Vodalien's point about leaves play is an interesting idea. There are several mechanics that could be split in two so that they'd be whole if the evoke were used, but otherwise would be separate and not quite as powerful.
Here's a couple examples:
-
Flamelicker - 2RR Creature - Elemental
When Flamelicker comes into play or leaves play, Flamelicker deals 2 damage to target creature and 1 damage to you.
Evoke: 1RR
4/2
-
An interesting Char variant when convoked, or an interesting Flametongue Kavu variant when not.
Flash
When Inner-Flame Protector comes into play, target creature gets +3/+0 until end of turn.
When Inner-Flame Protector leaves play, target creature gets +0/+3 until end of turn.
Evoke:
0/3
-
Individually, a 3/3 flash blocker or a method to pump another creature. Or, if you evoke it, Giant Growth.
As for the wrath variant:
-
Nightfall - 2WW Legendary Creature - Elemental
Defender, Flying
When Nightfall comes into play, destroy all other creatures with converted mana cost 4 or greater.
When Nightfall leaves play, destroy all creatures with converted mana cost 3 or less.
Evoke: 4WW
0/5
-
Also has an Evoke cost which is greater than it's CC because the wrath itself is a stronger effect than the one Darkness has.
The rumored evoker for Red is a great Fire variant. Having the evoke trigger on both coming into and leaving play is a great design choice, allowing a solid creature (better overall than Sparkmage Apprentice).
Rumored:
2R
When ~ comes into or leaves play it deals 1 damage to target creature or player.
2/2
The rumored evoker for Red is a great Fire variant. Having the evoke trigger on both coming into and leaving play is a great design choice, allowing a solid creature (better overall than Sparkmage Apprentice).
Rumored:
2R
When ~ comes into or leaves play it deals 1 damage to target creature or player.
2/2
Fake. Look on the third post of this thread. The guy that posted those cards got this idea from here, and he's a repeatedly banned member.
I knew someone else had posted something like it in this thread, but didn't go back to look. If it's any consolation, I like your design too (I just didn't go looking for it when I saw the rumored card)
Momentary Blink is a major problem with Evoke, forcing WotC to cost Evokers more heavily. It's probably also the reason why white got two small and weak Evokers.
Evokers have so far been only Elementals, and I see no need to change that, although why two of tem were flamekin is beyond me. It would've made more thematic sense to just have greater Elementals Evoke, but oh well. Te next logial step is "leaves play" triggers, as Goblins already have the monopoly on death triggers.
On a tangent, I hope there are more playable two-drop Goblins. It would make the Goblin rush strategy much more viable.
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I sort of went with sorcery staples from the core sets as cards that wouldn't surprise me if they made.
I do think they'll have evoke cards with alternate casting costs like these:
Shock elemental
:1mana::symr:
Creature-elemental
When~comes into play it deals 2 damage to target creature or player.
Evoke: If all of your lands are tapped, you may evoke~without paying it's mana cost.
3/1
Zombie Maker
:3mana::symb::symb:
When~comes into play return target creature card in your graveyard to play.
Evoke: Discard a non-creature card.
3/3
Maybe they won't be quite like that, but after seeing the alternate Echo costs of last block, these sort of cards wouldn't surprise me.
LOL. DI, those cards are RETARDED broken. Free reanimation? Free shocks? Imagine what that will do Standard, Extended....basically every format.
Though I agree alternate casting costs would be cool. I would definitely be in favor of that.
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I've always felt evoke is very similar to MG/VS insta-enchantments, and I think it would actually be quite interesting if my favourite of those was revived in evoke form:
?
5B
Creature - Elemental
When ? comes into play, put target creature card from a graveyard into play. If you paid the evoke cost, that creature gains haste until end of turn. If ? leaves play, sacrifice that creature at end of turn.
Evoke 2BB
2/3
This plays very nicely with the evoke mechanic - like the original Necromancy it can be either a one-shot sorcery or a more permanent resurrection effect. Also drawing from insta-enchantments, though in the same vein as Lorwyn evokes:
Elemental Protector
1WW
Creature - Elemental
Flash
When Elemental Protector comes into play, target creature gains protection from the colour of your choice until end of turn.
