Wrath of the Spark2C Enchantment
Dogma (As you cast this spell, you may reveal your hand and have an opponent exile a card of their choice from it. If you do, draw two cards.)
Planeswalkers have wither.
Planeswalkers assign combat damage to creatures attacking them equal to their loyalty plus 1.
Lore Card
Revel in your delusion when nothing changes for you. Your nobody. Your nothing. O' the joy that must be. Life tempts me to let my guard down as you have.
Lore Card II
O' the pains of the primitive conscience. Life tempts you to let your guard down—and you succumb for a simple indulgence. One that begets you nothing, and would cost you everything.
The concept here is pretty straight forward. I was going to list this at 1C originally. At three it's still going to get played where it's relevant. I'm highly amused that the end of the second ability could say, "then create a clue token. This ability triggers only once each turn." I really wish the effect of blood and clue tokens were swapped. I was thinking to take that line up to 'your nothing' and tack it on as the abridged flavor text for the card.
Wrath of the Spark2C Enchantment
Planeswalkers deal damage to creatures in the form of -1/-1 counters.
If a planeswalker would deal damage to an attacking creature, it deals that much damage plus 1 instead.
I don't believe there is currently any planeswalker that can use that second ability.
I'm also unsure of why is the card colorless, most planeswalker deck, except tron maybe tends to be really color heavy to afford playing a colorless mana card.
Planeswalkers assign combat damage to creatures attacking them equal to their loyalty plus 1.
or
Attacked planeswalkers are treated as blocking creatures
(with power and toughness equal to their loyalty).
or
Planeswalkers are treated as blocking creatures when attacked
That's what you meant!?! This has become a completely different card. What you want is complicated but possible
"Whenever one or more creatures attack a planeswalker you control and aren't blocked. That planeswalker becomes a X+1/X (insert creature type here) creature, where X is equal to its loyalty. It blocks those creatures."
He doesn't deal the damage though, the dragons do.
EDIT: NOW YOUR CARD IS A MESS...seriously dont do that.
try something like this
Planeswalker's Spite 3RR
Enchantment
Planeswalkers you control have wither (They deal damage to creatures in the form of -1/-1 counters.).
Whenever one or more creatures attacks a Planeswalker you control, during damage calculation, that Planeswalker deals damage equal to its loyalty to target creature that attacked it this turn.
He doesn't deal the damage though, the dragons do.
Damn, I just assumed he dealt the damage.
As for the mess that is Reap's card. I actually like the fixed version I posted. Forcing your walkers to take to the battlefield and fight for themselves is a neat idea.
Would never think something like this is original, but when it comes to designs like this, there's still the opportunity to package the concept up in the best presentation.
Didn't want to leave any colors out here, or force them to splash any other colors obviously. I wanted every planeswalker in their natural habitat to have access to this. That's where it needs to be really.
Would never think something like this is original, but when it comes to designs like this, there's still the opportunity to package the concept up in the best presentation.
Didn't want to leave any colors out here, or force them to splash any other colors obviously. I wanted every planeswalker in their natural habitat to have access to this. That's where it needs to be really.
But you did limit it by adding colorless mana to the cost, which means a deck has to have means to generate C in addition to its base color.
However, it is inherently bad design to say that every color must have access to a single effect. A basic principle is that Magic is balanced around each color having access to some things and not having access to others.
Since white has a lot of planeswalker support abilities and this is very defensive, plus wither is primarily a black ability and this has a very "revenge" feel to it, this makes the most sense as a WB enchantment.
As to the combat ability, it doesn't work. Combat damage is specifically between attacking and blocking creatures, so a planeswalker being attacked - even if it somehow becomes a creature during your opponent's turn but still isn't blocking - will not deal combat damage. You need a triggered ability instead.
I understand the concept of Magic root and origin.
Every trail and essence of Magic wants to have its root from among the five colors.
This would be white-red hybrid probably though, if I had I coin it a color indefinitely. It represents retaliation (red/white); violent force, vehemence (red); and self-defense (white). The reason for hybrid is because the color of solid color forces multicolor building, but then gives players two opposites on the spectrum to best diversify the combination options with other colors available to them.
The use of colorless here is intended to reflect another thing (akin to its use for Eldrazi)—the element of white hot; neutral celestial power; a void (or type of anti-void) if you will.
I don't think that being able to generate colorless is a big deal. In most land bases, I will have something that generates colorless, and it's easy to go out of your way to do that when you're building something from scratch to revolve around this design. The fact that this couldn't simply be splashed into certain Ubers or Archtypes only sweetens the pot in my opinion, as it forces them to adapt their land base to include this new utility. Overall, I think this could also be 3 and it wouldn't matter—but I would definitely consider 4 then (if entirely generic mana).
