Here's a link to a spreadsheet I made of the situation, if you project moderators don't alreadt have one. I was eager to see what was going to get chosen.
Anyone can edit the sheet, so feel free to use it.
In case you're wondering, the total on the far right is to determine whether a right amount of votes has been marked for each participant. If the amount is correct, the cell is green.
Here's the current situation according to my calculations.
Possibly, may be a change we make later down the design process. I was similarly thinking a change for Crusading Nomad where the suspend counters added would equal the cmc instead of a flat 4, which presents you with some strategic choices instead of always going for your best highest costed/utility creature.
Now, we pushed the power for these weenies as part of making aggro viable, bue we aren't going to spend the 3-6 mana slots on creatures which compete with or outclass Baneslayer Angel are we? Because I can see aggro being totally outclassed if that is the case.
I think all of us working on this working on this project know better than to have a bunch of creatures matching baneslayer. We've been making powerful cards, but we all know that baneslayer is ridiculous. It's a card I certainly would have never suggested creating
also, I think combative captain should stay WW. white bears with 2 good abilities generally cost WW. I.E. black/silver knight, knight of meadowgrain, etc. the other changes I could maybe see. I didn't vote for phalanx warrior, but I would absolutely not be opposed to it being in the final 8. It's a fine card, and if it would help ease up the mana for white then I'm all for it and lightbringer to come in over the lower ranked cards.
I say let's get the rough voting and creating done and then come back and figure out if anything needs to be different. just keeping notes along the way. I've already put in a good amount of submissions for 3CMC.
bingo. Seems like a very interesting and cool change. it's already good card, but that change could only make it more fun.
That is pretty good. Are we deciding to keep it white creature or do you want it to be any creature? I thought the color of white keep it with in flavor of whites need to build armies.
3CC Armada in Arms2W
Creature - Angel
Flying, Vigilance
When Armada in Arms deals damage to a player, put a token into play that is a copy of itself onto the battlefield under your control.
Armada in Arms gets +1/+1 for each other Armada in Arms creature on the battlefield.
1/1
Infinite Entity2W
Creature - Spirit
Flying
When Infinite Entity is put into a your graveyard from the battlefield, return it to the battlefield under your control.
"Death is so final, for only the living, the spirit will always remain."
- Ozzy Osborne Back on Earth
2/2
Heavenly Creatures1WW
Creature - Spirit
Flying
When Heavenly Creatures enters the battlefield put a 1/1 White Spirit Token with Flying onto the battlefield under your control.
Persist
2/2
Merciless Samauri1WW
Creature - Human Samarui
First Strike, Bushido 3 Their strikes are swift and deadly, yet sadly never remembered. Those who dare find out don't live to tell the tale.
2/2
Defiant Martyr2W
Creature - Cleric
Sacrifice Defiant Martyr: The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Persist
1/2
Fatechanger2W
Creature -Spirit
Flash
When Fatechanger enter's the battlefield, the next 5 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
2/2
Akroma's Apprentice1WW
Creature - Angel
Level Up - W Flying, Vigilance 1/3
Level 2-5 Flying, First Strike, Vigilance, 3/4
Level 6+ Flying, First Strike, Vigilance, Protection from Red, Protection from Black, 5/5
Ancient Sensei2W
Creature - Samarui
Whenever a player casts a spell or attacks with a creature, you may put a training counter on Ancient Sensei.
At the beginning of your upkeep, you may move any number of training counters from Ancient Sensei onto other creatures.
Creatures with training counters on them get Bushido X, where X is the number of training counters on that creature.
2/2
Temple Custodian2W
Creature - Cleric 2W: Shuffle target artifact or enchantment into it's owner's library.
1/1
Contraband Official2W
Creature - Human Solider
Multikicker Kicker 1
When Contraband Official enters the battlefield, for each time it was kicked, search target library for an equipment card, put it onto the battlefield under your control. Shuffle any of those libraries afterwards.
When Contraband Official leaves the battlefield, shuffle all equipment that was searching when it was kicked, into their owner's libraries.
2/2
Academy Acolyte1WW
Creature - Cleric
When Academy Acolyte enters the battlefield, search your library for an enchantment card and put it onto the battlefield under target player's control. Shuffle your library afterwards.
When Academy Acolyte leaves the battlefield, exile target enchantment.
1/1
4CC Karmic Apotheosis2WW
Creature - Avatar
Morph XW
When Karmic Apotheosis is turned Face up, put X 1/1 White Spirit creature tokens with flying onto the battlefield under you control. T, Tap Four Untapped Spirits you control: Turn Karmic Apotheosis face down.
1/1
Glory Reviver3W
Creature - Spirit
Flying, Vigilance
When Glory Reviver deals combat damage to a player, choose and exile target creature card from target graveyard. That card gains Suspend 2.
