Race Through Varakna 2R
Enchantment - Uncommon
Whenever you cast a spell that is red, black or green you may have Race Through Varakna deal 1 damage to target creature. Whenever you cast a spell that is red, black and green you may have Race Through Varakna deal 3 damage to any target instead. "The Nacatl soon learned what is it to be the prey"
Race Through Keredekt 3B
Enchantment - Uncommon
Whenever you cast a spell that is red, black or blue target creature gets -1/-1 until the end of turn. Whenever you cast a spell that is red, black and blue creatures your opponent controls gets -1/-1 until the end of turn instead. "The Noble Knight soon learned what does a never ending battle for your life means"
Race Through Valeron 1W
Enchantment - Uncommon
Whenever you cast a spell that is white, blue or green you may have target creature you control gains hexproof from the color of your choice until the end of turn. Whenever you cast a spell that is white, blue and green creatures you control gains hexproof from the color of your choice until the end of turn instead. "The demon soon learned of the searing properties of a holy blade"
Race Through Qasali 2G
Enchantment - Uncommon
Whenever you cast a spell that is red, white or green you may have target creature you control gets +1/+1 until the end of turn. Whenever you cast a spell that is red, white and green you may put three +1/+1 counters on up to one creature you control instead. "The Vedalken soon learned that the sound of a beast's step from far away, means that the beast is closer than he though"
Race Through Tidehollow 1U
Enchantment - Uncommon
Whenever you cast a spell that is blue, black or white you may draw a card, and if you do discard a card. Whenever you cast a spell that is blue, black and white you may draw 2 cards, and if you do discard 2 cards instead. "The Viashino soon learned that shattering each piece a machinery, could end up with some of it exploding"
This is a tricolor based set but not all cards has to be tricolor or work with them, this cycle of 2 colored Legends has a Special Grudge agains a former shard. And their abilities will try their best to hurt those color it is not aligned with. The cycle is not complete yet but two of those cards showed up, one of them a very familiar face.
Sharuum, Bane of Naya 3UUB
Artifact Creature - Zombie Sphinx - RARE
Flying
Whenever an opponent cast a spell that is white, green or red, you may draw a card.
Sacrifice an artifact you control: Sharuum, Bane of Naya gains hexproof until the end of turn. Tap it. 5/5
Jirill Silvermane, Bane of Grixis 2GGW
Legendary Creature - Cat - RARE
First Strike, Vigilance.
Your opponents can't cast blue, red or black spells during your turn. 5/4
Rakka Naru, Bane of Esper 1RRG
Legendary Creature - Elemental Shaman - RARE
Haste, trample.
Whenever an opponent cast a spell that is white, black or blue, you may create a 3/1 red elemental token with haste and "At the end of combat, if this creature attacked this turn, Exile it." 3/1
Jenara, Bane of Jund 2WWU
Legendary Creature - Angel - RARE
Flying, lifelink.
When Jenara, Bane of Jund enters the battlefield, exile up to one red permanent, up to one black permanent and up to one green permanent until Jenara leaves the battlefield. 3/5
Foultrice, Bane of Bant BBR
Legendary Creature - Zombie Shaman - RARE
When Foultrice, Bane of Bant enters the battlefield, target opponent reveals its hand, you may choose up to one blue, green or white card among them, that player discard that card AND if it does that player loses 2 lifes. 3/2
"Race Through" Cycle
These feel imbalanced between the colors. They also generally feel weak to a point where I wouldn't want to play them. These can safely be reduced to CMC 3 and still might not be strong. At CMC 2 they might start to become viable competitively.
For comparison, look at your red enchantment. At 1 CMC I can cast Lightning Bolt. At 2 CMC I can Pyroclasm. How many spells would I need to cast in order to make this worthwhile at CMC 4? Raka Sanctuary allowed for something similar at CMC 3, and it was more consistent.
As a secondary comparison, look to your blue enchantment. Merfolk Looter says I should be able to get this effect every turn (without a requirement) on a 2CMC card. Ceta Sanctuary says that at CMC 3, I should conditionally have this same effect, but with card advantage rather than being card-neutral.
"Hosing Legends"
Foultrice is broken. This is a CMC 3 card, that will eat 1-3 cards from your opponent's hand and do 2-6 damage immediately. On top of that it's on an aggressively costed creature in colors that love to play aggro. With it's current effects I'd put it at CMC 5. Consider taking off the damage, and raising cost to CMC 4.
Sharuum is a reasonable threat and is probably the best designed of the bunch. Built in card draw, evasion, and conditional hexproof makes it sufficiently dangerous to be strong (But not overpowered)
Jirill is super weak. I would expect a CMC 5 card designed to hose red/black not to die to Shock or Lightning Bolt. While first strike makes it threatening in combat, it is really bad to removal, which black and red do particularly well. Swap first strike to lifelink or trample, make this a 5/4 or 5/5, and it seems more reasonable.
