Soratami Gunlem
Artifact
Tap an untapped creature you control with toughness 2 or less: Soratami Gunlem becomes a copy of that creature until end of turn, except it's a 7/7 colorless Artifact creature - Golem.
If I do mecha, I'm pretty sure I'm going to use a different means than that.
Was bored and thought I'd offer up some critiques of everyone's cards today (who doesn't like to feedback? :P):
Baruum Twohammers - Design: I've got to say that I'm not a huge fan of equipment tokens. Its a cute idea, and one that I think may work in specialized cases with very simple equipment, but this just seems unneccessary. I'd much rather have this creature search for already existing equipment and put them into play. The memory issues on top of needing two very specialized tokens in packs for one card that may not even show up in the entire draft just seems sloppy. On a positive note, I do like the flavor behind the creature, as I was a big fan of Godo back in the day Balance: A very strong card, putting two very relevant equipment into play on top of getting a very fairly costed body for the mana price. I like that it costs less to equip it to him, but I think this could of come with one piece and still been very strong. Two seems like overkill.
Five-Tailed Saeko - Design: I'm assuming your set has some interesting interactions with Tentacles (as seen from your previous cards) and the Exile zone. The Rifttouch is a cool effect strapped to an even cooler name haha. I'm sure within the context of your set, the flavor is spot on! (Throwback to Kamigawa?) Balance: This seems to be costed very fairly. It's lower toughness allows more common removal to take care of it, and theres games where its activated ability will be useless. Against decks with black and tentacles (which I'm assuming are black), this is going to be a house though. Cool card overall.
Mirror Parasite - Design: Wow, what a cool ability! You definitely nail the flavor of a parasite right on the head. Not really much else to say about it. Balance: Two different modes of play, though one is MUCH more boring. I'd like to see a bit of added functionality to the second mode of play (playing on an empty board) by changing the etb effect a bit. Conversely, the inhabit effect seems very good on this creature. For only a single mana, I give my creature a pseudo persist/undying feel to it. Undying Evil says this is fine Anyways, cool card, I just wish the empty board play was a bit more interesting.
Mirrored Soothsayer - Design: Gotta admit, there's about 1 ability too much on this card. And since the only ability that you could take off on this card without hurting the functionality is Primal, it's what would go. Primal is a cool ability, but sometimes you have to pick when and on what it will appear, and this isn't it. Without it, you get a very cool Cascade creature with a mana cost that is still hard to play, even with nonbasics. Balance: As is, I'd say that the power level is about on par. You are able to play this and cast an instant that you'd like to copy as well if you hit something on the cascade that you don't like, but that takes quite a bit of mana (and specialized sources at that) so it shouldn't affect its costing. All in all cool card, just a bit cluttered for no real reason.
Tormenting Link - Design: Hey, a simple card! Nice concept, but the wording is a bit off. The discard should of been a Kicker (part of paying the cost) since you choose targets as you cast it. I believe the way its worded now, you can't actually target anything other than an instant. Balance: This could of been 1U and been fine IMO (we already have Dispel).
Squabble in the Ranks - Design: What I look for in simple twists of existing cards (Prey Upon) is that the flavor is a home run and justifies the twist. Congratz on the home run Balance: Hmm, instant speed removal that will always kill the second best attacking creature, and have decent odds at 2 for 1'ing them? Seems pretty good. Yes it requires your opponent to attack with two creatures and can be played around, but if they are playing around it chances are its already doing its job and more. This is a strong removal spell that requires careful timing to produce its best results. Nice design!
Instinct for Carnage - Design: Got a bit of everything here. Take a creature, make it Akroma, then sacrifice it. It's an okay design, but a bit obvious since they do a version of this effect almost every set. Balance: Traitorous Instinct says this doesn't cost enough. This card may very well end the game by itself, but even if it doesn't they lose the creature on top of it. This should cost at least 1 or remove some of the abilities that it grants.
Wall of Gales - Design: Another card with a lot going on. Never been a fan of walls with haste (though I guess the argument could be made that it moves with the wind current?). On top of that, it has an ability to pump its toughness, and then another ability that cares about power. The whole design just seems unfocused and is a complete miss for me. Balance: Seems pretty weak actually, even with all the text. You need an outside source to make the second ability relevant, and you need to pump mana into the first ability to give it a toughness that it probably should of started with in the first place.
