Coward's Reward 2W
Instant - Trap {R}
Destroy all untapped creatures target attacking creature's controller controls. It was safer on the battlefield than to remain home.
Inspiring Warrior R
Creature - Human Warrior {R}
~ enters the battlefield tapped if you control a creature.
Haste
All warrior creatures you control get +1/+0. His presence emboldens his fellows.
1/1
Artifact Protoplasm 3
Artifact {C}
~ doesn't untap during your untap step.
All artifact creatures get +1/+0.
Whenever an artifact creature dies, put 2 charge counters on ~.
Remove X charge counters from ~, T: Put target artifact creature with converted mana cost X from your graveyard onto the battlefield. The stem cells of artifact creatures.
Coward's Reward 2W
Instant - Trap {R}
Destroy all untapped creatures target attacking creature's controller controls. It was safer on the battlefield than to remain home.
Doesn't feel white to punish leaving behind blockers. White machanics usually reward or enable this gameplay e. g. exalted or vigilance. I'd expect this in an enemy color of white - black since the outright destruction is beyond red's modus operandi.
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]
Artifact Protoplasm is definitely not common. It fits most comfortably at rare but an argument could be made for uncommon.
Also, why does it not untap normally if it doesn't have another way to untap itself? I know your answer is probably something along the lines of "other cards in the set untao artifacts," but the way this card reads on its own is that it just has a very wordy, clunky, and pointlessly persistent sacrifice ability.
The +1/+0 effect is also very trinket-text-y. It works well with the card, but seems like an unnecessary add-on.
The core of the card seems to be the reanimation ability, so let's stick with that and trim the fat:
"Whenever an artifact creature you control dies, put two charge counters on ~.
Remove X charge counters from ~ and sacrifice it: Return target artifact creature card with converted mana cost X or less from your graveyard to the battlefield."
Limited the death trigger to your own creatures because that makes the most sense with a reanimator effect for cards in your own graveyard.
Also, I don't know exactly how balanced this effect is in the context of your set, but adding X to the cost of the reanimator ability might be a good idea.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Instant - Trap {R}
Destroy all untapped creatures target attacking creature's controller controls.
It was safer on the battlefield than to remain home.
Inspiring Warrior R
Creature - Human Warrior {R}
~ enters the battlefield tapped if you control a creature.
Haste
All warrior creatures you control get +1/+0.
His presence emboldens his fellows.
1/1
Artifact Protoplasm 3
Artifact {C}
~ doesn't untap during your untap step.
All artifact creatures get +1/+0.
Whenever an artifact creature dies, put 2 charge counters on ~.
Remove X charge counters from ~, T: Put target artifact creature with converted mana cost X from your graveyard onto the battlefield.
The stem cells of artifact creatures.
Doesn't feel white to punish leaving behind blockers. White machanics usually reward or enable this gameplay e. g. exalted or vigilance. I'd expect this in an enemy color of white - black since the outright destruction is beyond red's modus operandi.
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
Also, why does it not untap normally if it doesn't have another way to untap itself? I know your answer is probably something along the lines of "other cards in the set untao artifacts," but the way this card reads on its own is that it just has a very wordy, clunky, and pointlessly persistent sacrifice ability.
The +1/+0 effect is also very trinket-text-y. It works well with the card, but seems like an unnecessary add-on.
The core of the card seems to be the reanimation ability, so let's stick with that and trim the fat:
"Whenever an artifact creature you control dies, put two charge counters on ~.
Remove X charge counters from ~ and sacrifice it: Return target artifact creature card with converted mana cost X or less from your graveyard to the battlefield."
Limited the death trigger to your own creatures because that makes the most sense with a reanimator effect for cards in your own graveyard.
Also, I don't know exactly how balanced this effect is in the context of your set, but adding X to the cost of the reanimator ability might be a good idea.