Evoke WW
2/1
Of all the suggestions I've seen, though, the green land-searcher seems the most obvious ommission. Another nice green option might be:
Elemental Witness
2GG
Creature - Elemental
When Elemental Witness comes into play, name a creature type, then return target card in your graveyard with that creature type to your hand.
I wouldn't mind seeing:
[card]
Eternal Gardener[/card]
4GG
Creature - Elemental
Trample
Evoke 1G: When ~ is put into a graveyard from play, return target card from your graveyard to your hand.
5/4
I wouldn't mind seeing:
[card]
Eternal Gardener[/card]
4GG
Creature - Elemental
Trample
Evoke 1G: When ~ leaves play, return target card from your graveyard to your hand.
5/4
You want a strictly-better-than Regrowth? One that could cost 4 with blink to regrow a card and leave you a 5 power trampler? We're more likely to see the fire variant, which is still a bit too good with blink, as well.
Blink gives R&D a problem for evoke. The only creature with evoke so far that targets an opponent directly in a negative way is Mournwhelk, and it accordingly has the largest evoke and casting cost of any of the evokers (minus Cloudthresher, which is both rare and much harder to cast). Giving any evoke creature the ability to damage an opponent directly, even for 1 or 2 at a time, means raising its evoke cost because of the synergy with blink.
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Giving any evoke creature the ability to damage an opponent directly, even for 1 or 2 at a time, means raising its evoke cost because of the synergy with blink.
I disagree. First, mana requirements are limits. If they print an evoker that damage creatures/players in red, Momentary Blink still requires white and blue to pull off this combo. Since the best decks around kill you fairly quickly or have strong discard elements, I don't see why they would heavily design around Momentary Blink.
It is almost always more powerful to draw 2 cards than to do 1 or 2 damage, and you see they had no problem printing Mulldrifter. I definitely anticipate an evoker that does damage for red in Morningtide.
Something I'd like to point out is something like the following.
Necrovoker (apologies to the Necrovolver)
6BB (or something obscenely high)
1/1
Pay 2 life: Draw a card.
Evoke BBBB
Something that has not been done with Evoke has put activated abilities on the cards. Use the triggered ability rules to your advantage to make something of a one-time use enchantment rather than a Sorcery. Another way of looking at it is something like a Replicatable permanent.
Certain precautions would have to be taken (Ceaseless Searblades), but this neatly avoids Blink issues (unless the Evoke cost is very low) since if you get to keep the permenent anyway, it doesn't make sense to activate the ability multiple times 'in the window'. Also, it could be another cycle of permanents that have Incarnation text to prevent them from being reanimated. (The above would be egregious as such.)
Something I'd like to point out is something like the following.
Necrovoker (apologies to the Necrovolver)
6BB (or something obscenely high)
1/1
Pay 2 life: Draw a card.
Evoke BBBB
Something that has not been done with Evoke has put activated abilities on the cards. Use the triggered ability rules to your advantage to make something of a one-time use enchantment rather than a Sorcery. Another way of looking at it is something like a Replicatable permanent.
Certain precautions would have to be taken (Ceaseless Searblades), but this neatly avoids Blink issues (unless the Evoke cost is very low) since if you get to keep the permenent anyway, it doesn't make sense to activate the ability multiple times 'in the window'. Also, it could be another cycle of permanents that have Incarnation text to prevent them from being reanimated. (The above would be egregious as such.)
Anyway, just my thoughts.
Interesting idea, I could see this happening, just not with the card above.
The ability in question is degenerate as hell and has always been broken. A W/B blink reanimator deck would get this thing into play in a flash and draw stupid numbers of cards, including tendrils and consume spirit to fuel more drawing.
Wilderness Elemental :2mana::symg:
Creature - Elemental
Flash, Defender
When ~this~ comes into play, you may add 2 mana of any one color to your mana pool.