Strangling Tendril - Design: I like what you're trying to do here, but it all comes off a bit convoluted. I think the draw a card thing just shouldn't be there as it really has no bearing on the rest of the triggered ability. Balance: Aaaand with removing the draw a card ability (which I guess is your concession to this creature costing less than it should) I would up the initial cost of the creature by 2. Yes, there are times when it will get 1 counter, but there's also times when this thing will take out a bomb and your going to get a bomb in the process, and that shouldn't cost 2 mana.
Punish Wealth - Design: Cool effect. Something in my gut tells me this should pick the highest convereted mana cost permanent among permanents each players controls, and deal that much damage to them as a default though. You're always going to do that for your opponents anyways, but it gets rid of the ability to pick something low for you, which doesn't fit the flavor of the card. Balance: With the changes above, you could either make it just hit opponents, or lower the cost and have it continue to hit both players. Either way, cool card, but just a bit of a flavor miss due to the functionality of the card as is.
Peck the Eyes - Design: Always been a fan of modular cards like this. Yah the targeting doesn't work like you want to, but it's not hard to imagine in a custom setting how it would intuitively play out. The flavor is also spot on! Balance: On the strong side, but I think its fair enough. A big fan of this card
Azorius Ultimatum - Design: Aren't these two effects redundant? I thought I misread it at first. Maybe you meant Detain all nonland permanents, then tap all lands? Cause that would make a lot more sense. Balance: This should an instant at this cost, and should have a second effect that isn't redundant.
Cannonbreach - Design: Cool effect, but the flavor is throwing me off. Why do they need to hit the player? Seems like this could be a lot less convoluted, but the solution doesn't exactly jump out at me either, so I could be wrong. Balance: Seems fine. Dropping this on a board without blockers though will probably end the game on the following turn though.
Was bored and thought I'd offer up some critiques of everyone's cards today (who doesn't like to feedback? :P):
I know I do. Thanks for the critique. About Baruum:
I thought it'd do better than my previous cards (instead of 0 votes :P) and maybe balance was a factor. I set out to do 'an awesome standard playable mythic' and nowadays it seems those gotta be Baneslayer, Thundermaw or Titan level. Overkill encouraged.
And even then, I thought I stopped Baruum two steps before that. Sure, it can attack as an 11/11 trampler on sixth turn... but you spent 11 mana, and gave your opponent a full turn to prepare unimpeded (or two to kill you back). And if they kill Baruum, the 'Equip 5' on the equips is a serious consideration for the long game... having 6 of them hammers wouldn't be so different.
In limited, Baruum would be an over the top bomb, of course. But I'd still pick a Pack Rat over it, and even Collective Blessing, as it is a more efficient killer without those 'wait for your attack' or 'pay 5' restrictions.
On being tokens, a searcher would have just gone for Swords. I wanted these 2 huge lumps that are super hard to pick up (for puny creatures). Not that you wouldn't want to play swords with Baruum (or, as she calls them, chopsticks).
Was bored and thought I'd offer up some critiques of everyone's cards today (who doesn't like to feedback? :P):
Azorius Ultimatum - Design: Aren't these two effects redundant? I thought I misread it at first. Maybe you meant Detain all nonland permanents, then tap all lands? Cause that would make a lot more sense. Balance: This should an instant at this cost, and should have a second effect that isn't redundant.
...well, now that I see what detain actually does, this would've been fixed if I'd've said that those nonland permanents didn't untap during their controller's next untap step. That would make the tapping not redundant. Meanwhile, I think making it an instant diminishes the detain. Basically wanted this to be a Time Walk that could be a Time Stretch when played right.
Planeswalkers are basically 3 cards in one. Mess one of the abilities or make it uninteresting or make all three abilities not mesh well together and people will just move into something that's concisely good.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Looks good, actually. (The odd extraneous line breaks are something I have to constantly fix every day, so don't worry that you didn't catch them the first time.)
As far as my Return to Kamigawa "spoilers" go, I figured it was time for the obvious planeswalker of the set... so, Tamiyo 2.0 shows up today. (The "last name" I gave her is more of a title - it translates out to "Mistress of the Moon".)
Hey, swishh: sorry I didn't get your card in. I was going to have the thread up about two hours ago. Then I got interrupted, and only just got back to the computer.
Heroic Firefighter2RW
Creature - Human Soldier (R)
Flash, protection from red.
