My criteria are one-mana hybrid 1/2s that have 3 tap abilities, one without mana and one of each color mana, and that have names that abbreviate to DR Shaman for extra confusion.
Also as you will see I'm going with Shaman traditions each from different planes instead of each Ravnica guild, and leaning into some unique color pair focuses rather than trying to make good generalist cards like the original.
The Noyan Dar, Roil Shaper people on Zendikar are I guess not technically shamans but I feel they should be. Balduvians also have a white-loving shaman and a weird strain of blueland-animating people but they are both wizards.
Dreamroil Shaman(W/U)
Creature - Merfolk Shaman Ally (R) T: Untap target land creature. W, T: Put a +1/+1 counter on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land. U, T: Copy target instant or sorcery spell that targets a land you control. You may choose new targets for the copy.
1/2
Mardu off colors, leaning heavily into Warrior tribal. I intentionally and weirdly also left this open to 2HG play as a nod to Battlebond. I kind of want to do a voting shaman from Fiora but it just didn't fit the world. A rebel/mercenary from Mercadia would be cool too but I can't fit all those types.
Dustride Shaman(W/B)
Creature - Human Shaman Warrior (R) T: Target Warrior gets +1/+2 and gains lifelink until end of turn. W, T: Create a 1/1 white Warrior creature token. Activate this ability only if a creature attacked an opponent this turn. B, T: Until end of turn, whenever a Warrior deals damage to an opponent, you draw a card and lose 1 life.
1/2
This time, it is Marit Lage. Brine Shaman is 2/3 of the way there already. Is probably too good if it kills anything with one ice counter?
Darkrime Shaman(U/B)
Snow Creature - Human Shaman (R) T: Add 1. Spend this mana only to cast snow spells or activate abilities of snow permanents. U, T: Tap target creature and put an ice counter on it. B, T: Destroy target creature with toughness less than or equal to the number of ice counters on it.
1/2
I don't think a Spirit Shaman makes sense on Kamigawa so we'll go with a disciple of Kumano who found out about The Unspeakable. This one has a lot of possible ways the abilities could fall.
Depthreach Shaman(U/R)
Creature - Human Shaman (R) T: Add 1 for each Arcane card you own in exile and in your graveyard. U, T: Exile target Arcane card from your graveyard. For as long as it remains exiled, you may activate its splice ability as though it were in your hand. R, T: Discard a card, then draw a card. If you discarded an Arcane card, untap Depthreach Shaman.
1/2
Amonkhet, somewhere outside the Hekma or after the fall of Naktamun. I like the setting and the mental image for this one but the mechanical theme needs some work. I could maybe do Grixis here instead using Unearth, and change the RG one from Jund.
Dreadrot Shaman(B/R)
Creature - Jackal Shaman (R) T: Target permanent or spell you control gains wither until end of turn. B, T: Each player loses 3 life unless that player sacrifices a nonland permanent or discards a card. R, T: Dreadrot Shaman deals 1 damage to each opponent for each Desert you control and each Desert card in your graveyard.
1/2
We already have the Golgari one so for red/green going to Jund.
Dracorage Shaman(R/G)
Creature - Viashino Shaman (R) T: Target Dragon creature you control fights target creature you don't control. R, T: Until end of turn, creature spells you cast have devour 3. G, T: Create a 1/1 green Saproling creature token. Activate this ability only if a creature died this turn.
1/2
This one is pretty wacky and doesn't have too much of a precedent but I have fond memories of red/white soulbond in Avacyn Restored, weirdly since blue and green had a lot more soulbond. The only other candidate I can think of is Zendikari Kor with Equipment.
Dawnring Shaman(R/W)
Creature - Human Shaman (R) T: If Dawnring Shaman and target creature you control are unpaired, pair them. R, T: The creature paired to Dawnring Shaman gets +1/+2 and gains double strike until end of turn. W, T: You gain life equal to the total power and toughness of Dawnring Shaman and the creature paired to it.
1/2
To the elves of Shadowmoor and their persist shenanigans. Not sure about the miserable mana-fixing ability.
