No Talents as of yet, but I wanted to get the thread started so we could begin discussion.
Not even the abilities alone can fully display the power of a planeswalker, they are too generic, usable by even the simplest mage. Talents are different. Talents can only be learned once you reach level 3, and from there only once every 3 levels, so level 6, 9, 12, etc. The beauty of talents is that they can be anything. Whether you want to reduce the mana cost of spells by paying a blood offering, or just learn a new type of fire-spell that allows you to pump as much mana into the ability as possible. If you don't want any of the abilities already shown, you can submit your own for WPL approval.
[COLOR="Black"]Character Talents[/COLOR]
Player Submitted Talents
Mark of Mutiny: Take control of target conjuration. That conjuration gets +1/+1 until the end of turn and gains haste. Return that conjuration to its controller at the end of your turn. You can only do this up to X times a day where X is the level you are at.
Premonition: You can never be surprised by opponents. If your main color is Blue you gain +2 to your initiative role during a surprise round as well.
Bombardier: If your main color is Red and you are Experienced in Artifice, all small artifacts you make have ":1mana:,:symtap:, Sacrifice: deal 2 damage to target creature or player."
Friend of the Elves: If your main color is Green and have at least 9 points in conjuration, all Elf creatures you summon cost less.
Devourer: If you are from Alara and have Black, Red, and Green as your colors, all conjuration spells you make have Devour 1 if they do not already have Devour.
Summoner of Angels: If White is one of your colors and have at least 9 points in Conjuration, you may pay :3mana::symw::symw: and summon a 4/4 flying angel to the battlefield.
Demonic Pact: If one of your colors is Black and you are at least level 5, a demon comes forward and offers you a bargain. The details of the bargain are: Pay X Life for mana at sorcery speed, Pay 5 life to destroy target creature at sorcery speed, or Pay X Life to summon a X/X black demon with flying. You can only choose one until level 15 where you can choose for an extra, and level 25 when you can have the last. Note: Alittle too over powered for now, especially without having a cap on any of the "X"'s.
Knight of Exalt: If you are from Alara and have Blue, Green, and White as your colors, all conjurations you summon have Exalt 1 if they do not have Exalt.
Wanderer from Naya: If you are from Alara and have Red, Green, and White as your colors, all conjurations you summon have +2/+2 and Trample if they are Beasts.
Etherium Mage: If you are from Alara and you have Blue, White, and Black as your colors and you have Experienced in Artifice, all artifacts you create are 2 less and +1/+1 if they are an artifact creature.
Alaran Duelist: If you are from Alara, have White as your main color, and are Master in Combat Training you get +1/+1 when you attack a planeswalker without the help of conjurations.
Boros Officer: If you are from Ravnica and have Red and White as your colors, Damage spellsabilities you castuse have Lifelink.
Gruul Savage: If you are from Ravnica and have Red and Green as your colors, all conjurations you summon have Bloodthirst 1 if they do not have Bloodthirst.
Izzet Wizard: If you are from Ravnica and have Red and Blue as your colors, Damage and Unsummon spellsabilities you castuse have Replicate R/U.
Master Conjurer: Conjuration abilities cost less to summon, where X is 1/3 your level, rounded (up/down, yet to decide).
Study the Netherworld [Restriction: Black]
You must take this talent twice. The first time you take it, it has no effect. The second time, all enemy creatures around you get -2/-2.
[Color] Sorcery: Each time you cast [Color] abilities, gain 0.5 [Color] mana, or 1 life.
[Color] Affinity: Your [Color] mana regains twice faster on [Mountains/Swamp/Plains/Forest/Island], as does your life.
[Color] Mastery: For every [Color] abilities cast on battle by other planeswalkers, you gain 0.25 [Color] mana, and 1 life. [Color] Sorcery Required.
Smith : For each equipment you wear, choose +1/0 or 0/+1, add it to your combat stats.
Archaeology: Artificery and Equipment abilities cost less to cast.
Concentration : Instantly gains colorless mana. Can only be used once every combat. 1 hour cooldown.
