I'm (once again) working on a trope-filled fantasy set, Fenasera, and I've come up with a cycle of cards, all five being rare, that reward you for drafting a specific class. Though the set doesn't have a heavy tribal component, there are five primary classes that matter a little bit:
- Knights are primary in white, and secondary in black.
- Wizards are primary in blue, and then tertiary in red and green.
- Rogues are primary in black, and secondary in blue.
- Warriors are primary in red, secondary in white.
- Druids are primary in green, and tertiary in red and white.
As an aside, there is also a very small amount of Ooze tribal in the set, primarily in green but a tiny bit in black as well.
This cycle of Quest enchantments all care about a class in a different way, and offer unique rewards for completing the quests at hand.
Path of the KnightW Enchantment - Quest (R)
Whenever a Knight enters the battlefield under your control, put a quest counter on Path of the Knight.
At the beginning of combat on your turn, if Path of the Knight has five or more quest counters on it, put a +1/+1 counter on each creature you control.
NOTE: The Knight draft deck revolves around going wide, and rewards you for doing so. It is the card with the strictest conditions to be met, but the boons attained are arguably quite powerful in the long run. There will be several Knight token making cards, as well, to further fuel the deck.
Path of the WizardU Enchantment - Quest (R)
Whenever you cast an instant or sorcery spell, if you control a Wizard, put a quest counter on Path of the Wizard.
As long as Path of the Wizard has three or more quest counters on it, spells you cast can’t be countered and whenever you cast an instant or sorcery spell, scry 1.
NOTE: Templating may be off on this one, but the effect should still be clear. The Wizard deck in Limited is a "spellcraft" deck, and this card, albeit more focused on constructed, still offers a significant bonus for casting lots of spells.
Path of the RogueB Enchantment - Quest (R)
Whenever a creature an opponent controls dies, if you control a Rogue, put a quest counter on Path of the Rogue.
At the beginning of each opponent’s end step, if Path of the Rogue has four or more quest counters on it, that player discards a card at random.
NOTE: Rogues are a sneaky lot. If they live long enough, and you're able to kill enough of your opponent's creatures, your reward is a pretty back-breaking penalty for your opponents. In Limited, taking this early means you're not only taking a lot of Rogues, but also a lot of kill spells, which you should probably do anyway. This rewards you for playing Magic. Good times.
Path of the WarriorR Enchantment - Quest (R)
Whenever a Warrior you control attacks, you may put a quest counter on Path of the Warrior.
As long as Path of the Warrior has five or more quest counters on it, attacking creatures you control get +2/+0 and have first strike.
NOTE: Warriors in general can come in small sizes, or medium sizes, so this card rewards you for either going big or going wide, but most importantly, it rewards you for constantly attacking.
Path of the DruidG Enchantment - Quest (R)
Whenever a land enters the battlefield under your control, if you control a Druid, put a quest counter on Path of the Druid.
As long as Path of the Druid has seven or more quest counters on it, lands you control are 4/4 Elemental creatures with trample. They’re still lands.
NOTE: The ramp deck appears! This card can be potentially brutal in Limited, provided you pick up enough druids and ramp spells.
The blue one looks super underhwhelming compared to the rest. The others are OK. I dont like the knight one takes more then one turn to be better then a crusade.
About the classes, black not being one of the wizards colors is weird. Red druids are also a bit weird. I would expect to ser a scout, a shaman and a archer tribe as well.
As an aside, there is also a very small amount of Ooze tribal in the set, primarily in green but a tiny bit in black as well.
I'll review your cards, but I'd much rather talk about Ooze tribal. That sounds awesome!
These are all last picks in limited. They're far too difficult to get online. Consider what you have to do to get the effect:
Path of the Knight: Play this turn 1, then play five Knights. If you draw this turn 5 or turn 10, the Knights you played before it don't count. You have to play five more, which is difficult at that point even if every single creature in your deck is a Knight. But you most likely win the game once it's online.
Path of the Wizard: You need to play this and a Wizard, then play three instant and/or sorcery spells. Again, if you draw it later, you have the same problem. Then, when you finally cast your fourth spell... you get to scry 1.
Path of the Rogue: Again, the same problem with the strict requirements for the sequence of the events. And then your opponent still needs to have cards in hand for it to be relevant.
Path of the Warrior: Alright, I can get behind this one. You can draw it late and still have chance to get it online, and when you do, the advantage is actually quite sizeable. Still, you most likely need every creature in your deck to be a Warrior so that this becomes playable.
Path of the Druid: You win the game when you get this online, so this is worth looking into. The requirement is that you play this early, play a Druid early, control that Druid for the entirety of the game, and reach up to 8-10 mana, depending on the CMC of the first druid you played. No, I can't see myself jumping through that many hoops.
You have to drastically reduce the amount of work required to get these online, preferably in a way that they aren't dead cards when you don't play them on turn 1 to 3.
As an aside, there is also a very small amount of Ooze tribal in the set, primarily in green but a tiny bit in black as well.
I'll review your cards, but I'd much rather talk about Ooze tribal. That sounds awesome!
These are all last picks in limited. They're far too difficult to get online. Consider what you have to do to get the effect:
Path of the Knight: Play this turn 1, then play five Knights. If you draw this turn 5 or turn 10, the Knights you played before it don't count. You have to play five more, which is difficult at that point even if every single creature in your deck is a Knight. But you most likely win the game once it's online.
Path of the Wizard: You need to play this and a Wizard, then play three instant and/or sorcery spells. Again, if you draw it later, you have the same problem. Then, when you finally cast your fourth spell... you get to scry 1.