Dimroot Shaman(G/W)
Creature - Elf Shaman (R) T: Until end of turn, G and W symbols on cards you own are {GW} instead. G, T: Remove a -1/-1 counter from target creature you control. W, T: Target creature you control gains persist until end of turn.
1/2
Ixalan is pretty obvious for this last one. Was trying to make a creature tap and explore but it was difficult to word and this version seems like an interesting cap but also plays with the G ability if you get desperate.
Driftreed Shaman(G/U)
Creature - Merfolk Shaman (R) T: Target creature you control with no counters on it explores. G, T: Remove a counter from target permanent you control, then double the number of those counters on that permanent. U, T: Creatures you control gain hexproof from spells until end of turn.
1/2
Whoa, most of these aren't even overpowered due to how niche you made them.
Dustride Shaman is probably the most concerning one, considering how many Warriors there are and how many of them are both low-cost and already good. IDK, there are eternal format decks (Humans.dek) that could abuse this pretty effectively, but possibly only after further deckbuilding pivoting, so, you know, maybe it's not so bad. Mostly, I think, people would want it for EDH.
Depthreach Shaman, meanwhile, has technically the most parasitic ability suite (what Arcane cards do most people even play exceptthesethree?) yet that mana ability is one of the wildest things I've ever seen on a one-mana card; dude could easily tap for CCCCCCCCCC-plus if you let it. Of course, that requires you to, again, do dumb things with your deck, so I think we're all safe from the scourge of arcane_self_mill_ball.dek.
Darkrime Shaman is slow, but it could get annoying. Honestly, I dunno! Repeatedly killing 1-toughness guys can be good if you do it on the cheap. These abilities are maybe the strongest in a technical, in-a-vacuum sense though.
Dreadrot Shaman's "Torment everyone" ability seems like it could be veeeeery tiresome in multiplayer.
Dimroot Shaman's Celestial Dawn would currently be worded something like: "Until end of turn, you may spend green mana as though it were white mana and white mana as though it were green mana."
Over all, I love the approach of making different Shaman traditions from different planes, and I feel you've captured the essence of those worlds in these cards. Excellent taste in the concept, at the very least.
Agree with above. Many of these can be insanely good if you build around them, particularly Dreadrot, but in a vacuum they're all very well designed compared to the stupidly versatile original.
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Also as you will see I'm going with Shaman traditions each from different planes instead of each Ravnica guild, and leaning into some unique color pair focuses rather than trying to make good generalist cards like the original.
The Noyan Dar, Roil Shaper people on Zendikar are I guess not technically shamans but I feel they should be. Balduvians also have a white-loving shaman and a weird strain of blue land-animating people but they are both wizards.
Dreamroil Shaman (W/U)
Creature - Merfolk Shaman Ally (R)
T: Untap target land creature.
W, T: Put a +1/+1 counter on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
U, T: Copy target instant or sorcery spell that targets a land you control. You may choose new targets for the copy.
1/2
Mardu off colors, leaning heavily into Warrior tribal. I intentionally and weirdly also left this open to 2HG play as a nod to Battlebond. I kind of want to do a voting shaman from Fiora but it just didn't fit the world. A rebel/mercenary from Mercadia would be cool too but I can't fit all those types.
Dustride Shaman (W/B)
Creature - Human Shaman Warrior (R)
T: Target Warrior gets +1/+2 and gains lifelink until end of turn.
W, T: Create a 1/1 white Warrior creature token. Activate this ability only if a creature attacked an opponent this turn.
B, T: Until end of turn, whenever a Warrior deals damage to an opponent, you draw a card and lose 1 life.
1/2
This time, it is Marit Lage. Brine Shaman is 2/3 of the way there already. Is probably too good if it kills anything with one ice counter?
Darkrime Shaman (U/B)
Snow Creature - Human Shaman (R)
T: Add 1. Spend this mana only to cast snow spells or activate abilities of snow permanents.
U, T: Tap target creature and put an ice counter on it.
B, T: Destroy target creature with toughness less than or equal to the number of ice counters on it.
1/2
I don't think a Spirit Shaman makes sense on Kamigawa so we'll go with a disciple of Kumano who found out about The Unspeakable. This one has a lot of possible ways the abilities could fall.
