Zuri Guildmage WW
Creature - Human Wizard (U) 1, T: Add WW to your mana pool. Spend this mana only to cast white spells. W, T: Tap target creature.
2/2
Urdina Guildmage UU
Creature - Human Wizard (U) 1, T: Add UU to your mana pool. Spend this mana only to cast blue spells. U, T: Scry 2.
2/2
Beltza Guildmage BB
Creature - Human Wizard (U) 1, T: Add BB to your mana pool. Spend this mana only to cast blue spells. B, T: Target creature gains indestructible until end of turn.
2/2
Vermell Guildmage RR
Creature - Human Wizard (U) 1, t: Add RR. Spend this mana only to cast red spells. R, t: Vermell Guildmage deals 1 damage to any target.
2/2
Berdea Guildmage GG
Creature - Human Wizard (U) 1, t: Add GG. Spend this mana only to cast red spells. G, t: Create a 0/1 green Plant creature token.
2/2
Old Versions
I'm considering two versions
Vermell Guildmage RR
Creature - Human Wizard (U)
Red spells you play cost 1 less to cast. R, t: Vermell Guildmage deals 1 damage to any target.
2/2
Vermell Guildmage RR
Creature - Human Wizard (U)
Red spells you play cost R less to cast. R, t: Vermell Guildmage deals 1 damage to any target.
2/2
The second one plays well with cards that cost only colored mana and feels way more special. However I'm using hybrid spells in this set and that ability could generate some confusion. The first one is more balanced and plays intuitively with hybrid spells but does not promote the mono-color theme as much.
Reducing colored costs is terrifying; there's a reason it's only been done on Edgewalker and Ragemonger and even then only for a category as small as a semi-minor creature type.
The second version is the more interesting one but probably horribly broken in its current form. What I can imagine would be a variant that explicitly only works with multicolored spells or spells of specific colors which are not red like:
Mulitcolored spells you play cost R less to cast.
Blue spells you play cost R less to cast.
Another interesting take would be for a devoid focused set:
Colorless spells you play cost R less to cast.
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Another interesting take would be for a devoid focused set:
Colorless spells you play cost R less to cast.
Fun fact: This ability will still reduce the cost of Bomat Courier so you only have to pay no mana to cast the spell. Generic mana costs are readily reduced if the additional rules text seen in Edgewalker and Ragemonger is omitted.
I don't really feel either version.
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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]
It turns out the older versions was a bit too good. It was impossible to create another uncommon creature at CMC2 at similar level of desirability. I had to either increase cost to 1CC or change the ability. Now I got this
Vermell Guildmage RR
Creature - Human Wizard (U) 1,t: Add RR. Spend this mana only to cast red spells. R,t: Vermell Guildmage deals 1 damage to any target.
2/2
Ya know, I started a thread a while back about a cycle of guildmages that was functionally very different from what we've seen before. Each of which had one mana-producing ability and one activated utility ability.
I got quite a lot of pushback about them being too different and colors outside of green not being allowed to produce mana.
I wonder why people seem much more accepting of these designs.
I got quite a lot of pushback about them being too different and colors outside of green not being allowed to produce mana.
Two people is "quite a lot", huh? Really, not that much considering how you invited it and much more lateral constructive criticism. You really went into that thread expectig pushback and maybe just accepted it. At least part of the pushback could also stem from reactions to the arguments you provided alongside the card design rather than from reactions to just the card.
But atill - there is a point to this. And that point is that in this thread people are replying to an OP containing a red card and in yours an OP containing a white-blue card. Maybe once the full cycle is proposed there wll be more pushback to the idea here as well.
Also look at "the first version looks great" which is refering to a red creature that only helps to cast red spells without even touching the requirement for red mana and compare the focuss with your wide-open unrestricted mana ability. White getting Grand Arbiter Augustin IV or Ballyrush Banneret is not the same as putting Stone Calendar in white for the same reason white and green can get global creature pump like Glorious Anthem, but any color - even spell color blue - can get stuff like Paragon of Gathering Mists and Merfolk Sovereign.
