At the moment, all of these are 1/1, enter with X +1/+1 counters, have a keyword ability, and have another ability that references either X or their power, depending on which one I felt was more appropriate for their ability. They don't have names so far.
??? XXR
Creature - Hydra (1/1)
First Strike
Enters with X +1/+1 counters
When enters, deals damage equal to its power to any target.
??? XXG
Creature - Hydra (1/1)
Trample
Enters with X +1/+1 counters
When enters, distribute a number of +1/+1 counters equal to ~'s power among other creatures you control
??? XXW
Creature - Hydra (1/1)
Vigilance
Enters with X +1/+1 counters
When enters, create X 1/1 white soldier tokens
??? XXU
Creature - Hydra (1/1)
Flash
Enters with X +1/+1 counters
When enters, counter target spell unless its controller pays X
??? XXB
Creature - Hydra (1/1)
Menace
Enters with X +1/+1 counters
When enters, destroy target creature with cmc less than or equal to ~'s power.
I feel that the blue one needs to be based on the Hydra's power rather than X. 3 mana for a 2/2 with force spike is not a good value and the 5-mana version is not much better.
Otherwise, this seems pretty good as an uncommon cycle.
I feel like a U 1/1 with force spike attached is really powerful already, even without the option to pay more mana for a bigger effect. But you're right: as it is, it is weak
??? XXU
Creature - Hydra (1/1)
Flash
Enters with X +1/+1 counters
When enters, counter target spell with converted mana cost X or less
still not exactly powerful, but at least it should now be able to actually counter something small reasonably often.
Or maybe:
??? XXU
Creature - Hydra (1/0)
Flash
Enters with X +1/+1 counters
When enters, counter target spell unless its controller pays Y, where Y is equal to ~'s power.
In isolation, I do like this better than the above, but this is the only one to not be a 1/1, and the white one is the only one to not be based on power, which is a bit ugly too.
I think you should keep them consistent as 1/1s across the cycle, it looks disconcerting if 4 are and one isn't. Similarly, they should all check for either X or their power, but some other those do one and some the other, so I'd stick with X across the board.
Your first version of the Blue one was the best. Look at Voracious Greatshark for comparison. At 5 mana, your Hydra can counter more types of spells, but not with consistancy, and you're only getting a 3/3. Conversely, the counter-based-on-CMC version will rarely matter in the lategame when you need a way to interact with the big spells that actually impact the board. In either event, Paying UXX for an X+1/X+1 isn't a great value without the counterspell, so you need to make sure the it can be a relevant interaction.
You also did CMC-or-less on the black one, so switching it up here is nice variety.
I agree that checking for X sometimes and for power other times is inelegant, but checking for X, the R, G, and B ones need some extra power elsewhere. and checking for power, the white one would be broken, and probably the blue one.
versions that all check for X:
??? XXR
Creature - Hydra (1/1)
First Strike
Enters with X +1/+1 counters
When enters, deals X damage to each creature you don't control.
I don't think this is necessarily overpowered, but unlike the previous design, it doesn't like being cast for X=0, which I don't really like
??? XXG
Creature - Hydra (1/1)
Trample
Enters with X +1/+1 counters
When enters, put X +1/+1 counters on each of up to X other creatures you control.
Like the one above, this is definitely a rare slot, which is not bad in itself, but I liked something about the simplicity of the previous design.
??? XXW
Creature - Hydra (1/1)
Vigilance
Enters with X +1/+1 counters
When enters, create X 1/1 white soldier tokens
??? XXU
Creature - Hydra (1/1)
Flash
Enters with X +1/+1 counters
When enters, for each spell and ability, counter it unless its controller pays X
Minor, but possibly important upgrades here: takes care of multiple spells, of a spell and its cast trigger, or of expensive activations. This way, it should definitely be good enough
??? XXB
Creature - Hydra (1/1)
Deathtouch
Enters with X +1/+1 counters
When enters, target player discards X cards
Now this is the only one that's still decent value at X=0
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??? XXR
Creature - Hydra (1/1)
First Strike
Enters with X +1/+1 counters
When enters, deals damage equal to its power to any target.
??? XXG
Creature - Hydra (1/1)
Trample
Enters with X +1/+1 counters
When enters, distribute a number of +1/+1 counters equal to ~'s power among other creatures you control
??? XXW
Creature - Hydra (1/1)
Vigilance
Enters with X +1/+1 counters
When enters, create X 1/1 white soldier tokens
??? XXU
Creature - Hydra (1/1)
Flash
Enters with X +1/+1 counters
When enters, counter target spell unless its controller pays X
??? XXB
Creature - Hydra (1/1)
Menace
Enters with X +1/+1 counters
When enters, destroy target creature with cmc less than or equal to ~'s power.
Otherwise, this seems pretty good as an uncommon cycle.
??? XXU
Creature - Hydra (1/1)
Flash
Enters with X +1/+1 counters
When enters, counter target spell with converted mana cost X or less
still not exactly powerful, but at least it should now be able to actually counter something small reasonably often.
Or maybe:
??? XXU
Creature - Hydra (1/0)
Flash
Enters with X +1/+1 counters
When enters, counter target spell unless its controller pays Y, where Y is equal to ~'s power.
In isolation, I do like this better than the above, but this is the only one to not be a 1/1, and the white one is the only one to not be based on power, which is a bit ugly too.
Your first version of the Blue one was the best. Look at Voracious Greatshark for comparison. At 5 mana, your Hydra can counter more types of spells, but not with consistancy, and you're only getting a 3/3. Conversely, the counter-based-on-CMC version will rarely matter in the lategame when you need a way to interact with the big spells that actually impact the board. In either event, Paying UXX for an X+1/X+1 isn't a great value without the counterspell, so you need to make sure the it can be a relevant interaction.
You also did CMC-or-less on the black one, so switching it up here is nice variety.
versions that all check for X:
??? XXR
Creature - Hydra (1/1)
First Strike
Enters with X +1/+1 counters
When enters, deals X damage to each creature you don't control.
I don't think this is necessarily overpowered, but unlike the previous design, it doesn't like being cast for X=0, which I don't really like
??? XXG
Creature - Hydra (1/1)
Trample
Enters with X +1/+1 counters
When enters, put X +1/+1 counters on each of up to X other creatures you control.
Like the one above, this is definitely a rare slot, which is not bad in itself, but I liked something about the simplicity of the previous design.
??? XXW
Creature - Hydra (1/1)
Vigilance
Enters with X +1/+1 counters
When enters, create X 1/1 white soldier tokens
??? XXU
Creature - Hydra (1/1)
Flash
Enters with X +1/+1 counters
When enters, for each spell and ability, counter it unless its controller pays X
Minor, but possibly important upgrades here: takes care of multiple spells, of a spell and its cast trigger, or of expensive activations. This way, it should definitely be good enough
??? XXB
Creature - Hydra (1/1)
Deathtouch
Enters with X +1/+1 counters
When enters, target player discards X cards
Now this is the only one that's still decent value at X=0