Rakka Naru is reasonable. Could it have menace or something? It feels a bit underwhelming, but not to a point where you can lower the cost. Compare with Ahn-Crop Crasher, who will probably have a bigger impact on the game, and costs less with less mana restrictions.
Jenara is low impact. It's a 6 CMC creature that does 2 damage, doesn't block particularly well, and isn't a useful attacker. Wall of Nets shouldn't cost 6, especially if it only works against some colors. This could reasonably be printed at CMC 4. Or could be raised to a 5/5 or 5/6 at it's current mana cost. Consider that the ability on this creature is generally worse than deathtouch. Would you play a 2/5 deathtouch flying for 6 mana?
EDIT:
Since your most recent changes, most of the cards are much better balanced.
Race Through Tidehollow might be under-costed by 1. Race Through Keredekt might be over-costed by 1.
But this really depends on the contents of the rest of the rest (Lots of 1 toughness creatures? Do graveyards / discard effects matter?)
Jenara has become overpowered, much like Foultrice was before. Removing three cards with your one card is game-breaking. Consider reducing Jenara's exile effect to a single permanent.
Rakka Naru's tokens don't die at end of turn. Not sure if it was like that before. They're probably overpowered if you use them as blockers. Consider making them attackers only.
"Race Through" Cycle
These feel imbalanced between the colors. They also generally feel weak to a point where I wouldn't want to play them. These can safely be reduced to CMC 3 and still might not be strong. At CMC 2 they might start to become viable competitively.
For comparison, look at your red enchantment. At 1 CMC I can cast Lightning Bolt. At 2 CMC I can Pyroclasm. How many spells would I need to cast in order to make this worthwhile at CMC 4? Raka Sanctuary allowed for something similar at CMC 3, and it was more consistent.
As a secondary comparison, look to your blue enchantment. Merfolk Looter says I should be able to get this effect every turn (without a requirement) on a 2CMC card. Ceta Sanctuary says that at CMC 3, I should conditionally have this same effect, but with card advantage rather than being card-neutral.
Comapring anything to the absolute strongest effects at a certain mana cost is a terrible way to evaluate a cards power. That said comparing to the Sanctuaries is a more reasonable comparison. The key differences being that the sanctuaries only trigger once while the races can trigger many times in a turn. They all seem like they could be pushed down to 3cmc and some could be tweaked. Red is currently the best followed in order by black, green, blue, then white in a distant last.
The bane cycle is also horribly imbalanced. Foultice ranges between decent and absurd based on how many cards you find. Jenara is always mediocre at best.Rakka is a combination of deceptively weak and deceptively powerful it punishes the opponent for not playing at instant speed which is really weird. Jirill costs about 1 too much to really matter. While Sharuum is practically perfect.
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Enchantment - Uncommon
Whenever you cast a spell that is red, black or green you may have Race Through Varakna deal 1 damage to target creature. Whenever you cast a spell that is red, black and green you may have Race Through Varakna deal 3 damage to any target instead.
"The Nacatl soon learned what is it to be the prey"
Race Through Keredekt 3B
Enchantment - Uncommon
Whenever you cast a spell that is red, black or blue target creature gets -1/-1 until the end of turn. Whenever you cast a spell that is red, black and blue creatures your opponent controls gets -1/-1 until the end of turn instead.
"The Noble Knight soon learned what does a never ending battle for your life means"
Race Through Valeron 1W
Enchantment - Uncommon
Whenever you cast a spell that is white, blue or green you may have target creature you control gains hexproof from the color of your choice until the end of turn. Whenever you cast a spell that is white, blue and green creatures you control gains hexproof from the color of your choice until the end of turn instead.
"The demon soon learned of the searing properties of a holy blade"
Race Through Qasali 2G
Enchantment - Uncommon
Whenever you cast a spell that is red, white or green you may have target creature you control gets +1/+1 until the end of turn. Whenever you cast a spell that is red, white and green you may put three +1/+1 counters on up to one creature you control instead.
"The Vedalken soon learned that the sound of a beast's step from far away, means that the beast is closer than he though"
Race Through Tidehollow 1U
Enchantment - Uncommon
Whenever you cast a spell that is blue, black or white you may draw a card, and if you do discard a card. Whenever you cast a spell that is blue, black and white you may draw 2 cards, and if you do discard 2 cards instead.
"The Viashino soon learned that shattering each piece a machinery, could end up with some of it exploding"
This is a tricolor based set but not all cards has to be tricolor or work with them, this cycle of 2 colored Legends has a Special Grudge agains a former shard. And their abilities will try their best to hurt those color it is not aligned with. The cycle is not complete yet but two of those cards showed up, one of them a very familiar face.
