soul Devourer3BB
Legendary Creature - Vampire Demon
Flying, lifelink
Sacrifice your other commander: Each opponent sacrifices a creature of your choice, put a +1/+1 counter on ~ for each creature sacrificed this way.
Partner
4/4
Thematic Assault Wall Name4R
Legendary Creature - Wall
Defender
Your other commander gets +3/+3 and has menace and haste.
Partner
0/6
Konn, Tel-Jilad Ascetic4G
Legendary Creature - Elf Shaman
~ can't be countered.
Hexproof.
Your other commander can't be countered.
You and your other commander have hexproof. 1G: Regenerate ~ or your other commander.
2/2
I like the expansion of the partner system used. Gives more of a tagteam feel to them, aside from maybe Korrus. The only one I would say is underpowered is maybe Konn, Tel-Jilad Ascetic.
I like the expansion of the partner system used. Gives more of a tagteam feel to them, aside from maybe Korrus. The only one I would say is underpowered is maybe Konn, Tel-Jilad Ascetic.
I like the design space too. Korrus is still a tag team guy, he's just the Tomasso Ciampa to his buddy's Johnny Gargano in this analogy.
Konn's body may not be exciting, but he does a lot, and there's no way to make that sentence not sound dirty. Note that he gives his controller hexproof as well as his partner.
The Great BuffaloBGW Legendary Ceature - Beast (MR)
You cannot cast The Great Buffalo more than once per a turn from your command zone.
When The Great Buffalo would be sent to your command zone, Choose One —
Put three +1/+1 counters on target creature.
Draw three cards.
You gain 9 life.
3/3
I based it on many myths about Buffalo. Such as with the White Buffalo which is considered sacred life and a good omen. That Buffalo also represented medicine and abundance. They were viewed as symbols of honor and generosity. Yet other myths viewed them less for those aspects and more for strength, endurance and protection.
That wording won't work because it won't die and then go to the command zone. It'll do one or the other.
Also, it seems really, really overpowered. All of the effects except for the +1/+1 counters are way too high.
Except there is clear windows of power that are very hard to break, that diminishing returns for investment are a thing, that TGB is strong in the early-mid game but falls off later on even with infinite mana being a potential factor. The benefits needed to be strong despite the drawbacks, otherwise they would diminish at a faster rate. Such as 2 cards, +2/+2 or 6 life would start to lose value around the third cast for such meager value at 4GWB as even the life gain is now less valuable at such a return.
When I design, I avoid designing like those who design the yearly C1X products, as even though they get paid they also design some of the most obnoxious commanders ever to grace the format.
The only thing I edited about the original card was the wording.
Draw three for three mana with no drawback is overpowered. Especially without blue. And the fact that you can only cast it once a turn is almost irrelevant, since you'll just load your hand up every time and have plenty of other things to do with your mana. It only stops TGB from going infinite. That's not really a draw back. Each commander should be fair at it's initial cost. Commander tax is not a penalty; it's to balance out the card advantage that you gain when casting your 8th card from your hand. This guy gets fair around the second cast, contrary to you sayong otherwise.
Also, with the new wording, it won't matter where it goes to the command zone from. Now you can skullclamp it into a nether void and draw 5 cards. It's really just not a good design, tbh.
Draw three for three mana with no drawback is overpowered. Especially without blue. And the fact that you can only cast it once a turn is almost irrelevant, since you'll just load your hand up every time and have plenty of other things to do with your mana. It only stops TGB from going infinite. That's not really a draw back. Each commander should be fair at it's initial cost. Commander tax is not a penalty; it's to balance out the card advantage that you gain when casting your 8th card from your hand. This guy gets fair around the second cast, contrary to you sayong otherwise.
Also, with the new wording, it won't matter where it goes to the command zone from. Now you can skullclamp it into a nether void and draw 5 cards. It's really just not a good design, tbh.
Draw three for having your commander sent back as one of three options. Blue is not the end-all-be-all for card draw. Skullclamp is only +1/-1. If you have Nether Void out, you need to pay an additional 2 for it to be successfully cast if you want to equip it with a Skullclamp. Even at Commander Tax of 4, you have the option for 4GWB of getting a 3/3 body that technically does nothing while present but when sent back to the command zone you get either "+3 cards, or +9 Life, or +3 1/1 counters".