1/5
Advent of Day3W
Creature - Cleric
If your life total would be reduce to less than 1, it reduces to 1 instead.
If the toughness of a creature you control would be reduces to less than 1, it reduces it to 1 instead.
0/4
Pariah Angel2WW
Creature - Angel
Flying, Protection from Non-Monowhite cards.
If Pariah Angel would deal damage to a non-mono white creature, gain control of that creature instead. That creature becomes white.
When you control three or more creature's you do not own, Pariah Angel gains; "Each creature you control that you do not own gets +4/+4 and gains Flying."
3/3
Angel of Exorcism2WW
Creature - Angel
Flying, Vigilance, Protection from Red and Black
Whenever Angel of Exorcism deals combat damage to a player, exile target creature defending player controls. Put a 1/1 White Peasant Creature token onto the battlefield under that player's control.
2/4
5CC
Ethereal Arbiter4W
Creature - Spirit
Shadow
5/5
Angel of Divinity4W
Creature - Angel
Flash, Flying
When Angel of Divinity enters the battlefield, upto three target creatures become Indestructible until end of turn.
4/4
Angel of the Meek3WW
Flying, Vigilance
When Angel of the Meek enter's the Battlefield tap all creatures you do not control with a power 3 or less.
Creatures with a power 3 or less you do not control do not untap during their controller's untap step.
4/4
The Exalted3WW
Creature - Avatar Spirit
First Strike
Each creature you control gains Exalted.
4/4
Choir of the Eons4W
Creature - Spirit Avatar Elemental
Flying, Shroud
Choir of the Eons power is equal to the number of tapped permanents your opponents control and its toughness is equal to that number plus 1.
At the end of your turn you may tap any number of target permanents you control. For each one, at the beginning of each opponents upkeep step you may tap target permanent that player controls.
*/1+*
6CC+ Valkyrie of the Fields4WW
Creature - Angel
Flying, First Strike, Vigilance
All creatures you control with a converted mana 3 or less get +3/+3.
"Her presence alone drove evil away, her inspiration made sure they didn't get far."
4/4
Titan of Perfection4WW
Creature - Giant Cleric
Trample
When Titan of Perfection enters the battlefield search your library for upto five cards that do not share a card type and exile them.
When Titan of Perfection deals combat damage to a player choose one of the exiled cards and put it into your hand.
6/6
Fate Weaver5W
Creature - Spirit
1W: Put a Fate counter on target permanent.
When Fate Weaver leave's the battlefield, exile each permanent with a fate counter on it.
3/4
Dragon of Catastrophe4WW
Creature - Dragon
Multikicker W
Flying
When Dragon of Catastrophe enters the battlefield, for each time you kicked it, choose one - Destroy all other creatures, destroy all lands, destroy all artifacts and enchantments.
5/5
Demi-God of Judgement6WW
Creature - Avatar
Demi-God of Judgement power is equal to the number of card types among cards in all graveyards and on the battlefield and its toughness is equal to that number plus 1.
When Demi-God of Judgement enter's the battlefield reveal the top seven cards of your library. Put all permanents cards revealed in this way onto the battlefield under your control and put all non permanent cards revealed into your hand.
*/1+*
Oblivion Archangel4WW
Creature - Angel
Flying
When Oblivion Archangel enters the battlefield, exile three target permanents.
When Oblivion Archangel leaves the battlefield, return the exiled permanents to the battlefield under their owner's control.
4/4
Divine Potter4WW
Creature - Cleric
Multikicker sacrifice an Enchantment or Artifact.
When Divine Potter enters the battlefield, for each time it was kicked, reveal the top X cards of your library where X is equal to the Sacrificed enchantment or artifact's converted mana cost. Put all Artifact and Enchantment cards revealed in this way onto the battlefield under your control.
3/6
I noticed the Nirvana creature didn't make it into the 8 2cc list. I didn't vote for it because I think it would work better with one more point of power at 1WW or 2W. What do you think?
Also I've editted my post in the submissions thread with my 3cc white critters, I take it that's the way we're doing this?
Thats what I did, then posted them once in this thread for people to discuss
Also, if I got this correctly, now is the time to post 4,5,6, etc. drops in addition to your 3 drops?
Yup. All the white creatures over 2 mana
Edit: now with bonus commentary on the cards I've seen so far:
@killem2 Glory Reviver I don't think does what you want it to. If you exile their creature, they will eventually get to play it again. Did you mean the card to say that *you* got to suspend their creature? Because you might need more text to get that effect. Heavenly Creatures on the other hand I really like. I think I will be giving that one a vote. Angel of Divinity I also like. This seems like a great combat effect, and one that seems quite white.
