I have a lot of irons in a lot of fires when it comes to Custom Magic Card Creation. And I always am eager to add a new one. What I currently want is a handful of decks for cooperative play - especially things like Archenemy and Challenge Decks. To hit home the flavor I want to have four sixty card decks each flavored around a fantasy archetype: A member of a typical fantasy RPG party that would face the villains.
My current list:
Human Barbarian - Raw Power
Dwarf Rogue - Deadly Traps
Elf Archer - Supreme Combat
Human Wizard - Deliberate Action
As a general requirement these decks should play well with others while being quite flavorful and balanced. One thing I consider e. g. is a card with join forces for each of the decks.
---
This thread is concerned with the Barbarian deck - themed around raw power. I consider adding snow to the theme as well.
I am looking for interesting top-down designs as well as anything else.
Punch in the Face
Instant (C)
~ deals 3 damage to target player.
Wildpeak Guide
Snow Creature - Human Barbarian (C)
: Target creature gains haste
until end of turn.
1/1
Highland Raider
Snow Creature - Human Barbarian (C)
Snowburst (This creature enters the field
with a +1/+1 counter on it for each mana from
a snow source spent to cast it.)
Trample
1/1
Storm-Axe Howler
Creature - Human Barbarian (C)
Intimidate
2/2
Rimeweald Chieftain
Snow Creature - Human Barbarian (R)
At the beginning of your upkeep, you may have
~ fight another target creature. If you don't,
return ~ to its owner's hand.
: ~ gets +1/+1 until end of turn.
3/3
Savage Vigor
Sorcery (U)
Put a +1/+1 counter on each creature you or
one of your teammates controls. Those creatures
gain trample until end of turn.
Headbutt
Sorcery (R)
Choose target opponent. ~ deals damage to you
equal to half that player's life total, rounded up, and
simultaneously deals damage to that player equal
to half your life total, rounded up.
Damage dealt this way cannot be prevented.
Any other ideas are welcome as well.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Savalanche (Rare) RRR
Creature - Elemental Barbarian
*/1
Haste, Trample
Savalanche's power is equal to the number of snow permanents on the battlefield.
Sacrifice Savalanche at end of turn.
Goblin Informant (Common) 2R
Creature - Goblin Rogue
2/2
Whenever Goblin Informant is dealt damage, discard that many cards, then draw that many cards.
Elemental Blast (Uncommon) RG
Instant
Choose one — Counter target blue spell; or destroy target blue permanent.
Frozen Wasteland (Uncommon)
Snow Land T: Add 1 to your mana pool.
As long as you control four or more snow permanents, Frozen Wasteland has "T, Sacrifice Frozen Wasteland: Destroy target nonsnow land."
Icy Bauble (Common) 0
Snow Artifact T, Sacrifice Icy Bauble: Put an ice counter on target permanent.
Frost Beast (Common) 1G
Creature - Beast
2/2
Thaw 2 (This enters the battlefield with two ice counters on it. At the beginning of your upkeep, you may remove an ice counter from it.)
Whenever an ice counter is removed from Frost Beast, it gets +1/+1 until end of turn.
Glaciate (Uncommon) R
Snow Enchantment - Aura
Enchant land
Enchanted land is snow.
Whenever enchanted land is tapped for mana, it produces S instead of any other type of mana.
Dwarven Scout (Common) 1G
Snow Creature - Dwarf Scout
2/1 Snowfall - Whenever a snow land enters the battlefield under your control, Dwarven Scout gains snow landwalk until end of turn.
Ice Trap (Uncommon) 3
Artifact S, T: Target nonsnow creature doesn't untap during its controller's next untap step.
Thaw (Rare) 1R
Enchantment - Aura
When Thaw enters the battlefield, draw a card.
Enchant permanent
Enchanted permanent isn't snow.
Warm Up (Common) R
Instant
Warm Up deals 2 damage to target creature. If that creature is snow, Warm Up deals 4 damage to that creature instead.
Ice Sickle (Common) 1
Snow Artifact - Equipment
Equipped creature gets +1/+0.
As long as equipped creature is a snow, it gets an additional +1/+0.
Equip 1
Snowball (Common) U
Snow Instant
Snowstorm (When you cast this spell, copy it for each snow spell cast before it this turn.)
Put an ice counter on target permanent. That permanent is snow for as long as it has an ice counter on it.