IIRC you got the stronger pushback on the pre-mana-ability Guildmages with triggered abilities anyway and there once again for reasons that clearly distinguish your version from this e. g. one criticism was about using triggered abilities rather than activated abilities (which this does not - at least it is not entirely eshewing activated abilities) and it is mentioned that the criticism is partly due to your proposal for Ravnica-based Guildmages, which... I think this is not. I don't recall Vermell being on Ravnica and monocolor Guildmages seem like a generally weird proposal for Ravnica.
So once you consider the circumstances and read the feedback again you might be able to figure out even more subtleties.
Private Mod Note
():
Rollback Post to RevisionRollBack
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]
Ya know, I started a thread a while back about a cycle of guildmages that was functionally very different from what we've seen before. Each of which had one mana-producing ability and one activated utility ability.
I got quite a lot of pushback about them being too different and colors outside of green not being allowed to produce mana.
I wonder why people seem much more accepting of these designs.
Anyway, the new version seems good to me.
I expect some push back now that they generate mana. Thanks for the feedback.
I got quite a lot of pushback about them being too different and colors outside of green not being allowed to produce mana.
Two people is "quite a lot", huh? Really, not that much considering how you invited it and much more lateral constructive criticism. You really went into that thread expectig pushback and maybe just accepted it. At least part of the pushback could also stem from reactions to the arguments you provided alongside the card design rather than from reactions to just the card.
But atill - there is a point to this. And that point is that in this thread people are replying to an OP containing a red card and in yours an OP containing a white-blue card. Maybe once the full cycle is proposed there wll be more pushback to the idea here as well.
Also look at "the first version looks great" which is refering to a red creature that only helps to cast red spells without even touching the requirement for red mana and compare the focuss with your wide-open unrestricted mana ability. White getting Grand Arbiter Augustin IV or Ballyrush Banneret is not the same as putting Stone Calendar in white for the same reason white and green can get global creature pump like Glorious Anthem, but any color - even spell color blue - can get stuff like Paragon of Gathering Mists and Merfolk Sovereign.
IIRC you got the stronger pushback on the pre-mana-ability Guildmages with triggered abilities anyway and there once again for reasons that clearly distinguish your version from this e. g. one criticism was about using triggered abilities rather than activated abilities (which this does not - at least it is not entirely eshewing activated abilities) and it is mentioned that the criticism is partly due to your proposal for Ravnica-based Guildmages, which... I think this is not. I don't recall Vermell being on Ravnica and monocolor Guildmages seem like a generally weird proposal for Ravnica.
So once you consider the circumstances and read the feedback again you might be able to figure out even more subtleties.
I think blue is getting a fair bit of mana production recently. I think the biggest stretch is the white one.
And yeah, this is not for Ravnica setting.
Yes, symmetry says they all need the casting restriction. But, Berdea may not because it's green.
Also, the second abilities' mana costs don't need to, and—probably—shouldn't, be the same. For example, I could see Bredea's second ability just needing a tap because the token's a 0/1.
I would change the type line up a bit. Elf, Goblin, Merfolk, Cleric, Shaman, Druid, etc.
Also the black effect is much more often seen in white nowadays. Perhaps the black one could get a discard effect? that would feel straight forward black.
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Drop your knees to the floor
Hands to the sky
Give a round of applause
For the great Miss Y!
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Zuri Guildmage WW
Creature - Human Wizard (U)
1, T: Add WW to your mana pool. Spend this mana only to cast white spells.
W, T: Tap target creature.
2/2
Urdina Guildmage UU
Creature - Human Wizard (U)
1, T: Add UU to your mana pool. Spend this mana only to cast blue spells.
U, T: Scry 2.
2/2
Beltza Guildmage BB
Creature - Human Wizard (U)
1, T: Add BB to your mana pool. Spend this mana only to cast blue spells.
B, T: Target creature gains indestructible until end of turn.
2/2
Vermell Guildmage RR
Creature - Human Wizard (U)
1, t: Add RR. Spend this mana only to cast red spells.