Valkyrie of the Fieldslooks cool (what a terrific buffer for tokens). How about giving her +1/+1 and removing the First Strike?
@Aston
As written, Super Decoy's ability will have this practical effect: X (all white mana): Remove ~ and X target creatures from the game. Is that what you intended?
@FoggManatic
Why can't Bird Brain affect lands as well?
I like Iconoclasts. Must smash artifacts!
@Crocodile Mallard of the Moat :~)
@causal_gamer
I like Battlesong Angel, but shouldn't she be a little bigger as an angel? Maybe 3/3 or 3/4? Also, the name kinda implies some sort of 'When ~ attacks all creatures you control get +1/+1 until end of turn' ability, as she sings the troops to battle. Maybe make the Anthem effect conditional? (Giving her a sort of 'Exalted for your whole team feel').
@bondafong Knight of Pure Fire feels quite a bit like my Enraged Goliath, except that the damage splitting makes yours a bit more flexible and powerful (shakes fist).
I'm also feeling Soltari Disenchanter as a buffed version of Soltari Visionary.
This is virtually a "all other creatures you control gains +1/+1". It makes the card more simple, and only a little more powerful.
Having the +1/+1 be static is a HUGE power boost. I think the card is fine as is. Forcing the angel to attack also gives the card some risk and means something like an awesome flyer or reach dude on your opponents side does something in this situation. I'm honestly more worried that the defending player will have too hard a time with some of the white cards being made. Remember, you're going to be the defending player 1/2 the time. This may be an unfounded concern however and best left up to the development phase of this project, not the design phase.
As for cards that caught my eye:
Duel Wielding Veteran: Pretty sure this is a red card or a red/white card. I've never seen those blocking restrictions on a mono white card before.
Knight of Pure Fire: Pretty sure this is also a red card.
Soltari Disenchanter: Very Solid. Perhaps too splashable considering the pedigree of this design?
Heavenly Creatures: How awesome is this card? So awesome!
Angel of Divinity: Very white, very good!
Akroma's Apprentice: Either the levels or level up costs need to be changed. Having this fully leveld on turn five seems a bit too soon.
Dragon of Catastrophe: Strong but fair. 9 mana spells should win you the game. I approve.
Iconoclasts: This is certainly in the white pie but I feel for our cube this should be restricted to red. White should get the REALLY good enchantment hate (and mild artifact hate), Red the REALLY good artifact hate and Green the in-between/solid artifact/enchantment hate. Just IMO.
There are a few others I really like or dislike for various reasons but I think I'll save my breath for the voting round.
I also feel like the following mechanics have been neglected: Morph, Convoke and Cycling. Designs should come naturally and not be forced but I feel there is space there to find some quality cards.
As a general note, I see too many cards without "nonland permenant" restrictions. White doesn't get targeted LD. Also a few cards ask you to search stuff out and then reshuffle them into your library. Too much shuffling and potential for memory issues. I'd avoid design like that.
@Altarus Noble Entourage as currently worded works for all players, not just you. And can the soldier attack planeswalkers or players different from the current defending player? it doesn't say.
And what do people think of giving Knights Horsemanship as an ability?
@Altarus Noble Entourage as currently worded works for all players, not just you. And can the soldier attack planeswalkers or players different from the current defending player? it doesn't say.
And what do people think of giving Knights Horsemanship as an ability?
Fixed! Also added a couple more cards to my list. Trying to think outside the box
Edit: now with bonus commentary on the cards I've seen so far:
@killem2 Glory Reviver I don't think does what you want it to. If you exile their creature, they will eventually get to play it again. Did you mean the card to say that *you* got to suspend their creature? Because you might need more text to get that effect. Heavenly Creatures on the other hand I really like. I think I will be giving that one a vote. Angel of Divinity I also like. This seems like a great combat effect, and one that seems quite white.
Valkyrie of the Fieldslooks cool (what a terrific buffer for tokens). How about giving her +1/+1 and removing the First Strike?
Fixed Glory reviver.
thanks, I really have been trying to perfect a token persister that is just as annoying as kitchen finks LOL.
Thanks for the angel.
As far as the valkarie.. I think that's a decent trade off. changed.
Noooooo, that's terribly broken. That makes herself a 4/4 flying indestructible creature for 5 mana. For reference, WOTC made a 3/3 flying indesctructible cost 7. So yours is only undercosted by about 3-4 mana :~). *Plus* effectively making two other creatures indestructible.
Just indestructible til EOT is fine (still overpowered, just not ridic), since it makes a very tidy wrath hoser.