I have the feeling you are making cards for a "snow" theme rather than for a "Barbarian" theme with optional sprinkles of snow. Otherwise some nice ideas.
Private Mod Note
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
My Axe Stops Only With My Heart1RG Sorcery (U)
Target creature you control gains "T: This creature fights target creature" and "Whenever a creature dies, untap this creature" until the end of turn.
CleaveR Enchantment - Aura (C)
Enchant creature
If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to another target creature.
Taste Unbound PrimalityG Enchantment (U)
Sacrifice an aura enchanting a creature: Put three +1/+1 counters on that creature.
Behold The Rage Of My Ancestors3RR Sorcery (R)
For each creature card in your or your teammates graveyard, put a 1/1 Spirit creature token with Haste, Battlecry and "Sacrifice this at the end of turn" onto the battlefield under your control.
Blood Shall Flow Tonight2RR Sorcery (R)
Each creature's base toughness becomes 1 until the end of turn. All creatures attack or block this turn if able.
Gods Weep For I Defy Them1GG Sorcery (U)
Until the end of turn, creatures lose all abilities.
Draw a card.
Immovable, Unbreakable1G Instant (C)
Your life total can't change this turn.
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Wizards can start putting booster packs inside dog poo and dog owners will still complain.
I have the feeling you are making cards for a "snow" theme rather than for a "Barbarian" theme with optional sprinkles of snow. Otherwise some nice ideas.
But you propose three snow lands and 3/7 of your designs are snow - seems more than a sprinkle. Here's a few non-snow, more barbarically flavored cards.
Pugilism (Uncommon) 1RG
Enchantment
When Pugilism enters the battlefield, unattached all equipment.
Creatures cannot be equipped.
Creatures you control have +1/+0.
My Axe Stops Only With My Heart [...] Taste Unbound Primality [...] Behold The Rage Of My Ancestors [...] Blood Shall Flow Tonight [...] Gods Weep For I Defy Them [...] Immovable, Unbreakable [...]
I think I'll have to shift a lot of these names to the Schemes that will make up the villainous counterpart of these decks.
But you propose three snow lands and 3/7 of your designs are snow - seems more than a sprinkle.
Superficially viewed this is correct. Two of the three "snow lands" are also "basic lands". There is no drawback to replacing all basic lands with their snow counterparts, so why would I do so even if the snow theme just a "sprinkle"? The inclusion of the nonbasic snow land predates and actually inspires the snow theme - I just wanted at least one dual land per deck and thought this had the best Barbarian flavor possibilities without tying the deck to a specific faction (e. g. Gruul).
Only one of the three snow creatures would actually have to be removed if the snow theme is gone. The other two just use snow mana right now and would use other colored mana without the snow theme - they are designed Barbarian first.
Now compare how much sense Snowball makes in a red-green Barbarian deck focusing on raw power. The moment you put blue mana in its mana cost you put it beyond doubt that you had forgotten that you are not making random cards for a snow set.
The snowwalk(Dwarven Scout, Snow Shoes)/turn a land/permanent snow (Glaciate, Snowball) combo seems more contrived than "Raw Power" should be (same for Icy Bauble plus Frost Beast) - the cards feel like they are designed for an ice mage and would fit into the "Deliberate Action" deck. Dwarven Scout and Ice Trap are strange suggestions when the Dwarf Rogue deck with a trap theme is yet to come. Thaw and Warm Up seem to forget that while this deck gets a snow theme, there is no explicit snow environment - it's just something this deck gets to do as a subtheme.
Draw two random subsets of cards from our suggestions each and compare which example every time has a stronger tie to the Barbarian theme.
Pugilism (Uncommon) 1RG
Enchantment
When Pugilism enters the battlefield, unattached all equipment.
Creatures cannot be equipped.
Creatures you control have +1/+0.
I won't use this because it violates the "play nice with others" requirement. I have not yet planned a specific Equipment theme, but it just feels generally more like a card for someone who does not need to care about others.
The rest looks good.
Private Mod Note
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Boar-Tusk Berserker1RG
Creature - Orc Berserker (c/u)
When Boar-Tusk Berserker enters the battlefield, it deals 1 damage to target creature or player and you gain 1 life.
Trample
2/2
Sentinel of the WildsxGG
Creature - Beast/Elemantal (r)
Whenever sentinel of the wilds attacks, Put an X/X green Beast creature token onto the battlefield.