Evoke
0/3
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Wilderness Elemental :2mana::symg:
Creature - Elemental
Flash, Defender
When ~this~ comes into play, you may add 2 mana of any one color to your mana pool.
Evoke
0/3
There was originally a card supposed to be in LOR like this:
Evoke 1R
When ~ comes into play, add three mana of any color into your mana pool.
But they canned it because it was an infinite mana combo with Enduring Renewal that they deemed too good.
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I'll start off with the elementals thought of, I don't mean to be a downright critic, but these are pretty powerful.
Meteor Elemental
4RR
When Meteor Elemental comes into play, it deals 2 damage among any number of target creatures or players.
Evoke 1R
4/4
Common
Greater Lightning Elemental
3RRR
Haste
When Greater Lightning Elemental comes into play, it deals 3 damage to target player.
Evoke R
5/5
Rare
Life-gainer
3GG
Vigilance
When Life-gainer comes into play, target player gains 6 life.
Evoke 2W
4/5
Common
Land-finder
6G
Trample
When Land-finder comes into play, search your library for a land card and put it into play tapped.
Evoke 2G
4/4
Wrath Elemental
6WW
When Wrath Elemental comes into play, destroy all non-elemental creatures.
Evoke 3WW
6/6
I point out a huge flaw in every single one of these cards.
My dear friend Colfenor's Urn. This card completely breaks them all into tiny pieces.
But to further exaimine.
How much would a spell that deals 2 damage to any number of target creatures or players cost? I would pay up to 4-5 mana for that spell, because it doesn't kill the topheavy creatures the red color is abundant with.
Greater Lightning Elemental would strictly replace any sorcery speed burn, and it would be very deadly with Makeshift Mannequin in standard, which could lead to ridiculous turn three damages. Turn 1 Evoke, Turn 2, Birds, Turn 3 Mannequin, total damage:11.
Life-Gainer would result in the same situation as Greater Lightning, and it could result in a 4/5 vig creature on turn 3 protecting a player with 32 life.
I don't think the Land-Finder is overpowered. It wouldn't really be entirely useful though. It would probably end up in a treefolk deck.
The Wrath creature is the most deadly of all. Most elemental decks revolve around dropping large threats and dealing damage before it can be stopped. Giving them this wrath with Horde of Notions and Incandesant Soulstoke would simply end games. Swinging with a 7/7 haste creature that wraths all non-elementals. This effect would probably cost up to 6 mana. Not to mention the fact that most elemental decks rely on using Smokebraider to fix their mana, which sends them into the desire to avoid Wrath effects that take out their own creatures, this spell fails to destroy Smokebraider, leading to games ending much easier.
The future of the Evoke mechanic will probably be more well balanced, and is going to tie nicely into Shadowmor, which my speculation says will be a graveyard related block. Having a large amount of creatures which can easily go to the graveyard on early turns as a nice hefty creature while still giving effects seems to be something useful for a graveyard related block. It also ties in with Cairn Wanderer.
Creatures directly benefit the most from the Evoke mechanic. This is because of the creature heavy meta, which sends players to desire to play more creatures, but they still need spells, which Evoke kindly grants them. Having Evoke on a permanent only helps it if it uses a Come into Play effect really, and it wouldn't help to have Evoke on a Hoofprints of the Stag. Evoke won't ever appear on the following cards as long as I play magic: Planeswalkers, Instants, Sorcery. Planeswalkers is the MOST likely being as on instants or sorceries it would end up as a cheaper equivalent of the spell...like Dead/Gone, Rough//Tumble.
Things I would like to see or expect:
Timental RR
Creature - Elemental
Evoke R
When this creature comes into play, ~ deals 1 damage to target non red creature or player.
T: Deal 1 damage to target nonred creature or player.
This card would be amazing in several of my decks, it would fit nicely with themes, it has color balance and doesn't seem overpowered. Giving Tap abilities to Elementals makes them seem more magic users, because they are formed of magic and they should have a rudementary control over it.
