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
Combat Cleric- firstly, I'm just wondering why this guy is a giant, at 1/1. And his ability just seems to create issues with remembering what can and can't block extra stuff. I think it would work better if it just applied to all creatures you control, like Elspeth's ultimate. It would improve the card's power too. I think you can make him a 2/2 safely.
Combat Instructor- his second ability sounds like a replacement ability, which would make it broken. It also really seems to belong in black, although white can get some reanimation from time to time (Breath of Life). At any rate, the templating would be: "Whenever Combat Instructor is dealt damage, you may return target Soldier card from your graveyard to your hand." If you don't want it to be a may effect, make sure to specify that they have to return "up to one" Soldier card, because they graveyard might not actually have any in it.
Divine Life- Nothing particularly interesting, but much more powerful than lifegain spells tend to be. That's probably a good thing, since lifegain by itself is traditionally awful.
Enchant the Skies- I'm not sure why there's a mode just to hate on blue enchantments; white and blue are traditionally allies, especially with regards to enchantment spells. Also I think your second mode could look at 3-4 cards. 2 just doesn't seem enough, unless this is coming from a very enchantment-heavy block.
Flight General- This is another ability that feels very black to me. White doesn't make a habit of sacrificing creatures to benefit other creatures, it's much more about the "Greater Good" sort of thing. The discard cost on the second ability is sort of black/red as well rather than white. It's not a bad card, it just feels like it might be in the wrong colors.
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far." - H.P. Lovecraft
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 posted 2 more cards in the first post also.
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Um... Woot!!
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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 Instructor- his second ability sounds like a replacement ability, which would make it broken. It also really seems to belong in black, although white can get some reanimation from time to time (Breath of Life). At any rate, the templating would be: "Whenever Combat Instructor is dealt damage, you may return target Soldier card from your graveyard to your hand." If you don't want it to be a may effect, make sure to specify that they have to return "up to one" Soldier card, because they graveyard might not actually have any in it.
Divine Life- Nothing particularly interesting, but much more powerful than lifegain spells tend to be. That's probably a good thing, since lifegain by itself is traditionally awful.
Enchant the Skies- I'm not sure why there's a mode just to hate on blue enchantments; white and blue are traditionally allies, especially with regards to enchantment spells. Also I think your second mode could look at 3-4 cards. 2 just doesn't seem enough, unless this is coming from a very enchantment-heavy block.
Flight General- This is another ability that feels very black to me. White doesn't make a habit of sacrificing creatures to benefit other creatures, it's much more about the "Greater Good" sort of thing. The discard cost on the second ability is sort of black/red as well rather than white. It's not a bad card, it just feels like it might be in the wrong colors.
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.