With your hypothetical thing of Skullclamp and Nether Void, you would need to spend 3 + GWB or 6 mana to draw 5 cards on the first go which is actually a mathematically reasonable price for such draw. With such draw, you probably don't want to play anything for several turns as you must have better options to be spending your mana on.
What I make, I design what I want and what I want is a commander who does something besides being a body but also doesn't do something at the same time. That its windows of power are clearer than water.
Also consider that unless you have something like a Reliquary Tower out, you would need to wait before casting it again for more card draw.
You would have 7 cards in hand. If you cast no other creatures and this were to be sent back you would have the option of 9 lifegain, potentially overfilling your hand at 11 cards, OR playing politically and giving an opponents creature +3/+3 in exchange for them not going after you.
Discarding cards in Abzan is not a draw back with a full hand. It's a bonus. Your scenario I'd draw three and happily discard a bomb to reanimate, a card to dredge, or a card with flashback.
Also, my example is just one of many using staples of those colors. Even just a 3/3 for 3 that draws 3 when it dies is insane. Having 2 other options is just flavor text 99% of the time. It doesn't really matter much that it doesn't do anything when in play or If you have to pay commander tax. It's +4 card advantage every time you cast it. For three mana. In those colors needing to go back to the command zone is easier than a death trigger, since leyline of the void no longer shuts it down.
Discarding cards in Abzan is not a draw back with a full hand. It's a bonus. Your scenario I'd draw three and happily discard a bomb to reanimate, a card to dredge, or a card with flashback.
Also, my example is just one of many using staples of those colors. Even just a 3/3 for 3 that draws 3 when it dies is insane. Having 2 other options is just flavor text 99% of the time. It doesn't really matter much that it doesn't do anything when in play or If you have to pay commander tax. It's +4 card advantage every time you cast it. For three mana. In those colors needing to go back to the command zone is easier than a death trigger, since leyline of the void no longer shuts it down.
3 mana first time, 5 on the second, 7 on the third, 9 on the fourth, 11 on the fifth.
You seem very wrapped up on the initial cast/death based on your wording and are acting like its always 3m for +3 draw.
It's a three cmc creature that in any of like a billion easily achievable scenarios in those colors that is +4 card advantage. +4 card advantage is broken at 3 cmc, well above curve at 5, and almost balanced at 7.
But what you're ignoring is that at the cost, it is broken. The fact that a commander increases in coat balances out the fact that just casting your commander is almost always +1 card advantage. When the card you design is only balanced by the fact that it becomes "fair" after being broken twice is a pretty good indicator that it is not fair. For the same cmc Edric, Spymaster of Trest needs to jump through more hoops and play a niche of what it's colors usually do, and has a drawback, and is considered broken. TGB plays right into basically anything those colors can do, and requires almost no hoop to jump through.
It's a three cmc creature that in any of like a billion easily achievable scenarios in those colors that is +4 card advantage. +4 card advantage is broken at 3 cmc, well above curve at 5, and almost balanced at 7.
But what you're ignoring is that at the cost, it is broken. The fact that a commander increases in coat balances out the fact that just casting your commander is almost always +1 card advantage. When the card you design is only balanced by the fact that it becomes "fair" after being broken twice is a pretty good indicator that it is not fair. For the same cmc Edric, Spymaster of Trest needs to jump through more hoops and play a niche of what it's colors usually do, and has a drawback, and is considered broken. TGB plays right into basically anything those colors can do, and requires almost no hoop to jump through.
Its +2 advantage not +4. You gained three cards (+3) but you also lost something when it comes to TGB itself (-1), like most commanders. If TGB was still on the field while you also drew three cards, you would be correct in that is a +4. Please use your terms correctly.
Edric, Spymaster of Trest doesn't really need to jump through that many hoops. I don't recall many pilots stating that needing to use creatures with some form of evasion was "many hoops". In fact, if not kept in check, Edric can draw 4+ cards a turn and is not paying an increase in cost unless said creatures have an upkeep cost OR you need to cast spells from your hand at instant speed to keep your creatures alive.
Also this is where I call you out on this: "TGB plays right into basically anything those colors can do, and requires almost no hoop to jump through."
CAN'T BE PLAYED MORE THAN ONCE PER TURN
EFFECT ONLY TRIGGERS WHEN RETURNING TO COMMAND ZONE.