Cumulus Engine 3
Tribal Artifact - Elemental
Evoke 2 or U
You make evoke this card as if it had flash
U,T: Put a 2/4 blue flying Elemental creature token with defender into play. At the end of the turn sacrifice it.
The concept of being able to Evoke a creature at instant speed, when you can't play it at instant speed becomes very useful, especially in cards like this. It gives the evoking spell more of an instant feel, and it doesn't clutter spots for other cards. This card is a bit overpowered btw, I know.
I'll post more of my Evoke thoughts eventually.
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How much would a spell that deals 2 damage to any number of target creatures or players cost? I would pay up to 4-5 mana for that spell, because it doesn't kill the topheavy creatures the red color is abundant with.
Fire//Ice says it would cost 1R and be a good uncommon (since Fire//Ice is mostly better than such a card).
Greater Lightning Elemental would strictly replace any sorcery speed burn, and it would be very deadly with Makeshift Mannequin in standard, which could lead to ridiculous turn three damages. Turn 1 Evoke, Turn 2, Birds, Turn 3 Mannequin, total damage:11.
It's a sorcery speed Lava Spike with a nice body attached. Unless you use spells to trick it out, its not that great. You have to splash black for mannequin or white for blink. In retrospect it should probably be a 5/3 (or 4/3) which makes it easier to deal with and not as back-breaking. But even your combo gets smashed by any instant removal/bounce, which is abundant these days.
Life-Gainer would result in the same situation as Greater Lightning, and it could result in a 4/5 vig creature on turn 3 protecting a player with 32 life.
You couldn't evoke Life-Gainer on turn 1 for your combo. The life-gain may be a little too high, but I don't think it's a miss for morningtide. Vigilance and lifegain are white's bread and butter and noticeably absent from lorwyn's white elementals.
I don't think the Land-Finder is overpowered. It wouldn't really be entirely useful though. It would probably end up in a treefolk deck.
I designed it to be the opposite of Fault-Grinder, which may have been too cute. The proposed card in the 'mill is a lot better since it offers ways to replay it.
The Wrath creature is the most deadly of all. Most elemental decks revolve around dropping large threats and dealing damage before it can be stopped. Giving them this wrath with Horde of Notions and Incandesant Soulstoke would simply end games. Swinging with a 7/7 haste creature that wraths all non-elementals. This effect would probably cost up to 6 mana. Not to mention the fact that most elemental decks rely on using Smokebraider to fix their mana, which sends them into the desire to avoid Wrath effects that take out their own creatures, this spell fails to destroy Smokebraider, leading to games ending much easier.
I did say the last one is a bit of a joke, but I think it could be balanced to be a fun card. It doesn't hit changelings, which is always a big deal in this block as far as limited balancing (and Austere Command is already floating around). I do like the flavor of something destroying all non-elementals, but I seriously doubt we'll see anything like it (if nothing else due to its tutorability).
Things I would like to see or expect:
Timental RR
Creature - Elemental
Evoke R
When this creature comes into play, ~ deals 1 damage to target non red creature or player.
T: Deal 1 damage to target nonred creature or player.
I think this is too narrow. First the small elementals are all Flame-kin, and second a Tim with a restriction is just odd (red doesn't mind burning other red players, black is the one that (frustratingly) can't deal with other black permanents). A 1-damage evoker is possible but I'm hoping they pushed it a little and went for 2 damage because we ping effects are kinda wimpy. Also most of the flamekin currently have a "big-mana" theme, with the exception of Inner-flame Acolyte who is just a nice hasty guy and the Glare guy who is a limited dork.
Cumulus Engine 3
Tribal Artifact - Elemental
Evoke 2 or U
You make evoke this card as if it had flash
U,T: Put a 2/4 blue flying Elemental creature token with defender into play. At the end of the turn sacrifice it.
I do think we'll see evoke on noncreatures in Morningtide, but this one seems like a stretch. It's certainly interesting, but ultimately it looks like a limited card because it can't swing. If anything, let them keep their defending elementals around, so that they didnt waste a card and some mana on absolutely nothing.