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Enchantment
Dogma (As you cast this spell, you may reveal your hand and have an opponent exile a card of their choice from it. If you do, draw two cards.)
Planeswalkers have wither.
Planeswalkers assign combat damage to creatures attacking them equal to their loyalty plus 1.
Lore Card
Revel in your delusion when nothing changes for you. Your nobody. Your nothing. O' the joy that must be. Life tempts me to let my guard down as you have.
Lore Card II
O' the pains of the primitive conscience. Life tempts you to let your guard down—and you succumb for a simple indulgence. One that begets you nothing, and would cost you everything.
The concept here is pretty straight forward. I was going to list this at 1C originally. At three it's still going to get played where it's relevant. I'm highly amused that the end of the second ability could say, "then create a clue token. This ability triggers only once each turn." I really wish the effect of blood and clue tokens were swapped. I was thinking to take that line up to 'your nothing' and tack it on as the abridged flavor text for the card.
Enchantment
Planeswalkers deal damage to creatures in the form of -1/-1 counters.
If a planeswalker would deal damage to an attacking creature, it deals that much damage plus 1 instead.
I'm also unsure of why is the card colorless, most planeswalker deck, except tron maybe tends to be really color heavy to afford playing a colorless mana card.
In the right set this might be fine.
Planeswalkers assign combat damage to creatures attacking them equal to their loyalty plus 1.
or
Attacked planeswalkers are treated as blocking creatures
(with power and toughness equal to their loyalty).
or
Planeswalkers are treated as blocking creatures when attacked
EDIT: I just remembered I was going to slap Dogma on this.
"Whenever one or more creatures attack a planeswalker you control and aren't blocked. That planeswalker becomes a X+1/X (insert creature type here) creature, where X is equal to its loyalty. It blocks those creatures."
He doesn't deal the damage though, the dragons do.
EDIT: NOW YOUR CARD IS A MESS...seriously dont do that.
try something like this
Planeswalker's Spite 3RR
Enchantment
Planeswalkers you control have wither (They deal damage to creatures in the form of -1/-1 counters.).
Whenever one or more creatures attacks a Planeswalker you control, during damage calculation, that Planeswalker deals damage equal to its loyalty to target creature that attacked it this turn.
As for the mess that is Reap's card. I actually like the fixed version I posted. Forcing your walkers to take to the battlefield and fight for themselves is a neat idea.
Didn't want to leave any colors out here, or force them to splash any other colors obviously. I wanted every planeswalker in their natural habitat to have access to this. That's where it needs to be really.
But you did limit it by adding colorless mana to the cost, which means a deck has to have means to generate C in addition to its base color.
However, it is inherently bad design to say that every color must have access to a single effect. A basic principle is that Magic is balanced around each color having access to some things and not having access to others.
Since white has a lot of planeswalker support abilities and this is very defensive, plus wither is primarily a black ability and this has a very "revenge" feel to it, this makes the most sense as a WB enchantment.
As to the combat ability, it doesn't work. Combat damage is specifically between attacking and blocking creatures, so a planeswalker being attacked - even if it somehow becomes a creature during your opponent's turn but still isn't blocking - will not deal combat damage. You need a triggered ability instead.
Further, I'm not sure if you intended the -1/-1 counters to apply outside of "combat", but as written the wither will still affect planeswalker abilities that deal damage in other ways as well.
Also, did you mean for this to grant abilities to your opponents' planeswalkers as well? Thats not technically wrong, just odd.
Every trail and essence of Magic wants to have its root from among the five colors.
This would be white-red hybrid probably though, if I had I coin it a color indefinitely. It represents retaliation (red/white); violent force, vehemence (red); and self-defense (white). The reason for hybrid is because the color of solid color forces multicolor building, but then gives players two opposites on the spectrum to best diversify the combination options with other colors available to them.
The use of colorless here is intended to reflect another thing (akin to its use for Eldrazi)—the element of white hot; neutral celestial power; a void (or type of anti-void) if you will.
I don't think that being able to generate colorless is a big deal. In most land bases, I will have something that generates colorless, and it's easy to go out of your way to do that when you're building something from scratch to revolve around this design. The fact that this couldn't simply be splashed into certain Ubers or Archtypes only sweetens the pot in my opinion, as it forces them to adapt their land base to include this new utility. Overall, I think this could also be 3 and it wouldn't matter—but I would definitely consider 4 then (if entirely generic mana).