When Heroic Firefighter enters the battlefield, you may change the target of a spell targeting a creature you control to Heroic Firefighter.
3/3
Today's card isn't original at all (in fact, it's an intentional ripoff of Nacatl War-Pride, and I'm pretty sure I've posted a similar card to it a month or two ago), but I figured I'd continue with the shard mythics for Return to Kamigawa yesterday and today.
Kinda bored, gonna write a few things from jan 28th cards (no ratings just ramblings. Ratings are stupid). This is mostly because I like talking about stupid bull**** and fully invite people to join in my ramblings and discuss any points.
PILLAR OF AWAKENING
It's a cool johnny build-around me rare. It sucks that it can't work for Artifacts because if it could then Doorway to Nothingness means it's a quickly solved card and just a way to cheat having WWUUBBRRGG. Obviously I cannot comment on it's power because it's a very strange effect but there's definitely someone who gets excited about trying to make a deck that uses this when they see it. It does do something original.
YIXLID JUDGE
Black does get to place a lot of -1/-1 counters, but is punishing tapped creatures a black thing? I know Royal Assassin is a card but I'm not sure if that's really a thing Black is supposed to do. Maybe it is I really don't know.
Otherwise it seems like a neat little card for blunting aggression and picking off mana dorks. Maybe too good but that's developments problem.
FORFEITURE
Nice big timmy spell. I'm unsure if it should read 'each opponent' because presumably after you cast this on your most powerful opponent in a multiplayer game you immediately become the most powerful player without having to force a bunch of other players out of the game in the process. I do like how you've mixed Whites sense of balance, Blues stealing ways and blacks being a greedy selfish dick. It's a nice effect.
DRYAD COMMUNER
I liked this one when I first saw it then I imagined playing with it and that's where it has problems I feel. Because it requires an even number of counters, it has to be a 3/3 before it starts ramping. 3/3 is not a good body for a mana source, it should be focused on fighting at this point, even more so when it's a 5/5 or 7/7! If it were odd number of counters I feel it might actually make some mana (though I feel that generally just the concept of a steadily growing ramp creature feels like it has poor internal synergy between effects).
NOTION ENTITY
I feel somewhere back in time this card should already exist, I think it would be odd if it did not! Because this feels like such an obvious concept. If this is new then yea grats and if not then well, 13,000 cards in this game who can remember them all. I like how it doesn't have to be a creature you discard, which means that even if you miss on stealing an opponent's bomb at least you get something for 5 mana. It's alright, it feels like a good blue and black shifter card, which if Evil Twin is any judge tend to be a bit more vicious then the regular blue kind.
HOLY RETRIBUTION
Hmmmm. There's a bit going on in here. For starters you've put RR on a very defensive card, which is interesting, and also you're essentially going for a 1 sided wrath, but one you've got to put in some effort for. I feel like this card would dominate races, but it doesn't seem as oppressively nasty as like a Bonfire or some such. I like how if you wanted to use this defensively you have to let the opponent get in a full round of damage so it's not completely 1 sided.
I'm just curious if this is supposed to fall in line with the Boros colours. Maybe it does I'm unsure.
TRAGIC EMBRACE
One mana Black removal tends to be focused on killing small guys or relying on you putting in some work to get something bigger (or both if you're Tragic Slip) and I like how this does that. It's curious that you've let it target Planeswalkers, because in doing so you've followed Wizards policy of cards referencing planeswalkers being rare (Dreadbore) and this just doesn't feel like it should be a rare. Maybe letting it hit players wouldn't be too bad but this might mean an increase in mana and suddenly the card loses a lot of power and elegance.
HEROIC FIREFIGHTER
I've noticed recently that Wizards seems like putting flash on only Blue and green cards. though they did do Village Bell Ringer so maybe I'm full of ****. Anyway I hate cards like this because it makes sideboarding simple! Red spells/creatures getting you down? Just add this guy! I feel such hosing is only ever appropriate when the problem in question is so huge it requires silly cards like this and I don't think that's quite the case right now.
VEDALKIN SKIRMISHER
I've noticed that battalion seems to want to reward players for being aggressive by giving them aggressive bonuses. Looting isn't really aggressive but blue does have some aggressive tempo-y effects like bouncing or unblockable or flying or even Detain if you want to go a bit nuts. Despite that I feel people would be comfortable playing this just because drawing 2 and pitching 1 is a pretty strong effect.