Path of the Rogue: Again, the same problem with the strict requirements for the sequence of the events. And then your opponent still needs to have cards in hand for it to be relevant.
Path of the Warrior: Alright, I can get behind this one. You can draw it late and still have chance to get it online, and when you do, the advantage is actually quite sizeable. Still, you most likely need every creature in your deck to be a Warrior so that this becomes playable.
Path of the Druid: You win the game when you get this online, so this is worth looking into. The requirement is that you play this early, play a Druid early, control that Druid for the entirety of the game, and reach up to 8-10 mana, depending on the CMC of the first druid you played. No, I can't see myself jumping through that many hoops.
You have to drastically reduce the amount of work required to get these online, preferably in a way that they aren't dead cards when you don't play them on turn 1 to 3.
Okay, what would you do to make them easier to get online? Fewer counters or easier conditions to get counters?
- Knights are primary in white, and secondary in black.
- Wizards are primary in blue, and then tertiary in red and green.
- Rogues are primary in black, and secondary in blue.
- Warriors are primary in red, secondary in white.
- Druids are primary in green, and tertiary in red and white.
As an aside, there is also a very small amount of Ooze tribal in the set, primarily in green but a tiny bit in black as well.
This cycle of Quest enchantments all care about a class in a different way, and offer unique rewards for completing the quests at hand.
Path of the Knight W
Enchantment - Quest (R)
Whenever a Knight enters the battlefield under your control, put a quest counter on Path of the Knight.
At the beginning of combat on your turn, if Path of the Knight has five or more quest counters on it, put a +1/+1 counter on each creature you control.
NOTE: The Knight draft deck revolves around going wide, and rewards you for doing so. It is the card with the strictest conditions to be met, but the boons attained are arguably quite powerful in the long run. There will be several Knight token making cards, as well, to further fuel the deck.
Path of the Wizard U
Enchantment - Quest (R)
Whenever you cast an instant or sorcery spell, if you control a Wizard, put a quest counter on Path of the Wizard.
As long as Path of the Wizard has three or more quest counters on it, spells you cast can’t be countered and whenever you cast an instant or sorcery spell, scry 1.
NOTE: Templating may be off on this one, but the effect should still be clear. The Wizard deck in Limited is a "spellcraft" deck, and this card, albeit more focused on constructed, still offers a significant bonus for casting lots of spells.
Path of the Rogue B
Enchantment - Quest (R)
Whenever a creature an opponent controls dies, if you control a Rogue, put a quest counter on Path of the Rogue.
At the beginning of each opponent’s end step, if Path of the Rogue has four or more quest counters on it, that player discards a card at random.
NOTE: Rogues are a sneaky lot. If they live long enough, and you're able to kill enough of your opponent's creatures, your reward is a pretty back-breaking penalty for your opponents. In Limited, taking this early means you're not only taking a lot of Rogues, but also a lot of kill spells, which you should probably do anyway. This rewards you for playing Magic. Good times.
Path of the Warrior R
Enchantment - Quest (R)
Whenever a Warrior you control attacks, you may put a quest counter on Path of the Warrior.
As long as Path of the Warrior has five or more quest counters on it, attacking creatures you control get +2/+0 and have first strike.
NOTE: Warriors in general can come in small sizes, or medium sizes, so this card rewards you for either going big or going wide, but most importantly, it rewards you for constantly attacking.
Path of the Druid G
Enchantment - Quest (R)
Whenever a land enters the battlefield under your control, if you control a Druid, put a quest counter on Path of the Druid.
As long as Path of the Druid has seven or more quest counters on it, lands you control are 4/4 Elemental creatures with trample. They’re still lands.
NOTE: The ramp deck appears! This card can be potentially brutal in Limited, provided you pick up enough druids and ramp spells.
Any and all thoughts are greatly appreciated.
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The blue one looks super underhwhelming compared to the rest. The others are OK. I dont like the knight one takes more then one turn to be better then a crusade.
About the classes, black not being one of the wizards colors is weird. Red druids are also a bit weird. I would expect to ser a scout, a shaman and a archer tribe as well.
BGU Control
R Aggro
Standard - For Fun
BG Auras
I'll review your cards, but I'd much rather talk about Ooze tribal. That sounds awesome!
These are all last picks in limited. They're far too difficult to get online. Consider what you have to do to get the effect:
Path of the Knight: Play this turn 1, then play five Knights. If you draw this turn 5 or turn 10, the Knights you played before it don't count. You have to play five more, which is difficult at that point even if every single creature in your deck is a Knight. But you most likely win the game once it's online.
Path of the Wizard: You need to play this and a Wizard, then play three instant and/or sorcery spells. Again, if you draw it later, you have the same problem. Then, when you finally cast your fourth spell... you get to scry 1.
Path of the Rogue: Again, the same problem with the strict requirements for the sequence of the events. And then your opponent still needs to have cards in hand for it to be relevant.
Path of the Warrior: Alright, I can get behind this one. You can draw it late and still have chance to get it online, and when you do, the advantage is actually quite sizeable. Still, you most likely need every creature in your deck to be a Warrior so that this becomes playable.
Path of the Druid: You win the game when you get this online, so this is worth looking into. The requirement is that you play this early, play a Druid early, control that Druid for the entirety of the game, and reach up to 8-10 mana, depending on the CMC of the first druid you played. No, I can't see myself jumping through that many hoops.
You have to drastically reduce the amount of work required to get these online, preferably in a way that they aren't dead cards when you don't play them on turn 1 to 3.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
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Okay, what would you do to make them easier to get online? Fewer counters or easier conditions to get counters?
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