Attack with all your creatures, maybe take out a couple of defenders, even if everything gets blocked. And still be able to defend on other players turns. Nice.
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It's about time for the reserved list to die, for the sake of Vintage and Legacy (And Commander).
Wow, that seems pretty good. It essentially turns each of your combat phases into a free alpha attack, right? Give your creatures deathtouch and it's bac breaking. Obviously the unicorn needs to be protected itself and you'd want something like Grand Abolisher to protect your creatures but there's a good card here.
So free attack and all your stuff able to block next turn? Looks awesome.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Awww, such a loyal little pony! Now Loyal Pegasus has a friend.
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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.
(1) Historically in MTG, Unicorns are 2/2s. Our last unicorn had lifelink, which I think was pretty much a great flavor win. This breaks both conventions... why?
(2) There had to be a batter way of templating that ability, and an effect that wasn't so... mediocre? Tedious? I'm pretty sure "Indestructible" should be in there somewhere...
(3) Yes, I realize this is a nudge towards getting players to be more aggressive in Commander. The problem is that people build their own commander decks, and no one likes being told what to do. This card tells you what to do. So, as with all nudges, it disrespects the target. Let your players make their own choices. If they choose to never attack... that's on them. They'll figure it out and become better players. Or they'll just have fun.
(4) I've never really seen why "prevent all damage to attacking creatures you control," is a white ability.
(4) I've never really seen why "prevent all damage to attacking creatures you control," is a white ability.
White is the color that can give shields of protection always, and in any case. So no surprise it give it also in conditional cases. I don't see whats not white on the card. The protection shield was nerfed for power level reasons I suppose, but nerfed and conditional protection still is in white color pie as it is unconditional protection.
My point is that it's like printing a red Impeccable Timing. I know red gets damage, but restriction doesn't seem very red.
In any case, this really feels like an ability that I'm never going to have to read in a serious commander game. And that's disappointing; Commander Preconstructed decks is not a "limited format," it shouldn't have filler like this.
I think Burning Oil is clearly an example of how red is "nerfed" to be able to give it a mono-white flashback.
I guess my question is this: What part of White's color pie is "preventing damage to (just) attacking creatures"? Of all the possible things white could do here... they choose this ability.
I just can't see how anyone on the design team was happy with this design. Who is this for? Who would put this in their deck? Who would buy this product for this card? Contrast with this: 1W 2/2 Lifelink. Your commander has Lifelink.
I know what that card is, what it is doing, and why I'd play it. The ability to give a random commander lifelink might be quite relevant and open up interesting deckbuilding options. Lifelink encourages attacking too. But loyal unicorn doesn't feel like something anyone would ever want.
This new design is also quite simple; and would be ripe to create an easy cycle. Red could give haste (2/2 1R Haste; your commander has haste.); Black deathtouch (or menace if you're no fun), blue flying (or hexproof or shroud or skulk), and green trample or hexproof or devour 2 or the like. Of course, one'd want to pick up all the decks so they could put them all in a 5 color commander deck. And because they cost 2 mana, and not 4, they might see play when they're still relevant.
The important thing about THESE cards, of course, is that they're... useful. They're a variant for the voltron theme, and simple enough to design. Because they're 2nd ability is just giving the commander their keyword, then there's no real worry about them crossing over into other formats.
I just can't see how anyone on the design team was happy with this design. Who is this for? Who would put this in their deck? Who would buy this product for this card? Contrast with this: 1W 2/2 Lifelink. Your commander has Lifelink.
I know what that card is, what it is doing, and why I'd play it. The ability to give a random commander lifelink might be quite relevant and open up interesting deckbuilding options. Lifelink encourages attacking too. But loyal unicorn doesn't feel like something anyone would ever want.
This new design is also quite simple; and would be ripe to create an easy cycle. Red could give haste (2/2 1R Haste; your commander has haste.); Black deathtouch (or menace if you're no fun), blue flying (or hexproof or shroud or skulk), and green trample or hexproof or devour 2 or the like. Of course, one'd want to pick up all the decks so they could put them all in a 5 color commander deck. And because they cost 2 mana, and not 4, they might see play when they're still relevant.
The important thing about THESE cards, of course, is that they're... useful. They're a variant for the voltron theme, and simple enough to design. Because they're 2nd ability is just giving the commander their keyword, then there's no real worry about them crossing over into other formats.