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Here's a couple examples:
-
Flamelicker - 2RR
Creature - Elemental
When Flamelicker comes into play or leaves play, Flamelicker deals 2 damage to target creature and 1 damage to you.
Evoke: 1RR
4/2
-
An interesting Char variant when convoked, or an interesting Flametongue Kavu variant when not.
-
Inner-Flame Protector - RW
Creature - Elemental Soldier
Flash
When Inner-Flame Protector comes into play, target creature gets +3/+0 until end of turn.
When Inner-Flame Protector leaves play, target creature gets +0/+3 until end of turn.
Evoke:
0/3
-
Individually, a 3/3 flash blocker or a method to pump another creature. Or, if you evoke it, Giant Growth.
As for the wrath variant:
-
Nightfall - 2WW
Legendary Creature - Elemental
Defender, Flying
When Nightfall comes into play, destroy all other creatures with converted mana cost 4 or greater.
When Nightfall leaves play, destroy all creatures with converted mana cost 3 or less.
Evoke: 4WW
0/5
-
Also has an Evoke cost which is greater than it's CC because the wrath itself is a stronger effect than the one Darkness has.
Rumored:
2R
When ~ comes into or leaves play it deals 1 damage to target creature or player.
2/2
Fake. Look on the third post of this thread. The guy that posted those cards got this idea from here, and he's a repeatedly banned member.
Evokers have so far been only Elementals, and I see no need to change that, although why two of tem were flamekin is beyond me. It would've made more thematic sense to just have greater Elementals Evoke, but oh well. Te next logial step is "leaves play" triggers, as Goblins already have the monopoly on death triggers.
On a tangent, I hope there are more playable two-drop Goblins. It would make the Goblin rush strategy much more viable.
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LOL. DI, those cards are RETARDED broken. Free reanimation? Free shocks? Imagine what that will do Standard, Extended....basically every format.
Though I agree alternate casting costs would be cool. I would definitely be in favor of that.
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?
5B
Creature - Elemental
When ? comes into play, put target creature card from a graveyard into play. If you paid the evoke cost, that creature gains haste until end of turn. If ? leaves play, sacrifice that creature at end of turn.
Evoke 2BB
2/3
This plays very nicely with the evoke mechanic - like the original Necromancy it can be either a one-shot sorcery or a more permanent resurrection effect. Also drawing from insta-enchantments, though in the same vein as Lorwyn evokes:
Elemental Protector
1WW
Creature - Elemental
Flash
When Elemental Protector comes into play, target creature gains protection from the colour of your choice until end of turn.
Evoke WW
2/1
Of all the suggestions I've seen, though, the green land-searcher seems the most obvious ommission. Another nice green option might be:
Elemental Witness
2GG
Creature - Elemental
When Elemental Witness comes into play, name a creature type, then return target card in your graveyard with that creature type to your hand.
2/2
Phil
I wouldn't mind seeing:
[card]
Eternal Gardener[/card]
4GG
Creature - Elemental
Trample
Evoke 1G: When ~ is put into a graveyard from play, return target card from your graveyard to your hand.
5/4
You want a strictly-better-than Regrowth? One that could cost 4 with blink to regrow a card and leave you a 5 power trampler? We're more likely to see the fire variant, which is still a bit too good with blink, as well.
Blink gives R&D a problem for evoke. The only creature with evoke so far that targets an opponent directly in a negative way is Mournwhelk, and it accordingly has the largest evoke and casting cost of any of the evokers (minus Cloudthresher, which is both rare and much harder to cast). Giving any evoke creature the ability to damage an opponent directly, even for 1 or 2 at a time, means raising its evoke cost because of the synergy with blink.
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I disagree. First, mana requirements are limits. If they print an evoker that damage creatures/players in red, Momentary Blink still requires white and blue to pull off this combo. Since the best decks around kill you fairly quickly or have strong discard elements, I don't see why they would heavily design around Momentary Blink.
It is almost always more powerful to draw 2 cards than to do 1 or 2 damage, and you see they had no problem printing Mulldrifter. I definitely anticipate an evoker that does damage for red in Morningtide.