Depthreach Shaman (U/R)
Creature - Human Shaman (R)
T: Add 1 for each Arcane card you own in exile and in your graveyard.
U, T: Exile target Arcane card from your graveyard. For as long as it remains exiled, you may activate its splice ability as though it were in your hand.
R, T: Discard a card, then draw a card. If you discarded an Arcane card, untap Depthreach Shaman.
1/2
Amonkhet, somewhere outside the Hekma or after the fall of Naktamun. I like the setting and the mental image for this one but the mechanical theme needs some work. I could maybe do Grixis here instead using Unearth, and change the RG one from Jund.
Dreadrot Shaman (B/R)
Creature - Jackal Shaman (R)
T: Target permanent or spell you control gains wither until end of turn.
B, T: Each player loses 3 life unless that player sacrifices a nonland permanent or discards a card.
R, T: Dreadrot Shaman deals 1 damage to each opponent for each Desert you control and each Desert card in your graveyard.
1/2
We already have the Golgari one so for red/green going to Jund.
Dracorage Shaman (R/G)
Creature - Viashino Shaman (R)
T: Target Dragon creature you control fights target creature you don't control.
R, T: Until end of turn, creature spells you cast have devour 3.
G, T: Create a 1/1 green Saproling creature token. Activate this ability only if a creature died this turn.
1/2
This one is pretty wacky and doesn't have too much of a precedent but I have fond memories of red/white soulbond in Avacyn Restored, weirdly since blue and green had a lot more soulbond. The only other candidate I can think of is Zendikari Kor with Equipment.
Dawnring Shaman (R/W)
Creature - Human Shaman (R)
T: If Dawnring Shaman and target creature you control are unpaired, pair them.
R, T: The creature paired to Dawnring Shaman gets +1/+2 and gains double strike until end of turn.
W, T: You gain life equal to the total power and toughness of Dawnring Shaman and the creature paired to it.
1/2
To the elves of Shadowmoor and their persist shenanigans. Not sure about the miserable mana-fixing ability.
Dimroot Shaman (G/W)
Creature - Elf Shaman (R)
T: Until end of turn, G and W symbols on cards you own are {GW} instead.
G, T: Remove a -1/-1 counter from target creature you control.
W, T: Target creature you control gains persist until end of turn.
1/2
Ixalan is pretty obvious for this last one. Was trying to make a creature tap and explore but it was difficult to word and this version seems like an interesting cap but also plays with the G ability if you get desperate.
Driftreed Shaman (G/U)
Creature - Merfolk Shaman (R)
T: Target creature you control with no counters on it explores.
G, T: Remove a counter from target permanent you control, then double the number of those counters on that permanent.
U, T: Creatures you control gain hexproof from spells until end of turn.
1/2
Dustride Shaman is probably the most concerning one, considering how many Warriors there are and how many of them are both low-cost and already good. IDK, there are eternal format decks (Humans.dek) that could abuse this pretty effectively, but possibly only after further deckbuilding pivoting, so, you know, maybe it's not so bad. Mostly, I think, people would want it for EDH.
Depthreach Shaman, meanwhile, has technically the most parasitic ability suite (what Arcane cards do most people even play except these three?) yet that mana ability is one of the wildest things I've ever seen on a one-mana card; dude could easily tap for CCCCCCCCCC-plus if you let it. Of course, that requires you to, again, do dumb things with your deck, so I think we're all safe from the scourge of arcane_self_mill_ball.dek.
Darkrime Shaman is slow, but it could get annoying. Honestly, I dunno! Repeatedly killing 1-toughness guys can be good if you do it on the cheap. These abilities are maybe the strongest in a technical, in-a-vacuum sense though.
Dreadrot Shaman's "Torment everyone" ability seems like it could be veeeeery tiresome in multiplayer.
Dimroot Shaman's Celestial Dawn would currently be worded something like: "Until end of turn, you may spend green mana as though it were white mana and white mana as though it were green mana."
Over all, I love the approach of making different Shaman traditions from different planes, and I feel you've captured the essence of those worlds in these cards. Excellent taste in the concept, at the very least.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