3/3
Savage Justice1RG
Sorcery (u)
Destroy Target noncreature permanent.
A bit strong, but this product shouldn't be tournament-legal (if I understand correctly), and it's multicolor, so I still put it at uncommon.
Perhaps something with more political potential...
Vow of Pugilism (Uncommon) 2R
Enchantment - Aura
Enchant creature
When Bow of Pugilism enters the battlefield, remove all Equipment attached to enchanted creature.
Enchanted creature can't be equipped.
Sacrifice Vow of Pugilism: Attach target equipment you control to enchanted creature.
Punch in the Face
Instant (C)
~ deals 3 damage to target player.
Headbutt
Sorcery (R)
Choose target opponent. ~ deals damage to you
equal to half that player's life total, rounded up, and
simultaneously deals damage to that player equal
to half your life total, rounded up.
Damage dealt this way cannot be prevented.
These are pretty much perfect. Here was a card I designed but have kept in the books for awhile. I suppose this could be like the legend or mythic for your deck:
Taknar the Conquerer2RG
Legendary Creature - Human Barbarian
Taknar's power and toughness are equal to the number of lands you control.
Whenever Taknar deals combat damage to a player, you may gain control of target land that player controls until Taknar leaves the battlefield.
*/*
First BloodR Enchantment (U)
Whenever a creature would deal damage to an opponent, if that opponent life total is equal to his or her maximum life total, it deals thrice that damage instead.
Kavu-Coat Berserker2R Creature - Human Berserker (C)
When Wolf-Coat Berserker enters the battlefield, choose none, one or both - Wolf-Coat Berserker deals 1 damage to target creature and 1 damage to itself; or Wolf-Coat Berserker deals 1 damage to target creature and 1 damage to itself.
4/2
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Wizards can start putting booster packs inside dog poo and dog owners will still complain.
Mighty Cleave (Uncommon) 4R
Sorcery
Until end of turn, target creature gets +5/+0 and "T: This creature deals damage equal to its power to another target creature."
Fists of Flurry (Common) R
Instant
Target creature gets +1/+0 and gains first strike until end of turn.
Snowstorm (When you cast this spell, copy it for each snow spell cast before it this turn.)
Into the North already was on my radar and is currently in. The others are options, but didn't make it into the first version of the deck for various reasons (mostly because the curve needed more higher CMCs).
Sentinel of the WildsxGG
Creature - Beast/Elemantal (r)
Whenever sentinel of the wilds attacks, Put an X/X green Beast creature token onto the battlefield.
3/3
Earmarked for the inevitable Druid archetype deck.
Perhaps something with more political potential...
Vow of Pugilism (Uncommon) 2R
Enchantment - Aura
Enchant creature
When Bow of Pugilism enters the battlefield, remove all Equipment attached to enchanted creature.
Enchanted creature can't be equipped.
Sacrifice Vow of Pugilism: Attach target equipment you control to enchanted creature.
I mulled it over some more until I realized that I probably want the "Pugilism" concept for a future deck as well - the Monk deck maybe.
---
I picked some promising designs and realized that the lower slots are incredibly crowded and I want something else that the deck can ramp up to, so I added:
Raiding Horde
Creature - Human Barbarian (R)
Trample
~’s power and toughness are each equal to the
number of creatures your team controls plus the
number of lands your team controls. The thunder of thousands of hooves heralds a
storm that will tear apart armies and reduce
kingdoms to rubble.
*/*
Additionally there were some other "holes" in the curve that I filled with Barbarian Horde and the following:
Ironwilled Defender
Creature - Human Barbarian (C)
Prevent all noncombat damage that would
be dealt to ~. The tribes of the wild lands would usually
not invade the lowlands, but they would
always fight back.
3/2
Restless Barbarian
Creature - Human Barbarian (C)
Vigilance
Whenever ~ fights, put a +1/+1 counter onto
it at the beginning of the next end step. Take their home and take their land; you
will know they’ll be back for it one day.
2/2
Rioting Tribesmen
Creature - Human Barbarian (C)
Haste
~ attacks each turn if able.
5/2
I really wanted a rampage/bushido style mechanic as well, but since we might soon see one in a canon set I decided to just wait and see before inventing another keyword for it.