Those are windows of power, those are hoops.
You know for someone wanting to offer advice and criticism about card design, you are a greenhorn to the subject matter. Your counterpoints are weak and your knowledge is lacking.
We are all amateurs here and this discussion is about custom cards, not anyone's experience or qualifications.
Flame warning.
In Abzan having a creature leave the battlefield (or even get countered) is not a hoop any more than playing evasive creatures and counterspells is. In fact, it is a much lower loop.
And your commander doesn't cost you a card. Your commander going back to your command zone is not a -1. It is still available to be cast. At absolute worst, TGB +3s you when it goes back, assuming your opponent didn't use a card and that you didn't in any way avoid actually losing a card in the process. So I guess if you swing it into a 4/4 and they block you get +3. Otherwise it's almost always going to be +4 or better. You would have to specifically build your deck to not have it be abusable.
And being castable once a turn is a joke of a drawback. It is almost implied on most commanders. It going up in cost isn't a draw back, because by the time it balances out, you've already drawn an extra 9 cards, and lost TGB instead of three other things, and didn't really lose anything in the process.
If you get anything out of this, at least realize that casting a commander does not put you down a card. It'll improve your card designs and your deck building.
In Abzan having a creature leave the battlefield (or even get countered) is not a hoop any more than playing evasive creatures and counterspells is. In fact, it is a much lower loop.
And your commander doesn't cost you a card. Your commander going back to your command zone is not a -1. It is still available to be cast. At absolute worst, TGB +3s you when it goes back, assuming your opponent didn't use a card and that you didn't in any way avoid actually losing a card in the process. So I guess if you swing it into a 4/4 and they block you get +3. Otherwise it's almost always going to be +4 or better. You would have to specifically build your deck to not have it be abusable.
And being castable once a turn is a joke of a drawback. It is almost implied on most commanders. It going up in cost isn't a draw back, because by the time it balances out, you've already drawn an extra 9 cards, and lost TGB instead of three other things, and didn't really lose anything in the process.
Its a -1 because it doesn't stay on the field. Postitives and negatives in card advantage are based on how many cards you initially had and how many you have on the board and in the hand. Your commander is costing you a card. It always costs you a card. Just because its in the command zone doesn't make it exempt form pluses or minuses. If this was Vanguard you would actually have made a point where the Vanguard has an active or passive ability from that zone. Hate to break it to you, but its still a +2.
Also no, its never implied on most commanders when it comes to "cast once per turn". If you have the mana, you can cast every other commander multiple times in a turn.
You are not winning. You are scraping for counterpoints.
This is a subjective discussion, not something to win or lose. Warning issued.
How is it -1? You can still cast your commander. It's the "eight card in hand" You had access to it before, you have access to it after. If you Hero's Downfall my commander, you don't break even, because I can cast my commander again, but your Downfall doesn't have flashback. Card advantage isn't just cards in hand and on the battlefield. It refers to any cards you have the ability to play. Arbitrarily deciding that the command zone is excluded from that is kinda confusing tbh.
And due to commander tax, most commanders are difficult to cast more than once a turn. Prossh, Skyraider of Kher and Prime Speaker Zegana, but most of the time it's true. Maybe you play in a "cast your commander a bunch of times in one turn" meta, but I've never been aware of that being a widespread issue for most legends.
I don't know what you mean by "winning" or whatever. It's your fake card, and as long as your playgroup says it is fine to use, go for it. I know personally that I have some spare Evolutionary Leaps and Ichorids that would love this to be printed before it got banned in the format.
Colfenor, Yew Sage 1WBG
Legendary Creature-Elder Treefolk
Whenever you would draw a card, exile the top two cards of your library face down. You may look at cards exiled by Colfenor. 1: Put a card exiled by Colfenor into your hand.
When Colfenor leaves the battlefield, you may put all cards exiled with it on top of your library in any order.
2/9
Myr Overlord 4
Legendary Artifact Creature-Myr
Whenever a Myr you control becomes tapped, add C to your mana pool. WUBRG, Sacrifice an artifact: Create X 1/1 colorless Myr tokens, where X is the sacrificed artifact's converted mana cost. Loyal to neither Phyrexia nor the Resistance, the Myr lead themselves at last.