GRAVITIC TWISTER
It's a nice take on the mandatory Green Common That Poops On Flyers (Crushing Vines, Plummet, etc). It's still limited sideboard material most likely but there's gonna be players who have a lot of fun ambushing poor bastards with this.
WORD OF VOIDING
I thought only White or White/Blue got to do this? It's a neat use of kicker at least and it's a cute way for Blue to 'destroy' things without actually destroying, so points for that.
BRAIN MELT
How is giving Brainstorm to both players RB?! When black draws cards it pays life to do so and when Red does it loots. This card does neither of these things, it just says both players can manipulate hands but at cost. It also hurts you more then the opponent so it fails at being symmetrical!
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(Probably NSFW) So you may have heard I'm trying to write a TV series...
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Thank you!
I though it was a little undercosted. It's basically a roundabout "destroy two target attacking creatures."
Anti-countermagic?
I just figured a Counterspell (with draw-back) should be printed.
But in all seriousness I could change the card's name if you like. LOL
It already has.
Baruum Twohammers -
Design: I've got to say that I'm not a huge fan of equipment tokens. Its a cute idea, and one that I think may work in specialized cases with very simple equipment, but this just seems unneccessary. I'd much rather have this creature search for already existing equipment and put them into play. The memory issues on top of needing two very specialized tokens in packs for one card that may not even show up in the entire draft just seems sloppy. On a positive note, I do like the flavor behind the creature, as I was a big fan of Godo back in the day
Balance: A very strong card, putting two very relevant equipment into play on top of getting a very fairly costed body for the mana price. I like that it costs less to equip it to him, but I think this could of come with one piece and still been very strong. Two seems like overkill.
Five-Tailed Saeko -
Design: I'm assuming your set has some interesting interactions with Tentacles (as seen from your previous cards) and the Exile zone. The Rifttouch is a cool effect strapped to an even cooler name haha. I'm sure within the context of your set, the flavor is spot on! (Throwback to Kamigawa?)
Balance: This seems to be costed very fairly. It's lower toughness allows more common removal to take care of it, and theres games where its activated ability will be useless. Against decks with black and tentacles (which I'm assuming are black), this is going to be a house though. Cool card overall.
Mirror Parasite -
Design: Wow, what a cool ability! You definitely nail the flavor of a parasite right on the head. Not really much else to say about it.
Balance: Two different modes of play, though one is MUCH more boring. I'd like to see a bit of added functionality to the second mode of play (playing on an empty board) by changing the etb effect a bit. Conversely, the inhabit effect seems very good on this creature. For only a single mana, I give my creature a pseudo persist/undying feel to it. Undying Evil says this is fine Anyways, cool card, I just wish the empty board play was a bit more interesting.
Mirrored Soothsayer -
Design: Gotta admit, there's about 1 ability too much on this card. And since the only ability that you could take off on this card without hurting the functionality is Primal, it's what would go. Primal is a cool ability, but sometimes you have to pick when and on what it will appear, and this isn't it. Without it, you get a very cool Cascade creature with a mana cost that is still hard to play, even with nonbasics.
Balance: As is, I'd say that the power level is about on par. You are able to play this and cast an instant that you'd like to copy as well if you hit something on the cascade that you don't like, but that takes quite a bit of mana (and specialized sources at that) so it shouldn't affect its costing. All in all cool card, just a bit cluttered for no real reason.
Tormenting Link -
Design: Hey, a simple card! Nice concept, but the wording is a bit off. The discard should of been a Kicker (part of paying the cost) since you choose targets as you cast it. I believe the way its worded now, you can't actually target anything other than an instant.
Balance: This could of been 1U and been fine IMO (we already have Dispel).
Squabble in the Ranks -
Design: What I look for in simple twists of existing cards (Prey Upon) is that the flavor is a home run and justifies the twist. Congratz on the home run
Balance: Hmm, instant speed removal that will always kill the second best attacking creature, and have decent odds at 2 for 1'ing them? Seems pretty good. Yes it requires your opponent to attack with two creatures and can be played around, but if they are playing around it chances are its already doing its job and more. This is a strong removal spell that requires careful timing to produce its best results. Nice design!
Instinct for Carnage -
Design: Got a bit of everything here. Take a creature, make it Akroma, then sacrifice it. It's an okay design, but a bit obvious since they do a version of this effect almost every set.