Private Mod Note
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
9 Common 1-drops, 4 uncommon 1-drops, and a rare,
7 Common 2-drops, 2 uncommon 2-drops, and 2 rares (includinc Sentinel of the Wilds),
6 common 3-drops, 7 uncommons, and a rare,
1 common 4-drop, 1 uncommon, 2 rares, and maybe a mythic,
1 common 5-drop, 1 uncommon, and 2 rares,
no 6-drops,
and a rare 7-drop.
I hope this makes it clear. of course, not all of them will be included, but from 4-drops there's a big hole.
To make your job a little easier here a little illustration of the current deck contents by cmc and type:
And the same for a reference red-green theme deck:
We also have a higher average rarity, but that is part of my secret plan.
I am a little worried about the spell-creature ratio as well. Before I filled out the higher end of the curve we had about two spells per creature - we are now at 19:17.
ATTACHMENTS
BarbarianDeckStats
ReferenceDeckStats
Private Mod Note
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
My current list:
Human Barbarian - Raw Power
Dwarf Rogue - Deadly Traps
Elf Archer - Supreme Combat
Human Wizard - Deliberate Action
As a general requirement these decks should play well with others while being quite flavorful and balanced. One thing I consider e. g. is a card with join forces for each of the decks.
---
This thread is concerned with the Barbarian deck - themed around raw power. I consider adding snow to the theme as well.
I am looking for interesting top-down designs as well as anything else.
Cards under consideration:
Snow-Covered Mountain, Snow-Covered Forest, Highland Weald
Pit Fight, Browbeat, Collective Voyage
Instant (C)
~ deals 3 damage to target player.
Snow Creature - Human Barbarian (C)
: Target creature gains haste
until end of turn.
1/1
Snow Creature - Human Barbarian (C)
Snowburst (This creature enters the field
with a +1/+1 counter on it for each mana from
a snow source spent to cast it.)
Trample
1/1
Creature - Human Barbarian (C)
Intimidate
2/2
Snow Creature - Human Barbarian (R)
At the beginning of your upkeep, you may have
~ fight another target creature. If you don't,
return ~ to its owner's hand.
: ~ gets +1/+1 until end of turn.
3/3
Sorcery (U)
Put a +1/+1 counter on each creature you or
one of your teammates controls. Those creatures
gain trample until end of turn.
Sorcery (R)
Choose target opponent. ~ deals damage to you
equal to half that player's life total, rounded up, and
simultaneously deals damage to that player equal
to half your life total, rounded up.
Damage dealt this way cannot be prevented.
Any other ideas are welcome as well.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
RRR
Creature - Elemental Barbarian
*/1
Haste, Trample
Savalanche's power is equal to the number of snow permanents on the battlefield.
Sacrifice Savalanche at end of turn.
Goblin Informant (Common)
2R
Creature - Goblin Rogue
2/2
Whenever Goblin Informant is dealt damage, discard that many cards, then draw that many cards.
Elemental Blast (Uncommon)
RG
Instant
Choose one — Counter target blue spell; or destroy target blue permanent.
Frozen Wasteland (Uncommon)
Snow Land
T: Add 1 to your mana pool.
As long as you control four or more snow permanents, Frozen Wasteland has "T, Sacrifice Frozen Wasteland: Destroy target nonsnow land."
Icy Bauble (Common)
0
Snow Artifact
T, Sacrifice Icy Bauble: Put an ice counter on target permanent.
Frost Beast (Common)
1G
Creature - Beast
2/2
Thaw 2 (This enters the battlefield with two ice counters on it. At the beginning of your upkeep, you may remove an ice counter from it.)
Whenever an ice counter is removed from Frost Beast, it gets +1/+1 until end of turn.
Glaciate (Uncommon)
R
Snow Enchantment - Aura
Enchant land
Enchanted land is snow.
Whenever enchanted land is tapped for mana, it produces S instead of any other type of mana.
Dwarven Scout (Common)
1G
Snow Creature - Dwarf Scout
2/1
Snowfall - Whenever a snow land enters the battlefield under your control, Dwarven Scout gains snow landwalk until end of turn.
Ice Trap (Uncommon)
3
Artifact
S, T: Target nonsnow creature doesn't untap during its controller's next untap step.
Thaw (Rare)
1R
Enchantment - Aura
When Thaw enters the battlefield, draw a card.
Enchant permanent
Enchanted permanent isn't snow.
Warm Up (Common)
R
Instant
Warm Up deals 2 damage to target creature. If that creature is snow, Warm Up deals 4 damage to that creature instead.