Noooooo, that's terribly broken. That makes herself a 4/4 flying indestructible creature for 5 mana. For reference, WOTC made a 3/3 flying indesctructible cost 7. So yours is only undercosted by about 3-4 mana :~). *Plus* effectively making two other creatures indestructible.
Just indestructible til EOT is fine (still overpowered, just not ridic), since it makes a very tidy wrath hoser.
Ooops I meant for her not to be able to have it. Would it be ok if it said, three OTHER creatures you control get it until she leaves play?
I like that change less than the original til EOT version, because then she can't ambush a wrath. Which was my original 'hey, that's cool' moment with her.
I like that change less than th eoriginal til EOT version, because then she can't ambush a wrath.
True, but technically she still can have the other three right?
Lets say your opponent or I suppose even yourself cast wrath of god, in response you cast the angel, three gets indestructible.
Wrath resolves, wouldn't it kill the angel and everything but the three creatures since those creatures technically had the protection up until she died, and she didn't die until the resolution of the wrath, while they won't be protected anymore, don't they still last through the wrath?
Edit I changed her back, if she makes the votes then we can discuss changing it
I really like Reflecting Dragon. I also think Silver Dragon would be a better name for it, being simple and epic, and still serving the concept. Anyone who's played Nethack will love this one. Sure to get votes from me!
It could really be either way, one being more elegant and the other more balanced.
I still need to talk to cuttups, but I think we might decide to extend the design period of this round a couple more days. Alot of the cards I've been looking at are waaaaay over the top. We have too many Baneslayer Esque creatures imo. I urge everyone to look at normal magic cards, and create cards that might see the light of day. On a good note, there are a lot of great ideas, but the power level you attribute to each idea is a little much. There shouldn't be a plethora of 3/3's for 2W with extremely useful abilities. Same for each CC. So please everyone, take these next couple of days to refine some of your designs into a more plausible card that wizards might print. I personally am looking for cards around the upper tier of uncommon / rare power level. Not every card should be breaking the mold of what's come before it, because then we divorce ourselves from normal magic standards and have a much harder time regulating and balancing the power level of future designs
I still need to talk to cuttups, but I think we might decide to extend the design period of this round a couple more days. Alot of the cards I've been looking at are waaaaay over the top. We have too many Baneslayer Esque creatures imo. I urge everyone to look at normal magic cards, and create cards that might see the light of day. On a good note, there are a lot of great ideas, but the power level you attribute to each idea is a little much. There shouldn't be a plethora of 3/3's for 2W with extremely useful abilities. Same for each CC. So please everyone, take these next couple of days to refine some of your designs into a more plausible card that wizards might print. I personally am looking for cards around the upper tier of uncommon / rare power level. Not every card should be breaking the mold of what's come before it, because then we divorce ourselves from normal magic standards and have a much harder time regulating and balancing the power level of future designs
It might be useful for everyone if you pull out some specific examples and state why they are OP (if it isn't obviously clear already). That way we all know the appropriate boundaries. I also think what's happening is that people are beefing up their dudes in response to feedback. People need to be careful about that.
The way I think about it is to look at the card and think about what you could remove from it while still wanting to put it in your cube.
I love the 4/4 for 3W with the XW echo cost to destroy pretty much any target you want but white doesn't get good 4/4s for 4 mana. If there isn't anything to destroy, its echo cost is just W. Kind of ridiculous. If you made it a 3/4, I would be more inclined to say its at an appropriate power level and would still play it in almost any deck. I'd probably even play it in my cube as a 3/3.
It might be useful for everyone if you pull out some specific examples and state why they are OP (if it isn't obviously clear already). That way we all know the appropriate boundaries. I also think what's happening is that people are beefing up their dudes in response to feedback. People need to be careful about that.
Fair enough.
Choir of the Eons :4mana::symw: Creature - Spirit Avatar Elemental Flying, Shroud Choir of the Eons power is equal to the number of tapped permanents your opponents control and its toughness is equal to that number plus 1. At the end of your turn you may tap any number of target permanents you control. For each one, at the beginning of each opponents upkeep step you may tap target permanent that player controls. */1+*
For one, this creature is very wordy and would probably result in micro text. Secondly, you pretty much win when this creature hits play. You have an untargetable creature with evasion, that gets bigger using a built in ability that locks down your opponent for the rest of the game. Oh, and it's splashable.
Oblivion Archangel :4mana::symw::symw: Creature - Angel Flying When Oblivion Archangel enters the battlefield, exile three target permanents. When Oblivion Archangel leaves the battlefield, return the exiled permanents to the battlefield under their owner's control. 4/4
Ummm... seriously? 6 mana for an evasive beater that removes three problematic nonland permanents and can be tricked out of play to permanently remove them from the game? I'd say this guy would be super good removing only ONE NONland permanent when he ETBs for a mana less.