Sharuum, Bane of Naya 3UUB
Artifact Creature - Zombie Sphinx - RARE
Flying
Whenever an opponent cast a spell that is white, green or red, you may draw a card.
Sacrifice an artifact you control: Sharuum, Bane of Naya gains hexproof until the end of turn. Tap it.
5/5
Jirill Silvermane, Bane of Grixis 2GGW
Legendary Creature - Cat - RARE
First Strike, Vigilance.
Your opponents can't cast blue, red or black spells during your turn.
5/4
Rakka Naru, Bane of Esper 1RRG
Legendary Creature - Elemental Shaman - RARE
Haste, trample.
Whenever an opponent cast a spell that is white, black or blue, you may create a 3/1 red elemental token with haste and "At the end of combat, if this creature attacked this turn, Exile it."
3/1
Jenara, Bane of Jund 2WWU
Legendary Creature - Angel - RARE
Flying, lifelink.
When Jenara, Bane of Jund enters the battlefield, exile up to one red permanent, up to one black permanent and up to one green permanent until Jenara leaves the battlefield.
3/5
Foultrice, Bane of Bant BBR
Legendary Creature - Zombie Shaman - RARE
When Foultrice, Bane of Bant enters the battlefield, target opponent reveals its hand, you may choose up to one blue, green or white card among them, that player discard that card AND if it does that player loses 2 lifes.
3/2
These feel imbalanced between the colors. They also generally feel weak to a point where I wouldn't want to play them. These can safely be reduced to CMC 3 and still might not be strong. At CMC 2 they might start to become viable competitively.
For comparison, look at your red enchantment. At 1 CMC I can cast Lightning Bolt. At 2 CMC I can Pyroclasm. How many spells would I need to cast in order to make this worthwhile at CMC 4? Raka Sanctuary allowed for something similar at CMC 3, and it was more consistent.
As a secondary comparison, look to your blue enchantment. Merfolk Looter says I should be able to get this effect every turn (without a requirement) on a 2CMC card. Ceta Sanctuary says that at CMC 3, I should conditionally have this same effect, but with card advantage rather than being card-neutral.
"Hosing Legends"
Foultrice is broken. This is a CMC 3 card, that will eat 1-3 cards from your opponent's hand and do 2-6 damage immediately. On top of that it's on an aggressively costed creature in colors that love to play aggro. With it's current effects I'd put it at CMC 5. Consider taking off the damage, and raising cost to CMC 4.
Sharuum is a reasonable threat and is probably the best designed of the bunch. Built in card draw, evasion, and conditional hexproof makes it sufficiently dangerous to be strong (But not overpowered)
Jirill is super weak. I would expect a CMC 5 card designed to hose red/black not to die to Shock or Lightning Bolt. While first strike makes it threatening in combat, it is really bad to removal, which black and red do particularly well. Swap first strike to lifelink or trample, make this a 5/4 or 5/5, and it seems more reasonable.
Rakka Naru is reasonable. Could it have menace or something? It feels a bit underwhelming, but not to a point where you can lower the cost. Compare with Ahn-Crop Crasher, who will probably have a bigger impact on the game, and costs less with less mana restrictions.
Jenara is low impact. It's a 6 CMC creature that does 2 damage, doesn't block particularly well, and isn't a useful attacker. Wall of Nets shouldn't cost 6, especially if it only works against some colors. This could reasonably be printed at CMC 4. Or could be raised to a 5/5 or 5/6 at it's current mana cost. Consider that the ability on this creature is generally worse than deathtouch. Would you play a 2/5 deathtouch flying for 6 mana?
EDIT:
Since your most recent changes, most of the cards are much better balanced.
Race Through Tidehollow might be under-costed by 1.
Race Through Keredekt might be over-costed by 1.
But this really depends on the contents of the rest of the rest (Lots of 1 toughness creatures? Do graveyards / discard effects matter?)
Jenara has become overpowered, much like Foultrice was before. Removing three cards with your one card is game-breaking. Consider reducing Jenara's exile effect to a single permanent.
Rakka Naru's tokens don't die at end of turn. Not sure if it was like that before. They're probably overpowered if you use them as blockers. Consider making them attackers only.
Overall the changes look great. Keep it up
The bane cycle is also horribly imbalanced. Foultice ranges between decent and absurd based on how many cards you find. Jenara is always mediocre at best.Rakka is a combination of deceptively weak and deceptively powerful it punishes the opponent for not playing at instant speed which is really weird. Jirill costs about 1 too much to really matter. While Sharuum is practically perfect.