Snow Shoes (Uncommon)
1
Artifact - Equipment
Equipped creature has snow landwalk.
Equip 3
Ice Sickle (Common)
1
Snow Artifact - Equipment
Equipped creature gets +1/+0.
As long as equipped creature is a snow, it gets an additional +1/+0.
Equip 1
Snowball (Common)
U
Snow Instant
Snowstorm (When you cast this spell, copy it for each snow spell cast before it this turn.)
Put an ice counter on target permanent. That permanent is snow for as long as it has an ice counter on it.
I have the feeling you are making cards for a "snow" theme rather than for a "Barbarian" theme with optional sprinkles of snow. Otherwise some nice ideas.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Sorcery (U)
Target creature you control gains "T: This creature fights target creature" and "Whenever a creature dies, untap this creature" until the end of turn.
Cleave R
Enchantment - Aura (C)
Enchant creature
If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to another target creature.
Taste Unbound Primality G
Enchantment (U)
Sacrifice an aura enchanting a creature: Put three +1/+1 counters on that creature.
Behold The Rage Of My Ancestors 3RR
Sorcery (R)
For each creature card in your or your teammates graveyard, put a 1/1 Spirit creature token with Haste, Battlecry and "Sacrifice this at the end of turn" onto the battlefield under your control.
Blood Shall Flow Tonight 2RR
Sorcery (R)
Each creature's base toughness becomes 1 until the end of turn. All creatures attack or block this turn if able.
Gods Weep For I Defy Them 1GG
Sorcery (U)
Until the end of turn, creatures lose all abilities.
Draw a card.
Immovable, Unbreakable 1G
Instant (C)
Your life total can't change this turn.
But you propose three snow lands and 3/7 of your designs are snow - seems more than a sprinkle. Here's a few non-snow, more barbarically flavored cards.
Pugilism (Uncommon)
1RG
Enchantment
When Pugilism enters the battlefield, unattached all equipment.
Creatures cannot be equipped.
Creatures you control have +1/+0.
Brash Brute (Common)
1RG
Creature - Human Barbarian
3/1
Haste
Trample
War Wolf (Uncommon)
RG
Creature - Wolf
4/2
Taunt (Common)
R
Instant
Target creature gains haste and attacks this turn if able.
Brute Strength (Common)
(R/G)
Instant
Target attacking or blocking creature gets +3/+3 until end of turn.
I think I'll have to shift a lot of these names to the Schemes that will make up the villainous counterpart of these decks.
Superficially viewed this is correct. Two of the three "snow lands" are also "basic lands". There is no drawback to replacing all basic lands with their snow counterparts, so why would I do so even if the snow theme just a "sprinkle"? The inclusion of the nonbasic snow land predates and actually inspires the snow theme - I just wanted at least one dual land per deck and thought this had the best Barbarian flavor possibilities without tying the deck to a specific faction (e. g. Gruul).
Only one of the three snow creatures would actually have to be removed if the snow theme is gone. The other two just use snow mana right now and would use other colored mana without the snow theme - they are designed Barbarian first.
Now compare how much sense Snowball makes in a red-green Barbarian deck focusing on raw power. The moment you put blue mana in its mana cost you put it beyond doubt that you had forgotten that you are not making random cards for a snow set.
The snowwalk(Dwarven Scout, Snow Shoes)/turn a land/permanent snow (Glaciate, Snowball) combo seems more contrived than "Raw Power" should be (same for Icy Bauble plus Frost Beast) - the cards feel like they are designed for an ice mage and would fit into the "Deliberate Action" deck.
Dwarven Scout and Ice Trap are strange suggestions when the Dwarf Rogue deck with a trap theme is yet to come.
Thaw and Warm Up seem to forget that while this deck gets a snow theme, there is no explicit snow environment - it's just something this deck gets to do as a subtheme.
Draw two random subsets of cards from our suggestions each and compare which example every time has a stronger tie to the Barbarian theme.
I won't use this because it violates the "play nice with others" requirement. I have not yet planned a specific Equipment theme, but it just feels generally more like a card for someone who does not need to care about others.
The rest looks good.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
And some new cards:
Boar-Tusk Berserker 1RG
Creature - Orc Berserker (c/u)
When Boar-Tusk Berserker enters the battlefield, it deals 1 damage to target creature or player and you gain 1 life.