Vitality : Your maximum life is increased by 5 points. You may also regain 6 points before needing magical assistance.
Longevity : Your restore 2 life points every day. Wait until you are out of combat to gain it.
Accuracy: You get +2 modifier on your physical attack rolls.
Intellect: You get +1 modifier on your spell attack rolls. Spells that cost more than 9 mana no longer give you -3 modifier on your spell attack rolls.
Phase: Pay UU. For the next 3 physical/spell attack rolls against you, roll a 2-sided dice. If it is 1, block it regardless of the rolls.
Defender: Pay WW. For the next 4 physical attack rolls against you, you gain +5 modifier.
Purge: Pay RR. Exile 1 target's ability for 3 turns.
Alternate: Divine Intervention: Pay WW and roll an X-sided dice, where X is your current health points. If it is 8 or less, summon a 4/4 flying angel. Only usable in combat.
You are a master of the magic of your home plane. Your connection to your home plane allows its magics to flow more freely through you.
Spells you cast (or maybe just creatures you summon) that are originally from your home plane cost less. When on your home plane, those spells (creatures?) also get a +1 bonus on rolls to resist being countered. You may only take this talent once.
[Restriction: Blue]
Sorcery (No combat relevance)
You are so adept at mind-magic, you can actually pick up on the surface thoughts of people around you.
With a full round's concentration, you pick up on the basic surface thoughts of a single target. You don't get detailed thoughts, but basic ideas/moods.
Example: If you were reading the mind of a hungry character, you might pick up "Hungry" or "Food" or "Need to eat". If a character was hiding something from you, you might get "Nervous" or "Hiding something", or "Lying".
Through constant training, you have become even more proficient at hand-to-hand combat.
Choose one- You get +2/+0, +1/+1, or +0/+2. You can only take this talent once.
You can wield equipment more skillfully than a normal character, allowing you to handle more powerful weapons.
The effective cost of any equipment you use is reduced by 2 mana, to a minimum of 1 mana.
Instant
You have a deep connection with a certain kind of creature. You can inspire great strength in summoned creatures of that type.
When you take this talent, choose a creature type. Once per turn, you may pay *cost* (no clue what it should be. was my first thought). Until the end of your turn, creatures of the chosen type you control get +1/+1.
Actually, I was talking about the Talents we get at Level 3, as KoolKoal originally was trying to put into the game. Things like x/a day specific spells from the card game, special things that your character can do, that you have thought of, etc., etc., as we dont have KK's mind or his notes about the talents he was going to try.
Well how do get Talents? Can you buy them with ability points or do you just get to pick one every level or so?
So with that in mind stuff that can be used...what about:
"Mark of Mutiny": Take control of target conjuration. That conjuration gets a permanent +1/+1 until the end of turn and haste. Return that conjuration at the end of your turn. You can only do this up to X times a day where X is the level you are at.
But, as i edited in the OP, you get one at every 3rd level(3rd, 6th, 9th, etc.), and I like the Level Limiter you chose to use. Definitely going to take that into consideration.
Every 3rd level? I think thats actually pretty fair. Means you can pump out something pretty awesome and yeah if you want to use the level modifier you can however I would reccomend also putting a cap on some. Also if the idea is to use the abilities of some cards here's what I would suggest: Take all the gathered walker cards, take their abilities, and turn them into talents. Another idea I have: use some of the vanguard abilities from mtgo, theres a pretty big list and I'm sure some are pretty useful to stack up.
So if you were to take my suggestions and put them in like this:
Chandra's Flame: Deal X damage to target Conjuration where X is your level plus one. You may only use this ability up to 3 times at sorcery speed.
Jace's Runes: Unsummon target Conjuration whose tier is equal to your level or lower. You may only use this ability at instant speed only before the attack step and up to your level minus one.
