Hammer Golem (Common) 1
Artifact Creature - Golem
0/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Anvil Golem (Common) 2
Artifact Creature - Golem
1/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Shield Golem (Common) 3
Artifact Creature - Golem
2/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Blade Golem (Common) 4
Artifact Creature - Golem
3/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Forge Golem (Common) 5
Artifact Creature - Golem
4/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
White Common (Common) 1W
Creature - Human Artificer
0/2
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Blue Common (Common) 2U
Creature - Merfolk Artificer
0/3
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Black Common (Common) 1B
Creature - Zombie Artificer
1/1
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Red Common (Common) R
Creature - Goblin Artificer
0/1
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Green Common (Common) 1G
Creature - Elf Artificer
2/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
I really like the mechanic - but I think it would be a lot more interesting if you made some of them french vanilla and able to survive without the equipment instead of having creatures with 0 toughness or negative power at common. half the fun of equipment is moving it around and you should let players do that.
Here are my takes:
WW 2/2 - Armed 1 (would be very pushed as a 3/3 for 1W with a minor upside, but compare to 1W 2/2s with abilities like Bishop's soldier, Huatli's Snubhorn, Herald of Dromoka - to balance - I made it cost WW)
1U - 0/3 - Armed 1 - Defender (Compare to Wall of Mist, Murmuring Phantasm and Plated Seastrider)
B - 0/1 - Armed 1 - 3B: Return from your graveyard to your hand. (compare to Sanitarium Skeleton)
1R - 2/1 - Armed 1 - Can't attack or block alone (Compare to Mog Flunkies)
2G - 3/1 - Armed 1 - ~ has reach only if it is equiped (Compare to Ainok Artillerist) (And I kinda like the flavor of an archer only having reach when equiped)
negative p/t should never appear on commons, because that will ineviatably result in new players asking if being hit with a -1 power creature gives the opponent life.
Same deal with 0 toughness creatures, since now you have to explain the concept of state based effects.
negative p/t should never appear on commons, because that will ineviatably result in new players asking if being hit with a -1 power creature gives the opponent life.
Same deal with 0 toughness creatures, since now you have to explain the concept of state based effects.
Not to mention them being more or less backwards living weapons, which also had one at common.
White: Unchanged.
Blue: Increased mana cost by 1 and power by 1.
Black: Is now the bear (instead of red).
Red: Is now the one drop (instead of black).
Green: Unchanged. It's redflagged for being slightly mathy.
I'm only about 1/2 way done with the commons so these are subject to change (slightly) depending on the needs of the set. Thanks for the feedback. It was very helpful.
Just curious for the reason to make all of these "vanilla" instead of french vanilla or even using drawbacks like I proposed?
They already are French vanillas. Creating an Equipment is no small effect. That being said, I know what you mean and any number of them may wind up with evergreen keywords or with a drawback depending on how the rest of the commons pan out. I just wanted to determine the bare bones of the set mechanic cycle first.
Thanks - as you can guess from my "practicing" posts I'm trying to understand design. The next stage as it seems to me, and one that I am definitely not ready for, is to design within a set. That is why I am coming from judging/designing cards in isolation through analogy to previously printed cards instead of like you who is designing them in relation to the power level of the other cards you are designing. Thus, when looking at these cards I was trying to think of in terms of "most interesting" and "as powerful as I can get away with" instead of "would these play well in my set"
I think the big problem here is that the best armed designs at a low cmc work better at a higher rarity. The sample card for green common with armed really should be more of a fatty and you don't go there at all, covering only a small range of otherwise vanilla p/t combinations.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
blue
black
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rocks
Hammer Golem (Common)
1
Artifact Creature - Golem
0/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Anvil Golem (Common)
2
Artifact Creature - Golem
1/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Shield Golem (Common)
3
Artifact Creature - Golem
2/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Blade Golem (Common)
4
Artifact Creature - Golem
3/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Forge Golem (Common)
5
Artifact Creature - Golem
4/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
1W
Creature - Human Artificer
0/2
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Blue Common (Common)
2U
Creature - Merfolk Artificer
0/3
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Black Common (Common)
1B
Creature - Zombie Artificer
1/1
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Red Common (Common)
R
Creature - Goblin Artificer
0/1
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Green Common (Common)
1G
Creature - Elf Artificer
2/0
Armed 1 (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)
Here are my takes:
WW 2/2 - Armed 1 (would be very pushed as a 3/3 for 1W with a minor upside, but compare to 1W 2/2s with abilities like Bishop's soldier, Huatli's Snubhorn, Herald of Dromoka - to balance - I made it cost WW)
1U - 0/3 - Armed 1 - Defender (Compare to Wall of Mist, Murmuring Phantasm and Plated Seastrider)
B - 0/1 - Armed 1 - 3B: Return from your graveyard to your hand. (compare to Sanitarium Skeleton)
1R - 2/1 - Armed 1 - Can't attack or block alone (Compare to Mog Flunkies)
2G - 3/1 - Armed 1 - ~ has reach only if it is equiped (Compare to Ainok Artillerist) (And I kinda like the flavor of an archer only having reach when equiped)
Same deal with 0 toughness creatures, since now you have to explain the concept of state based effects.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
Is it that much more complex than 0/0 creatures that enter the battlefield with +1/+1 counters on them?
We've had some of those recently at common.
Not to mention them being more or less backwards living weapons, which also had one at common.
White: Unchanged.
Blue: Increased mana cost by 1 and power by 1.
Black: Is now the bear (instead of red).
Red: Is now the one drop (instead of black).
Green: Unchanged. It's redflagged for being slightly mathy.
I'm only about 1/2 way done with the commons so these are subject to change (slightly) depending on the needs of the set. Thanks for the feedback. It was very helpful.
They already are French vanillas. Creating an Equipment is no small effect. That being said, I know what you mean and any number of them may wind up with evergreen keywords or with a drawback depending on how the rest of the commons pan out. I just wanted to determine the bare bones of the set mechanic cycle first.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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