2/4
Sreeth W
Legendary Creature-Human Horror
The "legend rule" does not apply to Sreeth.
Sreeth's power and toughness are each equal to the number of creatures on the battlefield named Sreeth. 1: Target creature an opponent controls becomes a copy of Sreeth. Solipsism vindicated
*/*
Tovalar, Eternal Wolf 2RG
Legendary Creature-Werewolf Wolf
Whenever an opponent casts the second spell each turn, Tovalar deals 2 damage to that player and you get a 2/2 green wolf token. When the moon waned, Tovalar did not change. When the moon waxed, Tovalar did not change. When the moon became full of tentacles, Tovalar did not change.
4/4
EDIT: Tuned after Ava and PhyrexianBolas's suggestions.
Colfenor, Yew Sage 1WBG
Legendary Creature-Elder Treefolk
Whenever you would draw a card, exile the top two cards of your library face down. You may look at cards exiled by Colfenor. 1: Put a card exiled by Colfenor into your hand.
When Colfenor leaves the battlefield, you may put all cards exiled with it on top of your library in any order.
2/12
I feel like a 4 mana 2/12 on it's own is kinda over powered. I'd bring the toughness down a smidge. Maybe 9? Still pushed. Other than that, I really like it. Flavorful, nostalgic, good card.
Myr Overlord 4
Legendary Artifact Creature-Myr
Whenever a Myr you control becomes tapped, add C to your mana pool. WUBRG, Sacrifice an artifact: Create X 1/1 colorless Myr tokens, where X is the sacrificed artifact's converted mana cost. Loyal to neither Phyrexia nor the Resistance, the Myr lead themselves at last.
2/4
Awesome myr Lord. Might up it 5 just because the mana adding ability snowballs so well (and can go infinite somewhat easily.)
Sreeth W
Legendary Creature-Human Horror
You may control any number of creatures named Sreeth.
Sreeth's power and toughness are equal to the number of creatures named Sreeth. 1: Target creature an opponent controls becomes a copy of Sreeth. Solipsism vindicated
*/*
Yuck, all of that wording is way off. Let me see if I can fix it.
Sreeth W
Legendary Creature-Human Horror
The "legend rule" does not apply to Sreeth.
Sreeth's power and toughness are each equal to the number of creatures on the battlefield named Sreeth. 1: Target creature an opponent controls becomes a copy of Sreeth.
*/*
That is a bit better. His activated ability is kinda broken. It works like Humility usually. It is a bit awkward too, since it never makes a creature that can break a stalemate.
Finally, it is a white creature with a black creatute type and a blue ability. Why?
Yeah, I will lower Colfenor's toughness a bit, I had forgotten that Doran makes him stupid voltron at 12.
On the Myr lord, I feel he needed to be a bit pushed, as Myr are not exactly a powerhouse tribe.
On Sreeth, I feel that slowly homogenizing everything else is flavorfully white, and mechanically justifiable with precedents like Darksteel Mutation. With the Horror type, I was going for a pod-people vibe, which is very much in line with the darker side of white. On wording, I reluctantly agree with you, as I had been trying to avoid calling out the legend rule by name, but see no other option. On gameplay, he is interesting in that he can effectively answer opponent's commanders, but with each use, the cost of using him increases as your opponents' Sreeths get stronger. He also synergizes with Runed Halo and similar.
Darksteel Mutation is a color pie bend. It should be a white/blue card. It gets by as being a bend because it is a Pacifismesque effect.
And flavor can be used to justify anything in any color. Mechanics are what determines a color. If you have a cool concept that has to be in a certain color, find a way in color to execute it.
Darksteel Mutation is a color pie bend. It should be a white/blue card. It gets by as being a bend because it is a Pacifismesque effect.
And flavor can be used to justify anything in any color. Mechanics are what determines a color. If you have a cool concept that has to be in a certain color, find a way in color to execute it.
I agree on the need for color pie strictness, however Mirrorweave, Mirror Entity and Serene Master show that force-clone polymorphing has a place in white. In addition, one of the key deciding factors between a bend (which I admit Sreeth is) and a break is whether it overrides a color's weakness. Sreeth's ability is only really useful for dealing with large creatures, removing abilities and hosing commanders. None of these things subvert white's main weaknesses.
