Two nonlegendary mythic creatures.
The second design is an amended version of a card I posted last year after receiving some feedback from AtlasNova.
Consumption Wurm4WRG
Creature — Wurm [MR]
Trample, haste
Whenever a creature you control with power 7 or greater deals combat damage to a player,
choose one —
• Destroy target noncreature permanent.
• Return target permanent card from your graveyard to your hand.
• You gain 7 life. 7/7
Roaming Bears1GGG
Creature — Bear[ MR]
Trample
Whenever Roaming Bears enters the battlefield or attacks, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle your library. 4/4
I remember that card. I think I used Carnivorous Moss-Beast art for it. Also, I played with it extensively on Cockatrice in Commander. It is way too good. Initially I even had it search for any basic. I soon rellized it was obviously too good so I changed it to your current wording and it was still too good. It's a cheaper half Primeval Titan and evidently a smaller Prime Time is just as good or better. So, after playtesting, Roaming Bears is too good. IIRC, I removed trample and made it a 2/4. Still it was too good. So yep.
Consumption wurm is sick af! Saving to my list to proxy immediately.
Anyone using cockatrice to player with custom cards?
Edit: Maybe we could create some custom commander precons with anyone interested and play sometime.
I kind of don't see the white in wurms. I have always thought it was kind of feel-bad to have far-off creature types in white (or any other color), with really out-of-bounds abilities that are hard to understand how or where their powers comes from. I've personally always made it a priority to super-concentrate color codes. This is something I've always felt very passionate about. I hate to have any card, or any effect, that can't be explained on the D&D table. "The grants the summoner life? It's just a Arkhaal Wurm. How does it do that?" Something like that, if I might elaborate the deliberation process. It's kind skewed to naturally tack on something like this where it's not obvious or explained, whereas a card like Spirit Link actually visualizes the concept.
If you talk this over with any other experienced gamers, especially long-time shop owner types who play D&D and WarHammer; I'd love to hear their input on this realism factor. But to sum up my point, I think that the best MTG development revolves around super-realism. Meaning, every effect can be explained or rationalized to the concept. Many of the designs in modern history have had a legacy for breaking this, and being all over the place, but might I suggest being hyper-aware to abstain from this as best as possible.
For example, I think the Elder Dinosaurs were implemented really poorly as they are. They have these effects that are all over the place, and stretch into all kinds of unrational powers. I honestly think though, that should have just been really big beat sticks with combat tricks.
I think this one should have just been a big flier, with maybe two keywords (haste, vigilance?), and then (the combat trick) when it attacks, it makes a few creatures with power 2 or less unblockable until end of turn. This is rational in the sense that when it descends from the sky, the pandemonium that ensues enables a play off the chaos and those distracted, in distress, or otherwise in a panic.
This one especially has abilities all over the place. How does it work? Because it's an "Elder Dinosaur"? Dinosaurs are still just primitive beasts. I think this one should have been a big creature with Shroud or Hexproof (the smartest fish in the sea), and then a combat trick like waterlogging two or three of the opponent's lands for a turn. When this card attacks, up to three target lands the opponent controls become Islands until the end of your next turn.
This wurm you have is something along these same lines, so possibly (if you like it) take this style of design and apply it to all fancy beat sticks you're looking to create. It should effectively enable you to do what you want, while also enabling you to lock in all the potent realism it needs.
As I recall, most of the tournament-grade silliness of Primetime was that it could look for nonbasics.
Roaming Bears is definitely a good card though; probably too good.
The wurm is neat, although since it appears to be an ability-per-color card I'm confused where "destroy target noncreature permanent" and "return target permanent card from your graveyard" come from; they're both definitely green and not red. You could probably just make this card monogreen since green can also do lifegain. Maybe have it cost 4GGG so there's a "three aspects of green" theme instead?
I really like Roaming Bears, it's a nice puzzle piece to the Bear panorama. I don't think that the color weight is necessary though. Typically, color weight is an aspect used to border specific effects, in order to help prevent them from easily leaking over into other colors. However, the effect here is so specific (dealing with Forests), there isn't much significance of it spilling over into other colors, so there isn't necessarily any need for the color weight. Maybe it was intended as eye candy? Just my two cents.
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The second design is an amended version of a card I posted last year after receiving some feedback from AtlasNova.
Creature — Wurm [MR]
Trample, haste
Whenever a creature you control with power 7 or greater deals combat damage to a player,
choose one —
• Destroy target noncreature permanent.
• Return target permanent card from your graveyard to your hand.
• You gain 7 life.
7/7
Creature — Bear[ MR]
Trample
Whenever Roaming Bears enters the battlefield or attacks, search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle your library.
4/4
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Consumption wurm is sick af! Saving to my list to proxy immediately.
Anyone using cockatrice to player with custom cards?
Edit: Maybe we could create some custom commander precons with anyone interested and play sometime.
Gravetiller Wurm
Art is life itself.
I kind of don't see the white in wurms. I have always thought it was kind of feel-bad to have far-off creature types in white (or any other color), with really out-of-bounds abilities that are hard to understand how or where their powers comes from. I've personally always made it a priority to super-concentrate color codes. This is something I've always felt very passionate about. I hate to have any card, or any effect, that can't be explained on the D&D table. "The grants the summoner life? It's just a Arkhaal Wurm. How does it do that?" Something like that, if I might elaborate the deliberation process. It's kind skewed to naturally tack on something like this where it's not obvious or explained, whereas a card like Spirit Link actually visualizes the concept.
If you talk this over with any other experienced gamers, especially long-time shop owner types who play D&D and WarHammer; I'd love to hear their input on this realism factor. But to sum up my point, I think that the best MTG development revolves around super-realism. Meaning, every effect can be explained or rationalized to the concept. Many of the designs in modern history have had a legacy for breaking this, and being all over the place, but might I suggest being hyper-aware to abstain from this as best as possible.
For example, I think the Elder Dinosaurs were implemented really poorly as they are. They have these effects that are all over the place, and stretch into all kinds of unrational powers. I honestly think though, that should have just been really big beat sticks with combat tricks.
Such as, Zetalpa, Primal Dawn.
I think this one should have just been a big flier, with maybe two keywords (haste, vigilance?), and then (the combat trick) when it attacks, it makes a few creatures with power 2 or less unblockable until end of turn. This is rational in the sense that when it descends from the sky, the pandemonium that ensues enables a play off the chaos and those distracted, in distress, or otherwise in a panic.
Or such as, Nezahal, Primal Tide.
This one especially has abilities all over the place. How does it work? Because it's an "Elder Dinosaur"? Dinosaurs are still just primitive beasts. I think this one should have been a big creature with Shroud or Hexproof (the smartest fish in the sea), and then a combat trick like waterlogging two or three of the opponent's lands for a turn. When this card attacks, up to three target lands the opponent controls become Islands until the end of your next turn.
This wurm you have is something along these same lines, so possibly (if you like it) take this style of design and apply it to all fancy beat sticks you're looking to create. It should effectively enable you to do what you want, while also enabling you to lock in all the potent realism it needs.
Roaming Bears is definitely a good card though; probably too good.
The wurm is neat, although since it appears to be an ability-per-color card I'm confused where "destroy target noncreature permanent" and "return target permanent card from your graveyard" come from; they're both definitely green and not red. You could probably just make this card monogreen since green can also do lifegain. Maybe have it cost 4GGG so there's a "three aspects of green" theme instead?
- Rabid Wombat