Garruk's Summons: a conjuration of a beast or wolf appears. If you choose a beast it is a 3/3 trampler and if you choose a wolf it is a 2/2 with deathtouch. You can only have one of each conjuration from this talent
Their just examples. I'm not expecting these to actually be implemented as written. The whole point is that your character has their own identity and it's no fun to use some other guys shtick.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
For Orammis, something like "Orammis's proficiency with close-range divination is such that he can spend one blue mana as an action that does not take up any time at all to "see" his surroundings," is all I want. Basically, an ability that allows him to see when he wants to but it still comes at a price so he doesn't use it all, or even most, of the time.
Private Mod Note
():
Rollback Post to RevisionRollBack
A silent evil where there shouldn't be another.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Study the Netherworld [Restriction: Black]
You must take this talent twice. The first time you take it, it has no effect. The second time, all enemy creatures around you get -2/-2.
Premonition: You can never be surprised by opponents. If your main color is Blue you gain +2 to your initiative role during a surprise round as well.
Bombardier: If your main color is Red and you are Experienced in Artifice, all small artifacts you make have "T, Sacrifice: deal 2 damage to target creature or player."
Friend of the Elves: If your main color is Green and have Mastered Conjuration, all Elf creatures you summon cost 2 less.
Devourer: If you are from Alara and have Black, Red, and Green as your colors, all conjuration spells you make have Devour 1 if they do not already have Devour.
Summoner of Angels: If White is one of your colors and are Master in Conjuration, you may pay 3WW and summon a 4/4 flying angel to the battlefield.
Demonic Pact: If one of your colors is Black and you are at least level 5, a demon comes forward and offers you a bargain. The details of the bargain are: Pay X Life for mana at sorcery speed, Pay 5 life to destroy target creature at sorcery speed, or Pay X Life to summon a X/X black demon with flying. You can only choose one until level 15 where you can choose for an extra, and level 25 when you can have the last.
@Silence: I LOVE that white ability! Sadly, I wouldn't want to go master...
Yeah I decided to suggest Master because Experienced is just too close to broken, especially since you just have to start out as a green walker that made Conjuration their priority. At least by the time they reach level 3 (since the rules say you have to be at least level 2 to gain a new color) they have a pretty kick ass talent at their disposal unless we're using our Ability Points to buy Talents, in which case I would put this as something that costs 6 points so that way it takes time for them to reach it.
Note: You dont spend any points(as of right now at least) or anything else to get talents. You PM a WPL when you reach every third level, and have a convo about the talent. There may be a small quest, possibly internal or mental in nature, to get it though, depending on what it is.
Yeah I decided to suggest Master because Experienced is just too close to broken, especially since you just have to start out as a green walker that made Conjuration their priority. At least by the time they reach level 3 (since the rules say you have to be at least level 2 to gain a new color) they have a pretty kick ass talent at their disposal unless we're using our Ability Points to buy Talents, in which case I would put this as something that costs 6 points so that way it takes time for them to reach it.
Well, by level three, a white mage can get access to a regular angel anyway.
Also, is anyone going to condense the list so it's readable?
I'll try to work on it tomorrow, unless someone else feels like having fun with it. My computer time depends on the fiance and when she lets me use it. She does lots of stuff online.
Note: You dont spend any points(as of right now at least) or anything else to get talents. You PM a WPL when you reach every third level, and have a convo about the talent. There may be a small quest, possibly internal or mental in nature, to get it though, depending on what it is.
Ok this works then. Especially since Demonic Pact can be then tweeked to be 6th level instead of 5th.
Knight of Exalt: If you are from Alara and have Blue, Green, and White as your colors, all conjurations you summon have Exalt 1 if they do not have Exalt.
Wanderer from Naya: If you are from Alara and have Red, Green, and White as your colors, all conjurations you summon have +2/+2 and Trample if they are Beasts.
Etherium Mage: If you are from Alara and you have Blue, White, and Black as your colors and you have Experienced in Artifice, all artifacts you create are 2 less and +1/+1 if they are an artifact creature.
Alaran Duelist: If you are from Alara, have White as your main color, and are Master in Combat Training you get +1/+1 when you attack a planeswalker without the help of conjurations.