Balance: Traitorous Instinct says this doesn't cost enough. This card may very well end the game by itself, but even if it doesn't they lose the creature on top of it. This should cost at least 1 or remove some of the abilities that it grants.
Wall of Gales -
Design: Another card with a lot going on. Never been a fan of walls with haste (though I guess the argument could be made that it moves with the wind current?). On top of that, it has an ability to pump its toughness, and then another ability that cares about power. The whole design just seems unfocused and is a complete miss for me.
Balance: Seems pretty weak actually, even with all the text. You need an outside source to make the second ability relevant, and you need to pump mana into the first ability to give it a toughness that it probably should of started with in the first place.
Strangling Tendril -
Design: I like what you're trying to do here, but it all comes off a bit convoluted. I think the draw a card thing just shouldn't be there as it really has no bearing on the rest of the triggered ability.
Balance: Aaaand with removing the draw a card ability (which I guess is your concession to this creature costing less than it should) I would up the initial cost of the creature by 2. Yes, there are times when it will get 1 counter, but there's also times when this thing will take out a bomb and your going to get a bomb in the process, and that shouldn't cost 2 mana.
Punish Wealth -
Design: Cool effect. Something in my gut tells me this should pick the highest convereted mana cost permanent among permanents each players controls, and deal that much damage to them as a default though. You're always going to do that for your opponents anyways, but it gets rid of the ability to pick something low for you, which doesn't fit the flavor of the card.
Balance: With the changes above, you could either make it just hit opponents, or lower the cost and have it continue to hit both players. Either way, cool card, but just a bit of a flavor miss due to the functionality of the card as is.
Peck the Eyes -
Design: Always been a fan of modular cards like this. Yah the targeting doesn't work like you want to, but it's not hard to imagine in a custom setting how it would intuitively play out. The flavor is also spot on!
Balance: On the strong side, but I think its fair enough. A big fan of this card
Azorius Ultimatum -
Design: Aren't these two effects redundant? I thought I misread it at first. Maybe you meant Detain all nonland permanents, then tap all lands? Cause that would make a lot more sense.
Balance: This should an instant at this cost, and should have a second effect that isn't redundant.
Cannonbreach -
Design: Cool effect, but the flavor is throwing me off. Why do they need to hit the player? Seems like this could be a lot less convoluted, but the solution doesn't exactly jump out at me either, so I could be wrong.
Balance: Seems fine. Dropping this on a board without blockers though will probably end the game on the following turn though.
(CubeTutor & MTGS)
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I know I do. Thanks for the critique. About Baruum:
And even then, I thought I stopped Baruum two steps before that. Sure, it can attack as an 11/11 trampler on sixth turn... but you spent 11 mana, and gave your opponent a full turn to prepare unimpeded (or two to kill you back). And if they kill Baruum, the 'Equip 5' on the equips is a serious consideration for the long game... having 6 of them hammers wouldn't be so different.
In limited, Baruum would be an over the top bomb, of course. But I'd still pick a Pack Rat over it, and even Collective Blessing, as it is a more efficient killer without those 'wait for your attack' or 'pay 5' restrictions.
On being tokens, a searcher would have just gone for Swords. I wanted these 2 huge lumps that are super hard to pick up (for puny creatures). Not that you wouldn't want to play swords with Baruum (or, as she calls them, chopsticks).
...well, now that I see what detain actually does, this would've been fixed if I'd've said that those nonland permanents didn't untap during their controller's next untap step. That would make the tapping not redundant. Meanwhile, I think making it an instant diminishes the detain. Basically wanted this to be a Time Walk that could be a Time Stretch when played right.
I still think Double Strike, hexproof and trample is too much for 1 mana more.
(CubeTutor & MTGS)
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I based the CMC on that of Dispense Justice.
To me it's because the big twist - transform - was already done with Garruk Relentless.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
A static ability hasn't been done before - okay, perhaps in Garruk, but not really to this extent. W/e, I'll probably recycle the design anyways.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
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EDIT: Done. Please post here any mistakes I made.
As far as my Return to Kamigawa "spoilers" go, I figured it was time for the obvious planeswalker of the set... so, Tamiyo 2.0 shows up today. (The "last name" I gave her is more of a title - it translates out to "Mistress of the Moon".)
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Just stab us in the heart why don't ya?