Necrovoker (apologies to the Necrovolver)
6BB (or something obscenely high)
1/1
Pay 2 life: Draw a card.
Evoke BBBB
Something that has not been done with Evoke has put activated abilities on the cards. Use the triggered ability rules to your advantage to make something of a one-time use enchantment rather than a Sorcery. Another way of looking at it is something like a Replicatable permanent.
Certain precautions would have to be taken (Ceaseless Searblades), but this neatly avoids Blink issues (unless the Evoke cost is very low) since if you get to keep the permenent anyway, it doesn't make sense to activate the ability multiple times 'in the window'. Also, it could be another cycle of permanents that have Incarnation text to prevent them from being reanimated. (The above would be egregious as such.)
Anyway, just my thoughts.
t: Destroy target breakfast.
Interesting idea, I could see this happening, just not with the card above.
The ability in question is degenerate as hell and has always been broken. A W/B blink reanimator deck would get this thing into play in a flash and draw stupid numbers of cards, including tendrils and consume spirit to fuel more drawing.
Wilderness Elemental :2mana::symg:
Creature
-ElementalFlash, Defender
When ~this~ comes into play, you may add 2 mana of any one color to your mana pool.
Evoke
0/3
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There was originally a card supposed to be in LOR like this:
Evoke 1R
When ~ comes into play, add three mana of any color into your mana pool.
But they canned it because it was an infinite mana combo with Enduring Renewal that they deemed too good.
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Name: ???????? Cost: 1BBB
Creature elemental
When ???? comes into play, draw a card and lose 2 life. Methods that reduce, prevent or redirect damage cannot be used.
Evoke cost : BB
2/1
I think this works. Maybe add a colorless to the evoke cost but otherwise if you try to abuse it, it will abuse you right back.
edit : also I want an elemental that distroys lands that doesnt ask for your first born to evoke it. Looking at you faultgrider.
I'll start off with the elementals thought of, I don't mean to be a downright critic, but these are pretty powerful.
Meteor Elemental
4RR
When Meteor Elemental comes into play, it deals 2 damage among any number of target creatures or players.
Evoke 1R
4/4
Common
Greater Lightning Elemental
3RRR
Haste
When Greater Lightning Elemental comes into play, it deals 3 damage to target player.
Evoke R
5/5
Rare
Life-gainer
3GG
Vigilance
When Life-gainer comes into play, target player gains 6 life.
Evoke 2W
4/5
Common
Land-finder
6G
Trample
When Land-finder comes into play, search your library for a land card and put it into play tapped.
Evoke 2G
4/4
Wrath Elemental
6WW
When Wrath Elemental comes into play, destroy all non-elemental creatures.
Evoke 3WW
6/6
I point out a huge flaw in every single one of these cards.
My dear friend Colfenor's Urn. This card completely breaks them all into tiny pieces.
But to further exaimine.
How much would a spell that deals 2 damage to any number of target creatures or players cost? I would pay up to 4-5 mana for that spell, because it doesn't kill the topheavy creatures the red color is abundant with.
Greater Lightning Elemental would strictly replace any sorcery speed burn, and it would be very deadly with Makeshift Mannequin in standard, which could lead to ridiculous turn three damages. Turn 1 Evoke, Turn 2, Birds, Turn 3 Mannequin, total damage:11.
Life-Gainer would result in the same situation as Greater Lightning, and it could result in a 4/5 vig creature on turn 3 protecting a player with 32 life.
I don't think the Land-Finder is overpowered. It wouldn't really be entirely useful though. It would probably end up in a treefolk deck.
The Wrath creature is the most deadly of all. Most elemental decks revolve around dropping large threats and dealing damage before it can be stopped. Giving them this wrath with Horde of Notions and Incandesant Soulstoke would simply end games. Swinging with a 7/7 haste creature that wraths all non-elementals. This effect would probably cost up to 6 mana. Not to mention the fact that most elemental decks rely on using Smokebraider to fix their mana, which sends them into the desire to avoid Wrath effects that take out their own creatures, this spell fails to destroy Smokebraider, leading to games ending much easier.