A few Red based Ravnica Talents
Boros Officer: If you are from Ravnica and have Red and White as your colors, Damage spells you cast have Lifelink.
Gruul Savage: If you are from Ravnica and have Red and Green as your colors, all conjurations you summon have Bloodthirst 1 if they do not have Bloodthirst.
Izzet Wizard: If you are from Ravnica and have Red and Blue as your colors, Damage and Unsummon spells you cast have Replicate R/U.
Accuracy: You get +2 modifier on your physical attack rolls.
Intellect: You get +1 modifier on your spell attack rolls. Spells that cost more than 9 mana no longer give you -3 modifier on your spell attack rolls.
Phase: Pay UU. For the next 3 physical/spell attack rolls against you, roll a 2-sided dice. If it is 1, block it regardless of the rolls.
Defender: Pay WW. For the next 4 physical attack rolls against you, you gain +5 modifier.
Purge: Pay RR. Exile 1 target's ability for 3 turns.
@Silence
Here's a suggestion. How about modifying it into this?
Divine Intervention: Pay WW and roll an X-sided dice, where X is your current health points. If it is 8 or less, summon a 4/4 flying angel. Only usable in combat.
@Silence
Here's a suggestion. How about modifying it into this?
Divine Intervention: Pay WW and roll an X-sided dice, where X is your current health points. If it is 8 or less, summon a 4/4 flying angel. Only usable in combat.
I'm not sure I understand this. Your basically saying that if you have White as a color, and are about 8 or less life you basically get angels. Ok thats great but these angels don't have haste and your already in danger of losing if your opponent has a better board or can just do direct damage. I think if it were to be tweaked I'd make it 4W so that it's less mana intensive. However I think if your a Red White Mage it's pretty cool because then because you can just summon angels to and back them up with some damage... In fact lets try this:
Divine Intervention: Pay 3RW and roll an X 20sided dice, where X is your conjuration + damage. If you roll a 15 or higher summon X 4/4 angels with Flying. If you roll a 10 or lower deal X damage to each summoned conjuration.
And for Lorwyn:
If you are from lorwyn...
In addition tocreatures or your race costing 1 less,
BG and elf- your creatures have deathtouch
RB and boggart- sac creatures deal 1 damage
WG and kithkin- pay 2 life for +1/+1 counters
R and flamekin- R for +1/+1 until end of turn
UW and merfolk- Gain 1 whenever one untaps
UB and faerie- your creatures have flash
I agree. Wouldnt' a Treefolk basically become an Elemental like a Maro if it ascended? Plus Giants are just...ugh Giants would just cause trouble as people will ask if they get any bonus to damage for being so big. =p
Not even the abilities alone can fully display the power of a planeswalker, they are too generic, usable by even the simplest mage. Talents are different. Talents can only be learned once you reach level 3, and from there only once every 3 levels, so level 6, 9, 12, etc. The beauty of talents is that they can be anything. Whether you want to reduce the mana cost of spells by paying a blood offering, or just learn a new type of fire-spell that allows you to pump as much mana into the ability as possible. If you don't want any of the abilities already shown, you can submit your own for WPL approval.
Player Submitted Talents
Premonition: You can never be surprised by opponents. If your main color is Blue you gain +2 to your initiative role during a surprise round as well.
Bombardier: If your main color is Red and you are Experienced in Artifice, all small artifacts you make have ":1mana:,:symtap:, Sacrifice: deal 2 damage to target creature or player."
Friend of the Elves: If your main color is Green and have at least 9 points in conjuration, all Elf creatures you summon cost less.
Devourer: If you are from Alara and have Black, Red, and Green as your colors, all conjuration spells you make have Devour 1 if they do not already have Devour.
Summoner of Angels: If White is one of your colors and have at least 9 points in Conjuration, you may pay :3mana::symw::symw: and summon a 4/4 flying angel to the battlefield.