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
It's a cool johnny build-around me rare. It sucks that it can't work for Artifacts because if it could then Doorway to Nothingness means it's a quickly solved card and just a way to cheat having WWUUBBRRGG. Obviously I cannot comment on it's power because it's a very strange effect but there's definitely someone who gets excited about trying to make a deck that uses this when they see it. It does do something original.
YIXLID JUDGE
Black does get to place a lot of -1/-1 counters, but is punishing tapped creatures a black thing? I know Royal Assassin is a card but I'm not sure if that's really a thing Black is supposed to do. Maybe it is I really don't know.
Otherwise it seems like a neat little card for blunting aggression and picking off mana dorks. Maybe too good but that's developments problem.
FORFEITURE
Nice big timmy spell. I'm unsure if it should read 'each opponent' because presumably after you cast this on your most powerful opponent in a multiplayer game you immediately become the most powerful player without having to force a bunch of other players out of the game in the process. I do like how you've mixed Whites sense of balance, Blues stealing ways and blacks being a greedy selfish dick. It's a nice effect.
DRYAD COMMUNER
I liked this one when I first saw it then I imagined playing with it and that's where it has problems I feel. Because it requires an even number of counters, it has to be a 3/3 before it starts ramping. 3/3 is not a good body for a mana source, it should be focused on fighting at this point, even more so when it's a 5/5 or 7/7! If it were odd number of counters I feel it might actually make some mana (though I feel that generally just the concept of a steadily growing ramp creature feels like it has poor internal synergy between effects).
NOTION ENTITY
I feel somewhere back in time this card should already exist, I think it would be odd if it did not! Because this feels like such an obvious concept. If this is new then yea grats and if not then well, 13,000 cards in this game who can remember them all. I like how it doesn't have to be a creature you discard, which means that even if you miss on stealing an opponent's bomb at least you get something for 5 mana. It's alright, it feels like a good blue and black shifter card, which if Evil Twin is any judge tend to be a bit more vicious then the regular blue kind.
HOLY RETRIBUTION
Hmmmm. There's a bit going on in here. For starters you've put RR on a very defensive card, which is interesting, and also you're essentially going for a 1 sided wrath, but one you've got to put in some effort for. I feel like this card would dominate races, but it doesn't seem as oppressively nasty as like a Bonfire or some such. I like how if you wanted to use this defensively you have to let the opponent get in a full round of damage so it's not completely 1 sided.
I'm just curious if this is supposed to fall in line with the Boros colours. Maybe it does I'm unsure.
TRAGIC EMBRACE
One mana Black removal tends to be focused on killing small guys or relying on you putting in some work to get something bigger (or both if you're Tragic Slip) and I like how this does that. It's curious that you've let it target Planeswalkers, because in doing so you've followed Wizards policy of cards referencing planeswalkers being rare (Dreadbore) and this just doesn't feel like it should be a rare. Maybe letting it hit players wouldn't be too bad but this might mean an increase in mana and suddenly the card loses a lot of power and elegance.
HEROIC FIREFIGHTER
I've noticed recently that Wizards seems like putting flash on only Blue and green cards. though they did do Village Bell Ringer so maybe I'm full of ****. Anyway I hate cards like this because it makes sideboarding simple! Red spells/creatures getting you down? Just add this guy! I feel such hosing is only ever appropriate when the problem in question is so huge it requires silly cards like this and I don't think that's quite the case right now.
VEDALKIN SKIRMISHER
I've noticed that battalion seems to want to reward players for being aggressive by giving them aggressive bonuses. Looting isn't really aggressive but blue does have some aggressive tempo-y effects like bouncing or unblockable or flying or even Detain if you want to go a bit nuts. Despite that I feel people would be comfortable playing this just because drawing 2 and pitching 1 is a pretty strong effect.
GRAVITIC TWISTER
It's a nice take on the mandatory Green Common That Poops On Flyers (Crushing Vines, Plummet, etc). It's still limited sideboard material most likely but there's gonna be players who have a lot of fun ambushing poor bastards with this.
WORD OF VOIDING
I thought only White or White/Blue got to do this? It's a neat use of kicker at least and it's a cute way for Blue to 'destroy' things without actually destroying, so points for that.
BRAIN MELT
How is giving Brainstorm to both players RB?! When black draws cards it pays life to do so and when Red does it loots. This card does neither of these things, it just says both players can manipulate hands but at cost. It also hurts you more then the opponent so it fails at being symmetrical!