Dragon of Catastrophe :4mana::symw::symw: Creature - Dragon Multikicker Flying When Dragon of Catastrophe enters the battlefield, for each time you kicked it, choose one - Destroy all other creatures, destroy all lands, destroy all artifacts and enchantments. 5/5
Holy jesus! Way too much flexibility with this card. I would make it regular kicker and possibly up the kicker cost to 2.
Novator, the Ascendant :1mana::symw::symw:
Creature - Human Cleric
If Novator has no divinity counter and it would be put into a graveyard from the battlefield, instead put a divinity counter on it and it becomes an enchantment with "Creatures you control get +1/+1".
Sacrifice Novator: You gain 3 life.
3/3
So 99% of the time (random creature counterspell) it's strictly better than Glorious Anthem after it dies? It's an aggressively costed creature that has a sac outlet built into it to activate it's special requirement at any time. Hmm...
Mobilizing Commander :2mana::symw:
Creature - Human Soldier
Creatures you control have vigilance.
2W: Put a 1/1 white soldier creature token onto the battlefield.
3/3
This was the reference in my first post. A walking mobilization is fine, but not when it's a 3/3 in it's own right. I couldn't see this being printed at anything past 2/2, and even that is pushing it quite a bit.
Things to keep in mind while designing:
1. No microtext. There is almost always a way to format a card in a way that will make this possible and if not, then it was too complicated to begin with.
2. Be realistic with your cards. Not every card should be the best card at that cc. Like cuttups said, start with your design, then keep lowering stats until it reaches a point a bit above where you wouldn't play it in your cube. Thats where the majority of cards should sit imo.
3. I know others have said this, and I'm guilty of doing this as well, but try to cut down on the amount of different counters that are being used. It creates a complicated game state riddled with memory issues.
Let me know if there are still some questions and I'll try my best to answer
Thanks goes out to Casual_Gamer for tallying this up. I'll add it to the Home Page and we'll move on to the next set of designs.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
5 1cc
8 2cc
5 3cc
4 4cc
5 5cc+
Let me know what you all think
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
I think all of us working on this working on this project know better than to have a bunch of creatures matching baneslayer. We've been making powerful cards, but we all know that baneslayer is ridiculous. It's a card I certainly would have never suggested creating
also, I think combative captain should stay WW. white bears with 2 good abilities generally cost WW. I.E. black/silver knight, knight of meadowgrain, etc. the other changes I could maybe see. I didn't vote for phalanx warrior, but I would absolutely not be opposed to it being in the final 8. It's a fine card, and if it would help ease up the mana for white then I'm all for it and lightbringer to come in over the lower ranked cards.
I say let's get the rough voting and creating done and then come back and figure out if anything needs to be different. just keeping notes along the way. I've already put in a good amount of submissions for 3CMC.
Cube list thread
Cubetutor
I'm not sure I understand. Is it like if you get a creature with 4 cc its 4 counters if its 1 cc its 1 counter?
bingo. Seems like a very interesting and cool change. it's already good card, but that change could only make it more fun.
Cube list thread
Cubetutor
That is pretty good. Are we deciding to keep it white creature or do you want it to be any creature? I thought the color of white keep it with in flavor of whites need to build armies.
3CC
Armada in Arms 2W
Creature - Angel
Flying, Vigilance
When Armada in Arms deals damage to a player, put a token into play that is a copy of itself onto the battlefield under your control.
Armada in Arms gets +1/+1 for each other Armada in Arms creature on the battlefield.
1/1
Infinite Entity 2W
Creature - Spirit
Flying
When Infinite Entity is put into a your graveyard from the battlefield, return it to the battlefield under your control.
"Death is so final, for only the living, the spirit will always remain."
- Ozzy Osborne Back on Earth
2/2
Heavenly Creatures 1WW
Creature - Spirit
Flying
When Heavenly Creatures enters the battlefield put a 1/1 White Spirit Token with Flying onto the battlefield under your control.
Persist
2/2
Merciless Samauri 1WW
Creature - Human Samarui
First Strike, Bushido 3
Their strikes are swift and deadly, yet sadly never remembered. Those who dare find out don't live to tell the tale.
2/2
Defiant Martyr 2W
Creature - Cleric
Sacrifice Defiant Martyr: The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Persist
1/2
Fatechanger 2W
Creature -Spirit
Flash
When Fatechanger enter's the battlefield, the next 5 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
2/2
Akroma's Apprentice 1WW
Creature - Angel
Level Up - W Flying, Vigilance 1/3
Level 2-5 Flying, First Strike, Vigilance, 3/4
Level 6+ Flying, First Strike, Vigilance, Protection from Red, Protection from Black, 5/5
Ancient Sensei 2W
Creature - Samarui
Whenever a player casts a spell or attacks with a creature, you may put a training counter on Ancient Sensei.