Demonic Pact: If one of your colors is Black and you are at least level 5, a demon comes forward and offers you a bargain. The details of the bargain are: Pay X Life for mana at sorcery speed, Pay 5 life to destroy target creature at sorcery speed, or Pay X Life to summon a X/X black demon with flying. You can only choose one until level 15 where you can choose for an extra, and level 25 when you can have the last.Note: Alittle too over powered for now, especially without having a cap on any of the "X"'s.Knight of Exalt: If you are from Alara and have Blue, Green, and White as your colors, all conjurations you summon have Exalt 1 if they do not have Exalt.
Wanderer from Naya: If you are from Alara and have Red, Green, and White as your colors, all conjurations you summon have +2/+2 and Trample if they are Beasts.
Etherium Mage: If you are from Alara and you have Blue, White, and Black as your colors and you have Experienced in Artifice, all artifacts you create are 2 less and +1/+1 if they are an artifact creature.
Alaran Duelist: If you are from Alara, have White as your main color, and are Master in Combat Training you get +1/+1 when you attack a planeswalker without the help of conjurations.
Boros Officer: If you are from Ravnica and have Red and White as your colors, Damage
spellsabilities youcastuse have Lifelink.Gruul Savage: If you are from Ravnica and have Red and Green as your colors, all conjurations you summon have Bloodthirst 1 if they do not have Bloodthirst.
Izzet Wizard: If you are from Ravnica and have Red and Blue as your colors, Damage and Unsummon
spellsabilities youcastuse have Replicate R/U.Study the Netherworld [Restriction: Black]
You must take this talent twice. The first time you take it, it has no effect. The second time, all enemy creatures around you get -2/-2.
[Color] Affinity: Your [Color] mana regains twice faster on [Mountains/Swamp/Plains/Forest/Island], as does your life.
[Color] Mastery: For every [Color] abilities cast on battle by other planeswalkers, you gain 0.25 [Color] mana, and 1 life. [Color] Sorcery Required.
Smith : For each equipment you wear, choose +1/0 or 0/+1, add it to your combat stats.
Archaeology: Artificery and Equipment abilities cost less to cast.
Concentration : Instantly gains colorless mana. Can only be used once every combat. 1 hour cooldown.
Vitality : Your maximum life is increased by 5 points. You may also regain 6 points before needing magical assistance.
Longevity : Your restore 2 life points every day. Wait until you are out of combat to gain it.
Accuracy: You get +2 modifier on your physical attack rolls.
Intellect: You get +1 modifier on your spell attack rolls. Spells that cost more than 9 mana no longer give you -3 modifier on your spell attack rolls.
Phase: Pay UU. For the next 3 physical/spell attack rolls against you, roll a 2-sided dice. If it is 1, block it regardless of the rolls.
Defender: Pay WW. For the next 4 physical attack rolls against you, you gain +5 modifier.
Purge: Pay RR. Exile 1 target's ability for 3 turns.
Alternate: Divine Intervention: Pay WW and roll an X-sided dice, where X is your current health points. If it is 8 or less, summon a 4/4 flying angel. Only usable in combat.
You are a master of the magic of your home plane. Your connection to your home plane allows its magics to flow more freely through you.
Spells you cast (or maybe just creatures you summon) that are originally from your home plane cost less. When on your home plane, those spells (creatures?) also get a +1 bonus on rolls to resist being countered. You may only take this talent once.
[Restriction: Blue]
Sorcery (No combat relevance)
You are so adept at mind-magic, you can actually pick up on the surface thoughts of people around you.
With a full round's concentration, you pick up on the basic surface thoughts of a single target. You don't get detailed thoughts, but basic ideas/moods.
Example: If you were reading the mind of a hungry character, you might pick up "Hungry" or "Food" or "Need to eat". If a character was hiding something from you, you might get "Nervous" or "Hiding something", or "Lying".
Through constant training, you have become even more proficient at hand-to-hand combat.
Choose one- You get +2/+0, +1/+1, or +0/+2. You can only take this talent once.
You can wield equipment more skillfully than a normal character, allowing you to handle more powerful weapons.
