For the first, I took your advice, it is now a human and I made all the changes you suggested.
The second for me only feels white because it has to do with soldiers specifically, plus white does do reanimator effects. I did make the change you suggested though.
The third card I did try to push the power up a little. I wanted to make a somewhat decent lifegain card... Not that it is easy with just gaining life.
The 4th card I changed to red and black, yeah it didn't make sense for blue, and I was wondering how it would work exactly, but my friend made the card for me and I figured I would post it as is. I did make the change to 4 though, its not very enchantment heavy so its just an interesting ability he came up with.
The last card... Well I know it is a little out of the colors but its supposed to be a bird and I don't know how to put a good enough penalty for the abilities. I also did the sac ability wrong, its supposed to only target birds also... I don't know how to change it to make it work with white, any suggestions??
I kinda like Spellswirl as white, though it fits red also, maybe make it cost 2UW/ Its a little weird like that lol but it fits. I really don't see how it could be black though, I mean yeah black could feasibly do it, I'm not saying it can't, but I think there would have to be some other effect for black to do it by itself.
As for the Drake, I think it fits fine at b/r/g. It makes sense and in the end looked like a solid beater. I can see the argument for taking black out though, but if you kept it a drake, then black would be giving it flying, not the dragon part of it.
I had a thread earlier but it died before I could get anywhere near done half of the white cards so here are a bunch more. Mostly they need help balancing and maybe name suggestions.
Combat Cleric 2W
Creature - Human Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, all white creatures you control may block any number of creatures. (This effect doesn’t end at end of turn)
All other white creatures get +0/+2.
2/2
Combat Instructor 3W
Creature - Human Soldier - Rare 2WW: put a 2/2 white Soldier creature token into play.
If Combat Instructor would be dealt damage, you may return target soldier card from your graveyard to hand.
1/2
Divine Life 3W
Instant - Common
Target player gains 10 life.
Enchant the skies 1W
Sorcery - Uncommon
Choose one: Destroy all black and red enchantments; Or you reveal the top four cards of your library. You may put an enchantment card from among them into your hand, put the rest into your graveyard; Or destroy target enchantment.
Flight General 2WW
Creature - Bird - Rare
Flying
Sacrifice a Bird: Target Bird gets +1/+1 until end of turn.
2W, Discard a card: Tap target permanent.
3/3
Halo of Sacrifice 3W
Enchantment - Aura - Uncommon
Enchant Creature
Whenever enchanted creature leaves play, Halo of Sacrifice deals 6 damage to target creature.
(This basically needs to be red, I know, but I my friend wanted to see what everyone said before it gets turned red.)
Healer of Spirits 1W
Creature - Human Cleric - Uncommon
Soulshift 6
1/1
(There are a good amount of spirits in the set so this ability isn't pointless, I just don't know if its to good for 2 mana.)
That is it for now, there was another card but it was almost exactly the same as the end product of another card I had so I scrapped it. Some of them might be pretty good. I don't care if they are a little above or below the power curve as long as they are not completely broken or way to good or just crap etc. Thanks for the help guys
Lol, that sounds fairly amusing. If they know whats coming up its just an easy 1 damage to them, but if they don't, naming a land would be there best bet if they have a lot of basics. Its kind of a percentage test. What has the highest probability of showing up next. Could get very interesting.
I agree 3 is the right cost. Sounds like a fun card, especially in type 4 lol. Maybe just put a limitation on the card, each player may only use this once a turn or something. Makes you have to think a little more before you use it. Then you could knock it down to 2 mana.
Ok cool, I think I will do that, seems like a fun card to use as a combat trick or something as I was saying. Time for a new card.
Combat Cleric 2W
Creature - Giant Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, any number of target white creatures may block any number of creatures. (This effect doesn’t end at end of turn.)
All other white creatures get +0/+2.
1/1
This card is interesting I think. It works well with itself also. What does everyone think. I don't think its really good, cause it needs to deal damage, and even then you need to win the clash. Then only the creatures in play that you target can do it. I mean its something diferent. Any suggestions?? Thanks for the help so far
I understand Aura Graft, but this is just for creatures. I originally had it that you didn't gain control of the card and that is why I think you could make it white without the gaining control of the card.
I will make the change as I said earlier for the combat maneuvers. As for the last card, making it untap makes perfect sense. That is a great idea. Thanks.
Interesting idea, sounds really complicated though. Basically has to played during upkeep to be good. On your own main phase is also kinda cool. Could be overly complicated lol, but I think it could be cool.
Lol the flavor of all the cards don't make 100% sense. I agree. They weren't all 100% made by me, but I am the one that is trying to make sure they are balanced. I figured getting a little help from the forum to make sure everything is ok.