Trample
2/2
Sentinel of the Wilds xGG
Creature - Beast/Elemantal (r)
Whenever sentinel of the wilds attacks, Put an X/X green Beast creature token onto the battlefield.
3/3
Savage Justice 1RG
Sorcery (u)
Destroy Target noncreature permanent.
A bit strong, but this product shouldn't be tournament-legal (if I understand correctly), and it's multicolor, so I still put it at uncommon.
Frostbite RR
Instant (c)
Frostbite deals 4 damage to target nonsnow creature.
Vow of Pugilism (Uncommon)
2R
Enchantment - Aura
Enchant creature
When Bow of Pugilism enters the battlefield, remove all Equipment attached to enchanted creature.
Enchanted creature can't be equipped.
Sacrifice Vow of Pugilism: Attach target equipment you control to enchanted creature.
These are pretty much perfect. Here was a card I designed but have kept in the books for awhile. I suppose this could be like the legend or mythic for your deck:
Taknar the Conquerer 2RG
Legendary Creature - Human Barbarian
Taknar's power and toughness are equal to the number of lands you control.
Whenever Taknar deals combat damage to a player, you may gain control of target land that player controls until Taknar leaves the battlefield.
*/*
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Enchantment (U)
Whenever a creature would deal damage to an opponent, if that opponent life total is equal to his or her maximum life total, it deals thrice that damage instead.
Kavu-Coat Berserker 2R
Creature - Human Berserker (C)
When Wolf-Coat Berserker enters the battlefield, choose none, one or both - Wolf-Coat Berserker deals 1 damage to target creature and 1 damage to itself; or Wolf-Coat Berserker deals 1 damage to target creature and 1 damage to itself.
4/2
4R
Sorcery
Until end of turn, target creature gets +5/+0 and "T: This creature deals damage equal to its power to another target creature."
Fists of Flurry (Common)
R
Instant
Target creature gets +1/+0 and gains first strike until end of turn.
Snowstorm (When you cast this spell, copy it for each snow spell cast before it this turn.)
Into the North already was on my radar and is currently in. The others are options, but didn't make it into the first version of the deck for various reasons (mostly because the curve needed more higher CMCs).
Earmarked for the inevitable Druid archetype deck.
It is just one mana less than Bramblecrush. I'll put it in and we'll see what happens.
I mulled it over some more until I realized that I probably want the "Pugilism" concept for a future deck as well - the Monk deck maybe.
---
I picked some promising designs and realized that the lower slots are incredibly crowded and I want something else that the deck can ramp up to, so I added:
Creature - Human Barbarian (R)
Trample
~’s power and toughness are each equal to the
number of creatures your team controls plus the
number of lands your team controls.
The thunder of thousands of hooves heralds a
storm that will tear apart armies and reduce
kingdoms to rubble.
*/*
Additionally there were some other "holes" in the curve that I filled with Barbarian Horde and the following:
Creature - Human Barbarian (C)
Prevent all noncombat damage that would
be dealt to ~.
The tribes of the wild lands would usually
not invade the lowlands, but they would
always fight back.
3/2
Creature - Human Barbarian (C)
Vigilance
Whenever ~ fights, put a +1/+1 counter onto
it at the beginning of the next end step.
Take their home and take their land; you
will know they’ll be back for it one day.
2/2
Creature - Human Barbarian (C)
Haste
~ attacks each turn if able.
5/2
I really wanted a rampage/bushido style mechanic as well, but since we might soon see one in a canon set I decided to just wait and see before inventing another keyword for it.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
9 Common 1-drops, 4 uncommon 1-drops, and a rare,
7 Common 2-drops, 2 uncommon 2-drops, and 2 rares (includinc Sentinel of the Wilds),
6 common 3-drops, 7 uncommons, and a rare,
1 common 4-drop, 1 uncommon, 2 rares, and maybe a mythic,
1 common 5-drop, 1 uncommon, and 2 rares,
no 6-drops,
and a rare 7-drop.
I hope this makes it clear. of course, not all of them will be included, but from 4-drops there's a big hole.
And the same for a reference red-green theme deck:
We also have a higher average rarity, but that is part of my secret plan.
I am a little worried about the spell-creature ratio as well. Before I filled out the higher end of the curve we had about two spells per creature - we are now at 19:17.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Improvised Weaponry (Uncommon)
3R
Enchantment - Aura
Enchant creature
Enchanted creature gets +5/+2.
Cycling 3 (3, Discard this card: Draw a card.)