The effective cost of any equipment you use is reduced by 2 mana, to a minimum of 1 mana.
Instant
You have a deep connection with a certain kind of creature. You can inspire great strength in summoned creatures of that type.
When you take this talent, choose a creature type. Once per turn, you may pay *cost* (no clue what it should be. was my first thought). Until the end of your turn, creatures of the chosen type you control get +1/+1.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Sneak/Stealth
Slight of Hand
Gambling
Lore (Creatures)
Lore (Magick)
Perception
Diplomacy/Speech
Things like that.
There was once [The Pack], but no more.
Edit: Edited OP
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Well how do get Talents? Can you buy them with ability points or do you just get to pick one every level or so?
So with that in mind stuff that can be used...what about:
"Mark of Mutiny": Take control of target conjuration. That conjuration gets a permanent +1/+1 until the end of turn and haste. Return that conjuration at the end of your turn. You can only do this up to X times a day where X is the level you are at.
Something along those lines?
There was once [The Pack], but no more.
But, as i edited in the OP, you get one at every 3rd level(3rd, 6th, 9th, etc.), and I like the Level Limiter you chose to use. Definitely going to take that into consideration.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
So if you were to take my suggestions and put them in like this:
Chandra's Flame: Deal X damage to target Conjuration where X is your level plus one. You may only use this ability up to 3 times at sorcery speed.
Jace's Runes: Unsummon target Conjuration whose tier is equal to your level or lower. You may only use this ability at instant speed only before the attack step and up to your level minus one.
Garruk's Summons: a conjuration of a beast or wolf appears. If you choose a beast it is a 3/3 trampler and if you choose a wolf it is a 2/2 with deathtouch. You can only have one of each conjuration from this talent
Something along those lines? >_>
There was once [The Pack], but no more.
sig by DarkNightCavalier
Avatar by perv90210.
Currently Running
Cryffyl
Their just examples. I'm not expecting these to actually be implemented as written. The whole point is that your character has their own identity and it's no fun to use some other guys shtick.
There was once [The Pack], but no more.
sig by DarkNightCavalier
Avatar by perv90210.
Currently Running
Cryffyl
[Color] Affinity: Your [Color] mana regains twice faster on [Mountains/Swamp/Plains/Forest/Island].
[Color] Mastery: For every [Color] abilities cast on battle by other planeswalkers, you gain 0.25 [Color] mana.
Smith : For each equipment you wear, choose +1/0 or 0/+1, add it to your combat stats.
Archeology : Artifact creatures and abilities cost 1 less to cast.
Concentration : Instantly gains 3 colorless mana. Can only be used once every combat. 1 hour cooldown.
Vitality : Your maximum life is increased by 5 points.
Longevity : Your restore 2 life points every day. Wait until you are out of combat to gain it.
{Magic: The RPG}
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
You must take this talent twice. The first time you take it, it has no effect. The second time, all enemy creatures around you get -2/-2.
sig by DarkNightCavalier
Avatar by perv90210.
Currently Running
Cryffyl
Bombardier: If your main color is Red and you are Experienced in Artifice, all small artifacts you make have "T, Sacrifice: deal 2 damage to target creature or player."
Friend of the Elves: If your main color is Green and have Mastered Conjuration, all Elf creatures you summon cost 2 less.
Devourer: If you are from Alara and have Black, Red, and Green as your colors, all conjuration spells you make have Devour 1 if they do not already have Devour.
Summoner of Angels: If White is one of your colors and are Master in Conjuration, you may pay 3WW and summon a 4/4 flying angel to the battlefield.
Demonic Pact: If one of your colors is Black and you are at least level 5, a demon comes forward and offers you a bargain. The details of the bargain are: Pay X Life for mana at sorcery speed, Pay 5 life to destroy target creature at sorcery speed, or Pay X Life to summon a X/X black demon with flying. You can only choose one until level 15 where you can choose for an extra, and level 25 when you can have the last.
There was once [The Pack], but no more.