R, t: Vermell Guildmage deals 1 damage to any target.
2/2
Berdea Guildmage GG
Creature - Human Wizard (U)
1, t: Add GG. Spend this mana only to cast red spells.
G, t: Create a 0/1 green Plant creature token.
2/2
Old Versions
Vermell Guildmage RR
Creature - Human Wizard (U)
Red spells you play cost 1 less to cast.
R, t: Vermell Guildmage deals 1 damage to any target.
2/2
Vermell Guildmage RR
Creature - Human Wizard (U)
Red spells you play cost R less to cast.
R, t: Vermell Guildmage deals 1 damage to any target.
2/2
The second one plays well with cards that cost only colored mana and feels way more special. However I'm using hybrid spells in this set and that ability could generate some confusion. The first one is more balanced and plays intuitively with hybrid spells but does not promote the mono-color theme as much.
BGU Control
R Aggro
Standard - For Fun
BG Auras
The first version looks great.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
The second version is the more interesting one but probably horribly broken in its current form. What I can imagine would be a variant that explicitly only works with multicolored spells or spells of specific colors which are not red like:
Hands to the sky
Give a round of applause
For the great Miss Y!
Fun fact: This ability will still reduce the cost of Bomat Courier so you only have to pay no mana to cast the spell. Generic mana costs are readily reduced if the additional rules text seen in Edgewalker and Ragemonger is omitted.
I don't really feel either version.
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."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Hands to the sky
Give a round of applause
For the great Miss Y!
Vermell Guildmage RR
Creature - Human Wizard (U)
1,t: Add RR. Spend this mana only to cast red spells.
R,t: Vermell Guildmage deals 1 damage to any target.
2/2
BGU Control
R Aggro
Standard - For Fun
BG Auras
I got quite a lot of pushback about them being too different and colors outside of green not being allowed to produce mana.
I wonder why people seem much more accepting of these designs.
Anyway, the new version seems good to me.
Two people is "quite a lot", huh? Really, not that much considering how you invited it and much more lateral constructive criticism. You really went into that thread expectig pushback and maybe just accepted it. At least part of the pushback could also stem from reactions to the arguments you provided alongside the card design rather than from reactions to just the card.
But atill - there is a point to this. And that point is that in this thread people are replying to an OP containing a red card and in yours an OP containing a white-blue card. Maybe once the full cycle is proposed there wll be more pushback to the idea here as well.
Also look at "the first version looks great" which is refering to a red creature that only helps to cast red spells without even touching the requirement for red mana and compare the focuss with your wide-open unrestricted mana ability. White getting Grand Arbiter Augustin IV or Ballyrush Banneret is not the same as putting Stone Calendar in white for the same reason white and green can get global creature pump like Glorious Anthem, but any color - even spell color blue - can get stuff like Paragon of Gathering Mists and Merfolk Sovereign.
IIRC you got the stronger pushback on the pre-mana-ability Guildmages with triggered abilities anyway and there once again for reasons that clearly distinguish your version from this e. g. one criticism was about using triggered abilities rather than activated abilities (which this does not - at least it is not entirely eshewing activated abilities) and it is mentioned that the criticism is partly due to your proposal for Ravnica-based Guildmages, which... I think this is not. I don't recall Vermell being on Ravnica and monocolor Guildmages seem like a generally weird proposal for Ravnica.
So once you consider the circumstances and read the feedback again you might be able to figure out even more subtleties.
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."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I expect some push back now that they generate mana. Thanks for the feedback.
I think blue is getting a fair bit of mana production recently. I think the biggest stretch is the white one.
And yeah, this is not for Ravnica setting.
BGU Control
R Aggro
Standard - For Fun
BG Auras
Also, the second abilities' mana costs don't need to, and—probably—shouldn't, be the same. For example, I could see Bredea's second ability just needing a tap because the token's a 0/1.
Also the black effect is much more often seen in white nowadays. Perhaps the black one could get a discard effect? that would feel straight forward black.
Hands to the sky
Give a round of applause
For the great Miss Y!