For the first card, is making the mana more restrictive better?? like 1WW like I said earlier?? I mean I think the card would suck at 4 mana, and I want to try to avoid that.
For the second I figure white likes enchantments way more, also, it can be used as a combat trick from moving the auras from one of your guys to another if possible. Maybe just knock off the gain control part??
For the third what if I changed it to 2 cmc and made it +1/+1?? I don't really want to entwine, it makes it more of a decision card, offense or defense.
And now for a new card
Blockade 1W
Instant - Common
Target creature can block any number of creatures until end of turn.
Its a cool defense trick. Not really trying to break anything with it. Any thoughts?? Thanks for the help so far
I'm sure the artifact could cost 1 less and it would be fine, I mean its already restrictive that it has to attack each turn. The land is just bad... I would never want to play that... I mean 1 mana cycle is cool, but I would not play it ever as a land.
These are all pretty cool, some of them are to good at times or in the right decks but you basically already stated that.
Cultivation is really cool, and can make some cards really good.
Discipline is kinda weird, is it a lock down card or a card that is useful for yourself? It kinda does both.
Fascination is a cool lockdown, but its last ability is kind of a let down on the card. I mean its kinda cool flavor wise, but not so cool gameplay wise.
I think rebellion is the strongest of all of them. Its just mean. Maybe to good.
Sorrow is also really strong, I mean its a 1 turn discard there hand, or clear the board. It is the oponents decision though, so that balances it.
Sorry about not a lot of cards, I don't want to put like 30 cards up and not get a good review on each of them. The set doesn't have a ton of auras so uncommon is prob better. As for comparing, I said it wrong. You can compare to other cards, but they aren't specifically going to be used with existing cards, so I don't care if there are some broken combos with existing cards.
I am gonna keep the first card as is. Second card up to uncommon and keep as is I think.
New Card
Battle Maneuvers 3W
Instant - Uncommon
Choose one: Untap any number of target creatures you control; or creatures you control get +3/+3 until end of turn.
I have the mana cost a little more restrictive, but I'm not sure if it should be. Thanks for the advice so far
I agree, Dawnblade is kinda crazy good for a 1 drop. You would just play a sliver, tap there guy down and swing each turn. Velis Vel is fine, nothing to crazy with that. Grime is kinda weak, but could be very useful. Flowstone should be a 0/2 as said earlier, killing itself is bad... playing it without a sliver that increases toughness is also bad. Most slivers are 1/1s anyway, so it kills most slivers. Warchief might be a little good also. Everything costing 1 less could be expolited, maybe make it cost 2 mana like the artifact guy in shards.
Ok I'm working on making sure a ton of cards are balanced. I don't care about any broken combos with real cards. For the most part they are being used with each other. I just need to make sure they aren't overpowered on there own. I will do a couple cards here and there. I will start with white. Some of them are pushing the power level, and I will try to say when I am trying to push the power level. Other then that lets start. Tell me if they could be templated better also.
Aura Cleave 1WW
Instant - Uncommon
Choose one: Destroy all enchantments; or target creature gains double strike until end of turn.
Aura Intrusion 1W
Instant - Uncommon
Attach target Aura to target creature.
Draw a Card.
Battle Maneuvers 1
Instant - Uncommon
Choose one: Untap any number of target creatures you control; or creatures you control get +1/+1 until end of turn.
Blockade 1W
Instant - Common
Target creature untaps and can block any number of creatures until end of turn.
Combat Cleric 2W
Creature - Giant Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, any number of target white creatures may block any number of creatures. (This effect doesn’t end at end of turn.)
All other white creatures get +0/+2.
1/1
Yeah the names are kinda weird, any suggestions on those would be nice also. I think these are both fine. I'm thinking of changing the mana cost of the first one to 1WW to make it a little harder to cast. Other then that what do you think? Thanks for the help
The second for me only feels white because it has to do with soldiers specifically, plus white does do reanimator effects. I did make the change you suggested though.
The third card I did try to push the power up a little. I wanted to make a somewhat decent lifegain card... Not that it is easy with just gaining life.
The 4th card I changed to red and black, yeah it didn't make sense for blue, and I was wondering how it would work exactly, but my friend made the card for me and I figured I would post it as is. I did make the change to 4 though, its not very enchantment heavy so its just an interesting ability he came up with.
The last card... Well I know it is a little out of the colors but its supposed to be a bird and I don't know how to put a good enough penalty for the abilities. I also did the sac ability wrong, its supposed to only target birds also... I don't know how to change it to make it work with white, any suggestions??
I posted 2 more cards in the first post also.
As for the Drake, I think it fits fine at b/r/g. It makes sense and in the end looked like a solid beater. I can see the argument for taking black out though, but if you kept it a drake, then black would be giving it flying, not the dragon part of it.