At the beginning of your upkeep, you may move any number of training counters from Ancient Sensei onto other creatures.
Creatures with training counters on them get Bushido X, where X is the number of training counters on that creature.
2/2
Temple Custodian 2W
Creature - Cleric
2W: Shuffle target artifact or enchantment into it's owner's library.
1/1
Contraband Official 2W
Creature - Human Solider
Multikicker Kicker 1
When Contraband Official enters the battlefield, for each time it was kicked, search target library for an equipment card, put it onto the battlefield under your control. Shuffle any of those libraries afterwards.
When Contraband Official leaves the battlefield, shuffle all equipment that was searching when it was kicked, into their owner's libraries.
2/2
Academy Acolyte 1WW
Creature - Cleric
When Academy Acolyte enters the battlefield, search your library for an enchantment card and put it onto the battlefield under target player's control. Shuffle your library afterwards.
When Academy Acolyte leaves the battlefield, exile target enchantment.
1/1
4CC
Karmic Apotheosis 2WW
Creature - Avatar
Morph XW
When Karmic Apotheosis is turned Face up, put X 1/1 White Spirit creature tokens with flying onto the battlefield under you control.
T, Tap Four Untapped Spirits you control: Turn Karmic Apotheosis face down.
1/1
Glory Reviver 3W
Creature - Spirit
Flying, Vigilance
When Glory Reviver deals combat damage to a player, choose and exile target creature card from target graveyard. That card gains Suspend 2.
1/5
Advent of Day 3W
Creature - Cleric
If your life total would be reduce to less than 1, it reduces to 1 instead.
If the toughness of a creature you control would be reduces to less than 1, it reduces it to 1 instead.
0/4
Pariah Angel 2WW
Creature - Angel
Flying, Protection from Non-Monowhite cards.
If Pariah Angel would deal damage to a non-mono white creature, gain control of that creature instead. That creature becomes white.
When you control three or more creature's you do not own, Pariah Angel gains; "Each creature you control that you do not own gets +4/+4 and gains Flying."
3/3
Angel of Exorcism 2WW
Creature - Angel
Flying, Vigilance, Protection from Red and Black
Whenever Angel of Exorcism deals combat damage to a player, exile target creature defending player controls. Put a 1/1 White Peasant Creature token onto the battlefield under that player's control.
2/4
5CC
Ethereal Arbiter 4W
Creature - Spirit
Shadow
5/5
Angel of Divinity 4W
Creature - Angel
Flash, Flying
When Angel of Divinity enters the battlefield, upto three target creatures become Indestructible until end of turn.
4/4
Angel of the Meek 3WW
Flying, Vigilance
When Angel of the Meek enter's the Battlefield tap all creatures you do not control with a power 3 or less.
Creatures with a power 3 or less you do not control do not untap during their controller's untap step.
4/4
The Exalted 3WW
Creature - Avatar Spirit
First Strike
Each creature you control gains Exalted.
4/4
Choir of the Eons 4W
Creature - Spirit Avatar Elemental
Flying, Shroud
Choir of the Eons power is equal to the number of tapped permanents your opponents control and its toughness is equal to that number plus 1.
At the end of your turn you may tap any number of target permanents you control. For each one, at the beginning of each opponents upkeep step you may tap target permanent that player controls.
*/1+*
6CC+
Valkyrie of the Fields 4WW
Creature - Angel
Flying, First Strike, Vigilance
All creatures you control with a converted mana 3 or less get +3/+3.
"Her presence alone drove evil away, her inspiration made sure they didn't get far."
4/4
Titan of Perfection 4WW
Creature - Giant Cleric
Trample
When Titan of Perfection enters the battlefield search your library for upto five cards that do not share a card type and exile them.
When Titan of Perfection deals combat damage to a player choose one of the exiled cards and put it into your hand.
6/6
Fate Weaver 5W
Creature - Spirit
1W: Put a Fate counter on target permanent.
When Fate Weaver leave's the battlefield, exile each permanent with a fate counter on it.
3/4
Dragon of Catastrophe 4WW
Creature - Dragon
Multikicker W
Flying
When Dragon of Catastrophe enters the battlefield, for each time you kicked it, choose one - Destroy all other creatures, destroy all lands, destroy all artifacts and enchantments.
5/5
Demi-God of Judgement 6WW
Creature - Avatar
Demi-God of Judgement power is equal to the number of card types among cards in all graveyards and on the battlefield and its toughness is equal to that number plus 1.