I would say the Myr legendary nearly fits perfectly with the nature of the Myr. They were never conquerors or leaders, they were merely the worker drones assigned to various tasks. As for the mechanical nature of the myr overload, its does not create any loops by itself which is a good. As it only produces colorless mana, needs colored mana to activate, only makes 0-cost artifacts.
I don't believe Sreeth is a bleed, as there is also Permeating Mass which has a very similar ability. White when taken to its extreme is very much about fanaticism and order in order to achieve what it believes to be peace.
As for Tovalar, I think you can get away with 4 toughness.
Muraco, Reality WriterB
Legendary Creature - Human (R)
Devoid (This card has no color.)
: Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.)
Partners with Ravi, Reality Painter
1/1
Ravi, Reality PainterW
Legendary Creature - Human (R)
Devoid (This card has no color.)
: Change the text of target spell or permanent by replacing all instances of one basic land type with another. (This effect lasts indefinitely.)
Partners with Muraco, Reality Writer
1/1
As for Peyt, I actually get whats going on here. The 8 toughness lets him tank most stuff, the fact he forces your opponents commanders to sacrifice non-commander permanents potentially can be very good.
Red guy needs a name, a red legendary wall just tickled me.
Odoron, the Bulwark 6W
Legendary Creature - Dragon Soldier
Flying, vigilance
All damage that would be dealt to you or to your other commander is dealt to Odoron instead.
If a spell or ability would target you or your other commander, you may have it target Odoron instead.
Partner
3/8
Jejunne, Aether Writer V. 1 2UU
Legendary Creature - Mutant Wizard
Flash
You may cast your other commander from the command zone for it's mana cost. (Ignore additional costs, including commander tax.)
Partner
3/3
Jejunne, Aether Writer V. 2 2UU (red?) (green?)
Legendary Creature - Mutant Wizard
Flash
When you cast your other commander, add mana to your mana pool equal to the mana spent to cast it.
Partner
3/3
Korrus, Soul Devourer 3BB
Legendary Creature - Vampire Demon
Flying, lifelink
Sacrifice your other commander: Each opponent sacrifices a creature of your choice, put a +1/+1 counter on ~ for each creature sacrificed this way.
Partner
4/4
Thematic Assault Wall Name 4R
Legendary Creature - Wall
Defender
Your other commander gets +3/+3 and has menace and haste.
Partner
0/6
Konn, Tel-Jilad Ascetic 4G
Legendary Creature - Elf Shaman
~ can't be countered.
Hexproof.
Your other commander can't be countered.
You and your other commander have hexproof.
1G: Regenerate ~ or your other commander.
2/2
I like the design space too. Korrus is still a tag team guy, he's just the Tomasso Ciampa to his buddy's Johnny Gargano in this analogy.
Konn's body may not be exciting, but he does a lot, and there's no way to make that sentence not sound dirty. Note that he gives his controller hexproof as well as his partner.
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Legendary Ceature - Beast (MR)
You cannot cast The Great Buffalo more than once per a turn from your command zone.
When The Great Buffalo would be sent to your command zone, Choose One —
I based it on many myths about Buffalo. Such as with the White Buffalo which is considered sacred life and a good omen. That Buffalo also represented medicine and abundance. They were viewed as symbols of honor and generosity. Yet other myths viewed them less for those aspects and more for strength, endurance and protection.
Also, it seems really, really overpowered. All of the effects except for the +1/+1 counters are way too high.
When I design, I avoid designing like those who design the yearly C1X products, as even though they get paid they also design some of the most obnoxious commanders ever to grace the format.
The only thing I edited about the original card was the wording.
Also, with the new wording, it won't matter where it goes to the command zone from. Now you can skullclamp it into a nether void and draw 5 cards. It's really just not a good design, tbh.
With your hypothetical thing of Skullclamp and Nether Void, you would need to spend 3 + GWB or 6 mana to draw 5 cards on the first go which is actually a mathematically reasonable price for such draw. With such draw, you probably don't want to play anything for several turns as you must have better options to be spending your mana on.
What I make, I design what I want and what I want is a commander who does something besides being a body but also doesn't do something at the same time. That its windows of power are clearer than water.
Also consider that unless you have something like a Reliquary Tower out, you would need to wait before casting it again for more card draw.
As even if the turn sequence just went:
T1: Command Tower
T2: ETBT multicolor land.