Combat Cleric 2W
Creature - Human Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, all white creatures you control may block any number of creatures. (This effect doesn’t end at end of turn)
All other white creatures get +0/+2.
2/2
Combat Instructor 3W
Creature - Human Soldier - Rare
2WW: put a 2/2 white Soldier creature token into play.
If Combat Instructor would be dealt damage, you may return target soldier card from your graveyard to hand.
1/2
Divine Life 3W
Instant - Common
Target player gains 10 life.
Enchant the skies 1W
Sorcery - Uncommon
Choose one: Destroy all black and red enchantments; Or you reveal the top four cards of your library. You may put an enchantment card from among them into your hand, put the rest into your graveyard; Or destroy target enchantment.
Flight General 2WW
Creature - Bird - Rare
Flying
Sacrifice a Bird: Target Bird gets +1/+1 until end of turn.
2W, Discard a card: Tap target permanent.
3/3
Halo of Sacrifice 3W
Enchantment - Aura - Uncommon
Enchant Creature
Whenever enchanted creature leaves play, Halo of Sacrifice deals 6 damage to target creature.
(This basically needs to be red, I know, but I my friend wanted to see what everyone said before it gets turned red.)
Healer of Spirits 1W
Creature - Human Cleric - Uncommon
Soulshift 6
1/1
(There are a good amount of spirits in the set so this ability isn't pointless, I just don't know if its to good for 2 mana.)
That is it for now, there was another card but it was almost exactly the same as the end product of another card I had so I scrapped it. Some of them might be pretty good. I don't care if they are a little above or below the power curve as long as they are not completely broken or way to good or just crap etc. Thanks for the help guys
Combat Cleric 2W
Creature - Giant Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, any number of target white creatures may block any number of creatures. (This effect doesn’t end at end of turn.)
All other white creatures get +0/+2.
1/1
This card is interesting I think. It works well with itself also. What does everyone think. I don't think its really good, cause it needs to deal damage, and even then you need to win the clash. Then only the creatures in play that you target can do it. I mean its something diferent. Any suggestions?? Thanks for the help so far
I will make the change as I said earlier for the combat maneuvers. As for the last card, making it untap makes perfect sense. That is a great idea. Thanks.
For the first card, is making the mana more restrictive better?? like 1WW like I said earlier?? I mean I think the card would suck at 4 mana, and I want to try to avoid that.
For the second I figure white likes enchantments way more, also, it can be used as a combat trick from moving the auras from one of your guys to another if possible. Maybe just knock off the gain control part??
For the third what if I changed it to 2 cmc and made it +1/+1?? I don't really want to entwine, it makes it more of a decision card, offense or defense.
And now for a new card
Blockade 1W
Instant - Common
Target creature can block any number of creatures until end of turn.
Its a cool defense trick. Not really trying to break anything with it. Any thoughts?? Thanks for the help so far
Cultivation is really cool, and can make some cards really good.
Discipline is kinda weird, is it a lock down card or a card that is useful for yourself? It kinda does both.
Fascination is a cool lockdown, but its last ability is kind of a let down on the card. I mean its kinda cool flavor wise, but not so cool gameplay wise.
I think rebellion is the strongest of all of them. Its just mean. Maybe to good.
Sorrow is also really strong, I mean its a 1 turn discard there hand, or clear the board. It is the oponents decision though, so that balances it.
All in all, good ideas. Very interesting.
I am gonna keep the first card as is. Second card up to uncommon and keep as is I think.
New Card
Battle Maneuvers 3W
Instant - Uncommon
Choose one: Untap any number of target creatures you control; or creatures you control get +3/+3 until end of turn.
I have the mana cost a little more restrictive, but I'm not sure if it should be. Thanks for the advice so far
Aura Cleave 1WW
Instant - Uncommon
Choose one: Destroy all enchantments; or target creature gains double strike until end of turn.
Aura Intrusion 1W
Instant - Uncommon
Attach target Aura to target creature.
Draw a Card.
Battle Maneuvers 1
Instant - Uncommon
Choose one: Untap any number of target creatures you control; or creatures you control get +1/+1 until end of turn.
Blockade 1W
Instant - Common
Target creature untaps and can block any number of creatures until end of turn.
Combat Cleric 2W
Creature - Giant Cleric - Rare
Whenever Combat Cleric deals damage to a player, clash with an opponent. If you win, any number of target white creatures may block any number of creatures. (This effect doesn’t end at end of turn.)
All other white creatures get +0/+2.
1/1
Yeah the names are kinda weird, any suggestions on those would be nice also. I think these are both fine. I'm thinking of changing the mana cost of the first one to 1WW to make it a little harder to cast. Other then that what do you think? Thanks for the help