When Demi-God of Judgement enter's the battlefield reveal the top seven cards of your library. Put all permanents cards revealed in this way onto the battlefield under your control and put all non permanent cards revealed into your hand.
*/1+*
Oblivion Archangel 4WW
Creature - Angel
Flying
When Oblivion Archangel enters the battlefield, exile three target permanents.
When Oblivion Archangel leaves the battlefield, return the exiled permanents to the battlefield under their owner's control.
4/4
Divine Potter 4WW
Creature - Cleric
Multikicker sacrifice an Enchantment or Artifact.
When Divine Potter enters the battlefield, for each time it was kicked, reveal the top X cards of your library where X is equal to the Sacrificed enchantment or artifact's converted mana cost. Put all Artifact and Enchantment cards revealed in this way onto the battlefield under your control.
3/6
Thats what I did, then posted them once in this thread for people to discuss
Yup. All the white creatures over 2 mana
Edit: now with bonus commentary on the cards I've seen so far:
@killem2
Glory Reviver I don't think does what you want it to. If you exile their creature, they will eventually get to play it again. Did you mean the card to say that *you* got to suspend their creature? Because you might need more text to get that effect.
Heavenly Creatures on the other hand I really like. I think I will be giving that one a vote.
Angel of Divinity I also like. This seems like a great combat effect, and one that seems quite white.
Valkyrie of the Fieldslooks cool (what a terrific buffer for tokens). How about giving her +1/+1 and removing the First Strike?
@Aston
As written, Super Decoy's ability will have this practical effect: X (all white mana): Remove ~ and X target creatures from the game. Is that what you intended?
@FoggManatic
Why can't Bird Brain affect lands as well?
I like Iconoclasts. Must smash artifacts!
@Crocodile
Mallard of the Moat :~)
@causal_gamer
I like Battlesong Angel, but shouldn't she be a little bigger as an angel? Maybe 3/3 or 3/4? Also, the name kinda implies some sort of 'When ~ attacks all creatures you control get +1/+1 until end of turn' ability, as she sings the troops to battle. Maybe make the Anthem effect conditional? (Giving her a sort of 'Exalted for your whole team feel').
@bondafong
Knight of Pure Fire feels quite a bit like my Enraged Goliath, except that the damage splitting makes yours a bit more flexible and powerful (shakes fist).
I'm also feeling Soltari Disenchanter as a buffed version of Soltari Visionary.
This is virtually a "all other creatures you control gains +1/+1". It makes the card more simple, and only a little more powerful.
My Tribal cube
My 93/94 old school cube
My Artifact cube
My Hearthstone Quiz App for iOS
Having the +1/+1 be static is a HUGE power boost. I think the card is fine as is. Forcing the angel to attack also gives the card some risk and means something like an awesome flyer or reach dude on your opponents side does something in this situation. I'm honestly more worried that the defending player will have too hard a time with some of the white cards being made. Remember, you're going to be the defending player 1/2 the time. This may be an unfounded concern however and best left up to the development phase of this project, not the design phase.
As for cards that caught my eye:
Duel Wielding Veteran: Pretty sure this is a red card or a red/white card. I've never seen those blocking restrictions on a mono white card before.
Knight of Pure Fire: Pretty sure this is also a red card.
Soltari Disenchanter: Very Solid. Perhaps too splashable considering the pedigree of this design?
Heavenly Creatures: How awesome is this card? So awesome!
Angel of Divinity: Very white, very good!
Akroma's Apprentice: Either the levels or level up costs need to be changed. Having this fully leveld on turn five seems a bit too soon.
Dragon of Catastrophe: Strong but fair. 9 mana spells should win you the game. I approve.
Iconoclasts: This is certainly in the white pie but I feel for our cube this should be restricted to red. White should get the REALLY good enchantment hate (and mild artifact hate), Red the REALLY good artifact hate and Green the in-between/solid artifact/enchantment hate. Just IMO.
There are a few others I really like or dislike for various reasons but I think I'll save my breath for the voting round.
I also feel like the following mechanics have been neglected: Morph, Convoke and Cycling. Designs should come naturally and not be forced but I feel there is space there to find some quality cards.
As a general note, I see too many cards without "nonland permenant" restrictions. White doesn't get targeted LD. Also a few cards ask you to search stuff out and then reshuffle them into your library. Too much shuffling and potential for memory issues. I'd avoid design like that.
Noble Entourage as currently worded works for all players, not just you. And can the soldier attack planeswalkers or players different from the current defending player? it doesn't say.
And what do people think of giving Knights Horsemanship as an ability?
Fixed! Also added a couple more cards to my list. Trying to think outside the box
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Fixed Glory reviver.
thanks, I really have been trying to perfect a token persister that is just as annoying as kitchen finks LOL.
Thanks for the angel.