Idk I get use out of Iroas God of Victory and he has a similar ability just trades out Menace for Vigilance.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Historically in MTG, Unicorns are 2/2s. Our last unicorn had lifelink, which I think was pretty much a great flavor win. This breaks both conventions... why?
Not every creature of a given type has to have the same p/t or abilities. Rather than ask why a convention is being broken, maybe you should ask if it really needs to be a convention in the first place. Why should unicorns be limited to 2/2s? And it's not like there have never been unicorns with different p/t before.
Also, the number of unicorns that deal with lifegain is just about the same as the number that protect other creatures, so don't act like lifegain is so much more on-theme for unicorns.
This card tells you what to do.
No more so than any other card. Like, Counterspell tells you to leave up two blue mana. This one tells you to attack. Big whoop.
So, as with all nudges, it disrespects the target.
This is one of the most ridiculous assertions I've heard on these forums, and that's saying something. Cards that give players a clear line for deckbuilding are a core part of Magic. Like, every single lord is a "nudge". Every single sliver and every single ally is a "nudge". Every card that offers an alternate win condition, from Millstone to Approach of the Second Sun, is a "nudge". They're not disrespectful, they're there to give inspiration for decks and ideas for how to flesh out deck themes.
And "attack with your dudes" barely even qualifies as that much. Would you also say that every single creature with an offense-oriented keyword like menace or haste is a "disrespectful nudge"? What about anthems? Overrun effects? Combat damage triggers? Oh no! Big Bad WotC is tellin' us that some creatures should maybe do a combat once and again! Stahp with all the handholding Maro! Gosh!
Let your players make their own choices.
Like the choice to not put this card in their deck if they don't like it?
If they choose to never attack... that's on them. They'll figure it out and become better players. Or they'll just have fun.
And some people have fun attacking.
I've never really seen why "prevent all damage to attacking creatures you control," is a white ability.
White can attack too, you know. It's not just about turtling all day. It's the color of military and tactics. Making safe attacks is very white.
Who is this for? Who would put this in their deck?
Me.
Contrast with this: 1W 2/2 Lifelink. Your commander has Lifelink.
So it's a Soulbond creature that only works on your commander. That's terrible.
The ability to give a random commander lifelink might be quite relevant and open up interesting deckbuilding options.
(I think someone needs to tell this guy that auras and equipment that grant lifelink already exist.)
This new design is also quite simple; and would be ripe to create an easy cycle. Red could give haste (2/2 1R Haste; your commander has haste.); Black deathtouch (or menace if you're no fun), blue flying (or hexproof or shroud or skulk), and green trample or hexproof or devour 2 or the like. Of course, one'd want to pick up all the decks so they could put them all in a 5 color commander deck.
These are the most boring, uninspired card designs I've seen in a long time. FYI, each of the real lieutenants I'm at least considering putting in a deck, with the red and white ones being a lock for Aurelia. Your designs, on the other hand, are garbage I wouldn't put in any of my decks. They're only really useful to Voltron commanders, but there are only a handful of Voltron commanders that I can think of that would want their power-ups on a fragile creature.
And because they cost 2 mana, and not 4, they might see play when they're still relevant.
And because they only cost 2 mana, they'll have to have tiny bodies that die to a stiff breeze and don't hit very hard, thus eliminating the whole point of being a creature instead of, say, an equipment.
Also, what kind of EDH game are you playing where four mana is too late to be relevant, and yet a 2/2 lifelinker is strong enough to be useful? That describes neither casual commander nor competitive commander.
Because they're 2nd ability is just giving the commander their keyword, then there's no real worry about them crossing over into other formats.
Why was this a concern to you, for a cycle of creatures that are french vanillas unless you control your commander? You do understand that you don't get a commander in Legacy or Vintage, right?
Source
https://twitter.com/CMDRDecks/status/1022493443744923648
Attack with all your creatures, maybe take out a couple of defenders, even if everything gets blocked. And still be able to defend on other players turns. Nice.
---
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Pascite draconem, evolvite aut morimini.
WiJ
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"You can tell how dumb someone is by how they use Mary Sue"
Thus card basically says attack all you want.
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Many thanks to DNC at Heroes of the Plane Studios
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On phasing:
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.
