This is an idea for a Chandra card in War of the Spark, showing the results of her tutelage under Jaya Ballard. Since I suspect War of the Spark will be Jaya's final blaze of glory, I wanted to make this card feel extra special by not only giving it four abilities (intended to play into the themes of the red Guilds, no less) but also making most of them dual-function, to hint at Chandra and Jaya working in tandem.
Chandra, Disciple of Jaya2RR
Legendary Planeswalker - Chandra
+1: ~ deals 1 damage to each opponent. Add R for each opponent dealt damage this way.
+1: Target creature gets +2/+0 and gains haste until end of turn.
-X: Exile the top X cards of your library. You may play the exiled cards this turn.
-6: Until end of turn, you may cast instant and sorcery cards from your graveyard. Whenever you cast an instant or sorcery spell from anywhere this turn, copy that spell. You may choose new targets for the copy. If an instant or sorcery card would be put into your graveyard from anywhere this turn, exile it instead.
4
The first +1 grows in strength with the number of opponents you have. In a 1v1 game, you get one red mana, but in a game with three to four other players, you get a considerable return on your mana investment. The 1 damage naturally also enables Spectacle.
The second +1 is geared more towards Mentor and Riot. The +2/+0 obviously helps Mentor the most, while the haste encourages choosing the +1/+1 counter option for Riot creatures.
The -X is a nice bit of impulse draw for red, especially useful on later turns when you'll have more mana to cast the exiled cards.
The ultimate is a double-whammy of Past in Flames with spell doubling, encouraging a game-ending burst of spellslinging that feels like an appropriate send off for Jaya as she passes the torch to Chandra.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
The first +1 ability is fine. Scaling up for multiplayer is very cool.
The second +1 isn't a Chandra ability because she just isn't a creature planeswalker. Only two versions of her even make tokens, one of which wasn't released and one with temporary tokens. Burn, ramp, impulse draw, and instant/sorcery synergy all fit into Chandra's toolbox, but not pump. She might be MTG's ambassador for the color red, but her personal mechanics don't encompass everything the color can do.
The -X ability is disgustingly strong, even more so than some of the weaker ultimate abilities. Combined with the fact that you've inexplicably decided to give her a considerable amount of starting loyalty, she either lets her controller effectively draw 4 cards immediately if enough mana is available or draw five freaking cards a turn later after untapping.
The -6 ultimate charges a turn too quickly for my liking, but Chandra's controller would need a bunch of instants and sorceries in the graveyard to make even a copying Past in Flames more attractive than that ridiculous -X ability.
Second iteration. I've changed the second ability so it works like a creature-focused Forked Bolt with the added panic effect from Chandra, Pyromaster, and I've tweaked the impulse draw ability so it's basically mini-Act on Impulse.
Chandra, Disciple of Jaya2RR
Legendary Planeswalker - Chandra
+1: ~ deals 1 damage to each opponent. Add R for each opponent dealt damage this way.
+1: ~ deals 2 damage divided among any number of creatures. Creatures dealt damage this way can't block this turn.
-2: Exile the top two cards of your library. Until end of turn, you may play cards exiled this way.
-6: Until end of turn, you may cast instant and sorcery cards from your graveyard. Whenever you cast an instant or sorcery spell from anywhere this turn, copy that spell. You may choose new targets for the copy. If an instant or sorcery card would be put into your graveyard from anywhere this turn, exile it instead.
4
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Chandra, Disciple of Jaya 2RR
Legendary Planeswalker - Chandra
+1: ~ deals 1 damage to each opponent. Add R for each opponent dealt damage this way.
+1: Target creature gets +2/+0 and gains haste until end of turn.
-X: Exile the top X cards of your library. You may play the exiled cards this turn.
-6: Until end of turn, you may cast instant and sorcery cards from your graveyard. Whenever you cast an instant or sorcery spell from anywhere this turn, copy that spell. You may choose new targets for the copy. If an instant or sorcery card would be put into your graveyard from anywhere this turn, exile it instead.
4
The first +1 grows in strength with the number of opponents you have. In a 1v1 game, you get one red mana, but in a game with three to four other players, you get a considerable return on your mana investment. The 1 damage naturally also enables Spectacle.
The second +1 is geared more towards Mentor and Riot. The +2/+0 obviously helps Mentor the most, while the haste encourages choosing the +1/+1 counter option for Riot creatures.
The -X is a nice bit of impulse draw for red, especially useful on later turns when you'll have more mana to cast the exiled cards.
The ultimate is a double-whammy of Past in Flames with spell doubling, encouraging a game-ending burst of spellslinging that feels like an appropriate send off for Jaya as she passes the torch to Chandra.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
The second +1 isn't a Chandra ability because she just isn't a creature planeswalker. Only two versions of her even make tokens, one of which wasn't released and one with temporary tokens. Burn, ramp, impulse draw, and instant/sorcery synergy all fit into Chandra's toolbox, but not pump. She might be MTG's ambassador for the color red, but her personal mechanics don't encompass everything the color can do.
The -X ability is disgustingly strong, even more so than some of the weaker ultimate abilities. Combined with the fact that you've inexplicably decided to give her a considerable amount of starting loyalty, she either lets her controller effectively draw 4 cards immediately if enough mana is available or draw five freaking cards a turn later after untapping.
The -6 ultimate charges a turn too quickly for my liking, but Chandra's controller would need a bunch of instants and sorceries in the graveyard to make even a copying Past in Flames more attractive than that ridiculous -X ability.
Chandra, Disciple of Jaya 2RR
Legendary Planeswalker - Chandra
+1: ~ deals 1 damage to each opponent. Add R for each opponent dealt damage this way.
+1: ~ deals 2 damage divided among any number of creatures. Creatures dealt damage this way can't block this turn.
-2: Exile the top two cards of your library. Until end of turn, you may play cards exiled this way.
-6: Until end of turn, you may cast instant and sorcery cards from your graveyard. Whenever you cast an instant or sorcery spell from anywhere this turn, copy that spell. You may choose new targets for the copy. If an instant or sorcery card would be put into your graveyard from anywhere this turn, exile it instead.
4
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
I like the -X's concept from the original but it is way too efficient. I wouldn't hate it at -XX or something.
Good call on dropping the haste ability. That's a Sarkhan ability, or a Samut, maybe a RW Gideon.
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