T3: Basic, Buffalo.
You would have 7 cards in hand. If you cast no other creatures and this were to be sent back you would have the option of 9 lifegain, potentially overfilling your hand at 11 cards, OR playing politically and giving an opponents creature +3/+3 in exchange for them not going after you.
That is why its a fair design.
Also, my example is just one of many using staples of those colors. Even just a 3/3 for 3 that draws 3 when it dies is insane. Having 2 other options is just flavor text 99% of the time. It doesn't really matter much that it doesn't do anything when in play or If you have to pay commander tax. It's +4 card advantage every time you cast it. For three mana. In those colors needing to go back to the command zone is easier than a death trigger, since leyline of the void no longer shuts it down.
You seem very wrapped up on the initial cast/death based on your wording and are acting like its always 3m for +3 draw.
But what you're ignoring is that at the cost, it is broken. The fact that a commander increases in coat balances out the fact that just casting your commander is almost always +1 card advantage. When the card you design is only balanced by the fact that it becomes "fair" after being broken twice is a pretty good indicator that it is not fair. For the same cmc Edric, Spymaster of Trest needs to jump through more hoops and play a niche of what it's colors usually do, and has a drawback, and is considered broken. TGB plays right into basically anything those colors can do, and requires almost no hoop to jump through.
Edric, Spymaster of Trest doesn't really need to jump through that many hoops. I don't recall many pilots stating that needing to use creatures with some form of evasion was "many hoops". In fact, if not kept in check, Edric can draw 4+ cards a turn and is not paying an increase in cost unless said creatures have an upkeep cost OR you need to cast spells from your hand at instant speed to keep your creatures alive.
Also this is where I call you out on this: "TGB plays right into basically anything those colors can do, and requires almost no hoop to jump through."
You know for someone wanting to offer advice and criticism about card design, you are a greenhorn to the subject matter. Your counterpoints are weak and your knowledge is lacking.
We are all amateurs here and this discussion is about custom cards, not anyone's experience or qualifications.
Flame warning.
And your commander doesn't cost you a card. Your commander going back to your command zone is not a -1. It is still available to be cast. At absolute worst, TGB +3s you when it goes back, assuming your opponent didn't use a card and that you didn't in any way avoid actually losing a card in the process. So I guess if you swing it into a 4/4 and they block you get +3. Otherwise it's almost always going to be +4 or better. You would have to specifically build your deck to not have it be abusable.
And being castable once a turn is a joke of a drawback. It is almost implied on most commanders. It going up in cost isn't a draw back, because by the time it balances out, you've already drawn an extra 9 cards, and lost TGB instead of three other things, and didn't really lose anything in the process.
If you get anything out of this, at least realize that casting a commander does not put you down a card. It'll improve your card designs and your deck building.
Also no, its never implied on most commanders when it comes to "cast once per turn". If you have the mana, you can cast every other commander multiple times in a turn.
You are not winning. You are scraping for counterpoints.
This is a subjective discussion, not something to win or lose. Warning issued.
And due to commander tax, most commanders are difficult to cast more than once a turn. Prossh, Skyraider of Kher and Prime Speaker Zegana, but most of the time it's true. Maybe you play in a "cast your commander a bunch of times in one turn" meta, but I've never been aware of that being a widespread issue for most legends.
I don't know what you mean by "winning" or whatever. It's your fake card, and as long as your playgroup says it is fine to use, go for it. I know personally that I have some spare Evolutionary Leaps and Ichorids that would love this to be printed before it got banned in the format.
Legendary Creature-Elder Treefolk
Whenever you would draw a card, exile the top two cards of your library face down. You may look at cards exiled by Colfenor.
1: Put a card exiled by Colfenor into your hand.
When Colfenor leaves the battlefield, you may put all cards exiled with it on top of your library in any order.
2/9
Myr Overlord 4
Legendary Artifact Creature-Myr
Whenever a Myr you control becomes tapped, add C to your mana pool.
WUBRG, Sacrifice an artifact: Create X 1/1 colorless Myr tokens, where X is the sacrificed artifact's converted mana cost.
Loyal to neither Phyrexia nor the Resistance, the Myr lead themselves at last.
2/4
Sreeth W
Legendary Creature-Human Horror
The "legend rule" does not apply to Sreeth.