Yeah I decided to suggest Master because Experienced is just too close to broken, especially since you just have to start out as a green walker that made Conjuration their priority. At least by the time they reach level 3 (since the rules say you have to be at least level 2 to gain a new color) they have a pretty kick ass talent at their disposal unless we're using our Ability Points to buy Talents, in which case I would put this as something that costs 6 points so that way it takes time for them to reach it.
There was once [The Pack], but no more.
Note: You dont spend any points(as of right now at least) or anything else to get talents. You PM a WPL when you reach every third level, and have a convo about the talent. There may be a small quest, possibly internal or mental in nature, to get it though, depending on what it is.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Well, by level three, a white mage can get access to a regular angel anyway.
Also, is anyone going to condense the list so it's readable?
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Ok this works then. Especially since Demonic Pact can be then tweeked to be 6th level instead of 5th.
Knight of Exalt: If you are from Alara and have Blue, Green, and White as your colors, all conjurations you summon have Exalt 1 if they do not have Exalt.
Wanderer from Naya: If you are from Alara and have Red, Green, and White as your colors, all conjurations you summon have +2/+2 and Trample if they are Beasts.
Etherium Mage: If you are from Alara and you have Blue, White, and Black as your colors and you have Experienced in Artifice, all artifacts you create are 2 less and +1/+1 if they are an artifact creature.
Alaran Duelist: If you are from Alara, have White as your main color, and are Master in Combat Training you get +1/+1 when you attack a planeswalker without the help of conjurations.
A few Red based Ravnica Talents
Boros Officer: If you are from Ravnica and have Red and White as your colors, Damage spells you cast have Lifelink.
Gruul Savage: If you are from Ravnica and have Red and Green as your colors, all conjurations you summon have Bloodthirst 1 if they do not have Bloodthirst.
Izzet Wizard: If you are from Ravnica and have Red and Blue as your colors, Damage and Unsummon spells you cast have Replicate R/U.
There was once [The Pack], but no more.
Intellect: You get +1 modifier on your spell attack rolls. Spells that cost more than 9 mana no longer give you -3 modifier on your spell attack rolls.
Phase: Pay UU. For the next 3 physical/spell attack rolls against you, roll a 2-sided dice. If it is 1, block it regardless of the rolls.
Defender: Pay WW. For the next 4 physical attack rolls against you, you gain +5 modifier.
Purge: Pay RR. Exile 1 target's ability for 3 turns.
@Silence
Here's a suggestion. How about modifying it into this?
Divine Intervention: Pay WW and roll an X-sided dice, where X is your current health points. If it is 8 or less, summon a 4/4 flying angel. Only usable in combat.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
I'm not sure I understand this. Your basically saying that if you have White as a color, and are about 8 or less life you basically get angels. Ok thats great but these angels don't have haste and your already in danger of losing if your opponent has a better board or can just do direct damage. I think if it were to be tweaked I'd make it 4W so that it's less mana intensive. However I think if your a Red White Mage it's pretty cool because then because you can just summon angels to and back them up with some damage... In fact lets try this:
Divine Intervention: Pay 3RW and roll an X 20sided dice, where X is your conjuration + damage. If you roll a 15 or higher summon X 4/4 angels with Flying. If you roll a 10 or lower deal X damage to each summoned conjuration.
There was once [The Pack], but no more.
If you are from lorwyn...
In addition tocreatures or your race costing 1 less,
BG and elf- your creatures have deathtouch
RB and boggart- sac creatures deal 1 damage
WG and kithkin- pay 2 life for +1/+1 counters
R and flamekin- R for +1/+1 until end of turn
UW and merfolk- Gain 1 whenever one untaps
UB and faerie- your creatures have flash
I think treefolk and giants are too powerful.
sig by DarkNightCavalier
Avatar by perv90210.
Currently Running
Cryffyl
I agree. Wouldnt' a Treefolk basically become an Elemental like a Maro if it ascended? Plus Giants are just...ugh Giants would just cause trouble as people will ask if they get any bonus to damage for being so big. =p
There was once [The Pack], but no more.