(1) Historically in MTG, Unicorns are 2/2s. Our last unicorn had lifelink, which I think was pretty much a great flavor win. This breaks both conventions... why?
(2) There had to be a batter way of templating that ability, and an effect that wasn't so... mediocre? Tedious? I'm pretty sure "Indestructible" should be in there somewhere...
(3) Yes, I realize this is a nudge towards getting players to be more aggressive in Commander. The problem is that people build their own commander decks, and no one likes being told what to do. This card tells you what to do. So, as with all nudges, it disrespects the target. Let your players make their own choices. If they choose to never attack... that's on them. They'll figure it out and become better players. Or they'll just have fun.
(4) I've never really seen why "prevent all damage to attacking creatures you control," is a white ability.
My point is that it's like printing a red Impeccable Timing. I know red gets damage, but restriction doesn't seem very red.
In any case, this really feels like an ability that I'm never going to have to read in a serious commander game. And that's disappointing; Commander Preconstructed decks is not a "limited format," it shouldn't have filler like this.
I guess my question is this: What part of White's color pie is "preventing damage to (just) attacking creatures"? Of all the possible things white could do here... they choose this ability.
I know what that card is, what it is doing, and why I'd play it. The ability to give a random commander lifelink might be quite relevant and open up interesting deckbuilding options. Lifelink encourages attacking too. But loyal unicorn doesn't feel like something anyone would ever want.
This new design is also quite simple; and would be ripe to create an easy cycle. Red could give haste (2/2 1R Haste; your commander has haste.); Black deathtouch (or menace if you're no fun), blue flying (or hexproof or shroud or skulk), and green trample or hexproof or devour 2 or the like. Of course, one'd want to pick up all the decks so they could put them all in a 5 color commander deck. And because they cost 2 mana, and not 4, they might see play when they're still relevant.
The important thing about THESE cards, of course, is that they're... useful. They're a variant for the voltron theme, and simple enough to design. Because they're 2nd ability is just giving the commander their keyword, then there's no real worry about them crossing over into other formats.
"You can tell how dumb someone is by how they use Mary Sue"
Also, the number of unicorns that deal with lifegain is just about the same as the number that protect other creatures, so don't act like lifegain is so much more on-theme for unicorns.
No more so than any other card. Like, Counterspell tells you to leave up two blue mana. This one tells you to attack. Big whoop.
This is one of the most ridiculous assertions I've heard on these forums, and that's saying something. Cards that give players a clear line for deckbuilding are a core part of Magic. Like, every single lord is a "nudge". Every single sliver and every single ally is a "nudge". Every card that offers an alternate win condition, from Millstone to Approach of the Second Sun, is a "nudge". They're not disrespectful, they're there to give inspiration for decks and ideas for how to flesh out deck themes.
And "attack with your dudes" barely even qualifies as that much. Would you also say that every single creature with an offense-oriented keyword like menace or haste is a "disrespectful nudge"? What about anthems? Overrun effects? Combat damage triggers? Oh no! Big Bad WotC is tellin' us that some creatures should maybe do a combat once and again! Stahp with all the handholding Maro! Gosh!
Like the choice to not put this card in their deck if they don't like it?
And some people have fun attacking.
White can attack too, you know. It's not just about turtling all day. It's the color of military and tactics. Making safe attacks is very white.
Me.
So it's a Soulbond creature that only works on your commander. That's terrible.
(I think someone needs to tell this guy that auras and equipment that grant lifelink already exist.)
These are the most boring, uninspired card designs I've seen in a long time. FYI, each of the real lieutenants I'm at least considering putting in a deck, with the red and white ones being a lock for Aurelia. Your designs, on the other hand, are garbage I wouldn't put in any of my decks. They're only really useful to Voltron commanders, but there are only a handful of Voltron commanders that I can think of that would want their power-ups on a fragile creature.
And because they only cost 2 mana, they'll have to have tiny bodies that die to a stiff breeze and don't hit very hard, thus eliminating the whole point of being a creature instead of, say, an equipment.
Also, what kind of EDH game are you playing where four mana is too late to be relevant, and yet a 2/2 lifelinker is strong enough to be useful? That describes neither casual commander nor competitive commander.
Why was this a concern to you, for a cycle of creatures that are french vanillas unless you control your commander? You do understand that you don't get a commander in Legacy or Vintage, right?