Sreeth's power and toughness are each equal to the number of creatures on the battlefield named Sreeth.
1: Target creature an opponent controls becomes a copy of Sreeth.
Solipsism vindicated
*/*
Tovalar, Eternal Wolf 2RG
Legendary Creature-Werewolf Wolf
Whenever an opponent casts the second spell each turn, Tovalar deals 2 damage to that player and you get a 2/2 green wolf token.
When the moon waned, Tovalar did not change. When the moon waxed, Tovalar did not change. When the moon became full of tentacles, Tovalar did not change.
4/4
EDIT: Tuned after Ava and PhyrexianBolas's suggestions.
WBGGhave Sisters
BUG Sidisi, Brood Tyrant Reanimator
BBBSheoldred, Whispering One Swamps-matter ramp
Standard
UR Drake
Pauper
GW Bogle
I feel like a 4 mana 2/12 on it's own is kinda over powered. I'd bring the toughness down a smidge. Maybe 9? Still pushed. Other than that, I really like it. Flavorful, nostalgic, good card.
Awesome myr Lord. Might up it 5 just because the mana adding ability snowballs so well (and can go infinite somewhat easily.)
Yuck, all of that wording is way off. Let me see if I can fix it.
That is a bit better. His activated ability is kinda broken. It works like Humility usually. It is a bit awkward too, since it never makes a creature that can break a stalemate.
Finally, it is a white creature with a black creatute type and a blue ability. Why?
On the Myr lord, I feel he needed to be a bit pushed, as Myr are not exactly a powerhouse tribe.
On Sreeth, I feel that slowly homogenizing everything else is flavorfully white, and mechanically justifiable with precedents like Darksteel Mutation. With the Horror type, I was going for a pod-people vibe, which is very much in line with the darker side of white. On wording, I reluctantly agree with you, as I had been trying to avoid calling out the legend rule by name, but see no other option. On gameplay, he is interesting in that he can effectively answer opponent's commanders, but with each use, the cost of using him increases as your opponents' Sreeths get stronger. He also synergizes with Runed Halo and similar.
WBGGhave Sisters
BUG Sidisi, Brood Tyrant Reanimator
BBBSheoldred, Whispering One Swamps-matter ramp
Standard
UR Drake
Pauper
GW Bogle
And flavor can be used to justify anything in any color. Mechanics are what determines a color. If you have a cool concept that has to be in a certain color, find a way in color to execute it.
I agree on the need for color pie strictness, however Mirrorweave, Mirror Entity and Serene Master show that force-clone polymorphing has a place in white. In addition, one of the key deciding factors between a bend (which I admit Sreeth is) and a break is whether it overrides a color's weakness. Sreeth's ability is only really useful for dealing with large creatures, removing abilities and hosing commanders. None of these things subvert white's main weaknesses.
WBGGhave Sisters
BUG Sidisi, Brood Tyrant Reanimator
BBBSheoldred, Whispering One Swamps-matter ramp
Standard
UR Drake
Pauper
GW Bogle
I would say the Myr legendary nearly fits perfectly with the nature of the Myr. They were never conquerors or leaders, they were merely the worker drones assigned to various tasks. As for the mechanical nature of the myr overload, its does not create any loops by itself which is a good. As it only produces colorless mana, needs colored mana to activate, only makes 0-cost artifacts.
I don't believe Sreeth is a bleed, as there is also Permeating Mass which has a very similar ability. White when taken to its extreme is very much about fanaticism and order in order to achieve what it believes to be peace.
As for Tovalar, I think you can get away with 4 toughness.
Thank you. Perm-eating mass actually indirectly inspired Sreeth, after my local chaos deck set up a Mass-Coat of arms combo one game.
WBGGhave Sisters
BUG Sidisi, Brood Tyrant Reanimator
BBBSheoldred, Whispering One Swamps-matter ramp
Standard
UR Drake
Pauper
GW Bogle
Legendary Creature - Human (R)
Devoid (This card has no color.)
: Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.)
Partners with Ravi, Reality Painter
1/1
Ravi, Reality Painter W
Legendary Creature - Human (R)
Devoid (This card has no color.)
: Change the text of target spell or permanent by replacing all instances of one basic land type with another. (This effect lasts indefinitely.)
Partners with Muraco, Reality Writer
1/1
<Building a commander deck IRL around these two>