The future of the Evoke mechanic will probably be more well balanced, and is going to tie nicely into Shadowmor, which my speculation says will be a graveyard related block. Having a large amount of creatures which can easily go to the graveyard on early turns as a nice hefty creature while still giving effects seems to be something useful for a graveyard related block. It also ties in with Cairn Wanderer.
Creatures directly benefit the most from the Evoke mechanic. This is because of the creature heavy meta, which sends players to desire to play more creatures, but they still need spells, which Evoke kindly grants them. Having Evoke on a permanent only helps it if it uses a Come into Play effect really, and it wouldn't help to have Evoke on a Hoofprints of the Stag. Evoke won't ever appear on the following cards as long as I play magic: Planeswalkers, Instants, Sorcery. Planeswalkers is the MOST likely being as on instants or sorceries it would end up as a cheaper equivalent of the spell...like Dead/Gone, Rough//Tumble.
Things I would like to see or expect:
Timental RR
Creature - Elemental
Evoke R
When this creature comes into play, ~ deals 1 damage to target non red creature or player.
T: Deal 1 damage to target nonred creature or player.
This card would be amazing in several of my decks, it would fit nicely with themes, it has color balance and doesn't seem overpowered. Giving Tap abilities to Elementals makes them seem more magic users, because they are formed of magic and they should have a rudementary control over it.
Cumulus Engine 3
Tribal Artifact - Elemental
Evoke 2 or U
You make evoke this card as if it had flash
U,T: Put a 2/4 blue flying Elemental creature token with defender into play. At the end of the turn sacrifice it.
The concept of being able to Evoke a creature at instant speed, when you can't play it at instant speed becomes very useful, especially in cards like this. It gives the evoking spell more of an instant feel, and it doesn't clutter spots for other cards. This card is a bit overpowered btw, I know.
I'll post more of my Evoke thoughts eventually.
creature- elemental
trample
when ~ comes into play take another turn.
as long as ~ is in play. players cant play instant spells on there own turn.
evoke: 1UUUU
3/5
just trying to think out side the box
I love the women and im a dude, so what get over yourselfs!
Fire//Ice says it would cost 1R and be a good uncommon (since Fire//Ice is mostly better than such a card).
It's a sorcery speed Lava Spike with a nice body attached. Unless you use spells to trick it out, its not that great. You have to splash black for mannequin or white for blink. In retrospect it should probably be a 5/3 (or 4/3) which makes it easier to deal with and not as back-breaking. But even your combo gets smashed by any instant removal/bounce, which is abundant these days.
You couldn't evoke Life-Gainer on turn 1 for your combo. The life-gain may be a little too high, but I don't think it's a miss for morningtide. Vigilance and lifegain are white's bread and butter and noticeably absent from lorwyn's white elementals.
I designed it to be the opposite of Fault-Grinder, which may have been too cute. The proposed card in the 'mill is a lot better since it offers ways to replay it.
I did say the last one is a bit of a joke, but I think it could be balanced to be a fun card. It doesn't hit changelings, which is always a big deal in this block as far as limited balancing (and Austere Command is already floating around). I do like the flavor of something destroying all non-elementals, but I seriously doubt we'll see anything like it (if nothing else due to its tutorability).
I think this is too narrow. First the small elementals are all Flame-kin, and second a Tim with a restriction is just odd (red doesn't mind burning other red players, black is the one that (frustratingly) can't deal with other black permanents). A 1-damage evoker is possible but I'm hoping they pushed it a little and went for 2 damage because we ping effects are kinda wimpy. Also most of the flamekin currently have a "big-mana" theme, with the exception of Inner-flame Acolyte who is just a nice hasty guy and the Glare guy who is a limited dork.
I do think we'll see evoke on noncreatures in Morningtide, but this one seems like a stretch. It's certainly interesting, but ultimately it looks like a limited card because it can't swing. If anything, let them keep their defending elementals around, so that they didnt waste a card and some mana on absolutely nothing.