As far as the valkarie.. I think that's a decent trade off. changed.
Made it until she leaves play. Fair?
Noooooo, that's terribly broken. That makes herself a 4/4 flying indestructible creature for 5 mana. For reference, WOTC made a 3/3 flying indesctructible cost 7. So yours is only undercosted by about 3-4 mana :~). *Plus* effectively making two other creatures indestructible.
Just indestructible til EOT is fine (still overpowered, just not ridic), since it makes a very tidy wrath hoser.
Ooops I meant for her not to be able to have it. Would it be ok if it said, three OTHER creatures you control get it until she leaves play?
True, but technically she still can have the other three right?
Lets say your opponent or I suppose even yourself cast wrath of god, in response you cast the angel, three gets indestructible.
Wrath resolves, wouldn't it kill the angel and everything but the three creatures since those creatures technically had the protection up until she died, and she didn't die until the resolution of the wrath, while they won't be protected anymore, don't they still last through the wrath?
Edit I changed her back, if she makes the votes then we can discuss changing it
Yup, its the preschool version of shadow.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Draft my cube!
Watch me stream!
It might be useful for everyone if you pull out some specific examples and state why they are OP (if it isn't obviously clear already). That way we all know the appropriate boundaries. I also think what's happening is that people are beefing up their dudes in response to feedback. People need to be careful about that.
I love the 4/4 for 3W with the XW echo cost to destroy pretty much any target you want but white doesn't get good 4/4s for 4 mana. If there isn't anything to destroy, its echo cost is just W. Kind of ridiculous. If you made it a 3/4, I would be more inclined to say its at an appropriate power level and would still play it in almost any deck. I'd probably even play it in my cube as a 3/3.
Draft my cube!
Watch me stream!
Fair enough.
Choir of the Eons :4mana::symw:
Creature - Spirit Avatar Elemental
Flying, Shroud
Choir of the Eons power is equal to the number of tapped permanents your opponents control and its toughness is equal to that number plus 1.
At the end of your turn you may tap any number of target permanents you control. For each one, at the beginning of each opponents upkeep step you may tap target permanent that player controls.
*/1+*
For one, this creature is very wordy and would probably result in micro text. Secondly, you pretty much win when this creature hits play. You have an untargetable creature with evasion, that gets bigger using a built in ability that locks down your opponent for the rest of the game. Oh, and it's splashable.
Oblivion Archangel :4mana::symw::symw:
Creature - Angel
Flying
When Oblivion Archangel enters the battlefield, exile three target permanents.
When Oblivion Archangel leaves the battlefield, return the exiled permanents to the battlefield under their owner's control.
4/4
Ummm... seriously? 6 mana for an evasive beater that removes three problematic
nonlandpermanents and can be tricked out of play to permanently remove them from the game? I'd say this guy would be super good removing only ONE NONland permanent when he ETBs for a mana less.Dragon of Catastrophe :4mana::symw::symw:
Creature - Dragon
Multikicker
Flying
When Dragon of Catastrophe enters the battlefield, for each time you kicked it, choose one - Destroy all other creatures, destroy all lands, destroy all artifacts and enchantments.
5/5
Holy jesus! Way too much flexibility with this card. I would make it regular kicker and possibly up the kicker cost to 2.
Novator, the Ascendant :1mana::symw::symw:
Creature - Human Cleric
If Novator has no divinity counter and it would be put into a graveyard from the battlefield, instead put a divinity counter on it and it becomes an enchantment with "Creatures you control get +1/+1".
Sacrifice Novator: You gain 3 life.
3/3
So 99% of the time (random creature counterspell) it's strictly better than Glorious Anthem after it dies? It's an aggressively costed creature that has a sac outlet built into it to activate it's special requirement at any time. Hmm...
Mobilizing Commander :2mana::symw:
Creature - Human Soldier
Creatures you control have vigilance.
2W: Put a 1/1 white soldier creature token onto the battlefield.
3/3
This was the reference in my first post. A walking mobilization is fine, but not when it's a 3/3 in it's own right. I couldn't see this being printed at anything past 2/2, and even that is pushing it quite a bit.
Things to keep in mind while designing:
1. No microtext. There is almost always a way to format a card in a way that will make this possible and if not, then it was too complicated to begin with.
2. Be realistic with your cards. Not every card should be the best card at that cc. Like cuttups said, start with your design, then keep lowering stats until it reaches a point a bit above where you wouldn't play it in your cube. Thats where the majority of cards should sit imo.
3. I know others have said this, and I'm guilty of doing this as well, but try to cut down on the amount of different counters that are being used. It creates a complicated game state riddled with memory issues.
Let me know if there are still some questions and I'll try my best to answer
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU