Angrath the Forgemaster4BR (4BR)
Legendary Planeswalker - Angrath (MR)
+0] Weaponize. Angrath deals 3 damage divided as you choose among up to three target creatures or players. Creatures dealt damage this way get +2/+0 until end of turn.
-3] Each opponent discards a card, then sacrifices an artifact, then sacrifices a creature.
-4] You control the next turn of target permanent's owner. All targets chosen that turn are instead chosen at random, and at the end of that turn gain control of that permanent.
(8)
Angrath the Forgemaster4BR (4BR)
Legendary Planeswalker - Angrath (MR)
+2] Each opponent discards a random card OR each opponent discards all but two random cards from his or her hand.
-5] Angrath the Forgemaster deals 5 damage divided as you choose among target creatures or players. Creatures dealt damage this way get +2/+0 and can't block until end of turn.
-7] You get an emblem with "Creatures you control have haste and lifelink. Whenever a creature enters the battlefield, creatures you control get +1/+0 until end of turn."
(6)
Weaponize is like investigate.
Weaponize (Create a cololess artifact equipment Weapon token with Equip 2 and "Equipped creature gets +1/+0").
OR Weaponize (Create a colorless artifact Weapon token with 1, Sacrifice this artifact: Put a +1/+1 counter on target creature.).
This has a lot of interesting ideas but is really really cluttered.
Sarkhan the Mad already did the black-red no-plus-loyalty walker gimmick first and IMO is a better candidate character/abilities/concept-wise. With that in mind...
The +0 is really nuts. Not only do you get a token that attaches to things, presuming the Equipment version, not only are there up to three targets, but you have to choose between the ability being removal, being effective +2/-1 to your creatures, or somewhere in between. Weaponize and ping or ping that pumps are both reasonable options for a first ability, but not all three. Also, this should be a +1.
The -3 can be kept as-is, maybe with a costing change.
The -4 is waaaaaay too much. Worst Fears - even with the targeting drawback - should not cost only six mana. Double Worst Fears shouldn't cost anything less than, like, thirteen mana... maybe shouldn't exist at all. And that's all without considering the permanent stealing, which is seemingly pointless icing on the cake and off-color. To top it all off that's Sorin's thing. Make an ultimate that's costed like one and that generally has a more fitting, better, cleaner effect.
yea, I think my earlier comment was too brief. The +0 and -4 have too many parts. I do think that the "ultimate" has merit, but it does need to be weakened.
Food for thought:
-4: During target opponent's next combat phase, you choose how that player's creatures attack and that player chooses how your creatures block.
+1/0/-1: Until your next turn, targets target player would choose are assigned at random. [I think this ability is too much of a nightmare logistically in paper but usually a d-6 and d-20 will cover most cases]
-5: Brutal Hordechief's ability
-9: You control target player during that player's next combat phase.
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Okay swapped out some of his abilities. Okay so I moved his signature ability into a minus "mini-ultimate".
Version 2
1st ability is for control and all "unfun" reactive (blue) decks. At 6 mana most other fair decks would have played their cool stuff already so the discard is like cleaning up loose ends/ hands. But against decks with massive hand sizes, it demolishes their hands into manageable amounts. Its still too late for a 6CMC walker to be "oppressive".
2nd ability is dualed up a notch in power but also turned into a miniultimate. It can translate to 5 damage as a lava axe or as removal. It can also reward you for playing creatures by translatin 1 damage into two creature damage. I thibk that if a BR walker does not get this skill I dont kbow who will.
Ultimate I made it so it can stabilize with lifelink, and turn each creature you control into haty foubdry street denizens.
I played around with loyalty
-5 once then +2 twice so you can -5 again to cash him in.
Also +2 first to get your emblem next turn, and stull have angrath to clean up hands later.
The Foundrystreetdenizen emblem and the ability for minus seems to work well with swarm and tokens. With his -5 so powerful I fear nobody will like the FSD Emblem. Maybe the FSD emblem should also be -5?
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
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Legendary Planeswalker - Angrath (MR)
+0] Weaponize. Angrath deals 3 damage divided as you choose among up to three target creatures or players. Creatures dealt damage this way get +2/+0 until end of turn.
-3] Each opponent discards a card, then sacrifices an artifact, then sacrifices a creature.
-4] You control the next turn of target permanent's owner. All targets chosen that turn are instead chosen at random, and at the end of that turn gain control of that permanent.
(8)
Angrath the Forgemaster 4BR (4BR)
Legendary Planeswalker - Angrath (MR)
+2] Each opponent discards a random card OR each opponent discards all but two random cards from his or her hand.
-5] Angrath the Forgemaster deals 5 damage divided as you choose among target creatures or players. Creatures dealt damage this way get +2/+0 and can't block until end of turn.
-7] You get an emblem with "Creatures you control have haste and lifelink. Whenever a creature enters the battlefield, creatures you control get +1/+0 until end of turn."
(6)
Weaponize is like investigate.
Weaponize (Create a cololess artifact equipment Weapon token with Equip 2 and "Equipped creature gets +1/+0").
OR Weaponize (Create a colorless artifact Weapon token with 1, Sacrifice this artifact: Put a +1/+1 counter on target creature.).
Sarkhan the Mad already did the black-red no-plus-loyalty walker gimmick first and IMO is a better candidate character/abilities/concept-wise. With that in mind...
The +0 is really nuts. Not only do you get a token that attaches to things, presuming the Equipment version, not only are there up to three targets, but you have to choose between the ability being removal, being effective +2/-1 to your creatures, or somewhere in between. Weaponize and ping or ping that pumps are both reasonable options for a first ability, but not all three. Also, this should be a +1.
The -3 can be kept as-is, maybe with a costing change.
The -4 is waaaaaay too much. Worst Fears - even with the targeting drawback - should not cost only six mana. Double Worst Fears shouldn't cost anything less than, like, thirteen mana... maybe shouldn't exist at all. And that's all without considering the permanent stealing, which is seemingly pointless icing on the cake and off-color. To top it all off that's Sorin's thing. Make an ultimate that's costed like one and that generally has a more fitting, better, cleaner effect.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Food for thought:
-4: During target opponent's next combat phase, you choose how that player's creatures attack and that player chooses how your creatures block.
+1/0/-1: Until your next turn, targets target player would choose are assigned at random. [I think this ability is too much of a nightmare logistically in paper but usually a d-6 and d-20 will cover most cases]
-5: Brutal Hordechief's ability
-9: You control target player during that player's next combat phase.
Version 2
1st ability is for control and all "unfun" reactive (blue) decks. At 6 mana most other fair decks would have played their cool stuff already so the discard is like cleaning up loose ends/ hands. But against decks with massive hand sizes, it demolishes their hands into manageable amounts. Its still too late for a 6CMC walker to be "oppressive".
2nd ability is dualed up a notch in power but also turned into a miniultimate. It can translate to 5 damage as a lava axe or as removal. It can also reward you for playing creatures by translatin 1 damage into two creature damage. I thibk that if a BR walker does not get this skill I dont kbow who will.
Ultimate I made it so it can stabilize with lifelink, and turn each creature you control into haty foubdry street denizens.
I played around with loyalty
-5 once then +2 twice so you can -5 again to cash him in.
Also +2 first to get your emblem next turn, and stull have angrath to clean up hands later.
The Foundrystreetdenizen emblem and the ability for minus seems to work well with swarm and tokens. With his -5 so powerful I fear nobody will like the FSD Emblem. Maybe the FSD emblem should also be -5?