This legend is inspired by various blood and Vampire-themed Equipment, such as Blade of the Bloodchief, Bloodforged Battle-Axe, Thirsting Axe, and the newly revealed Bloodthirsty Blade. The idea is that you combine the primary Vampire color, black, with the two primary Equipment colors, red and white. Quite handily, red and white are also the two most common secondary colors for Vampires in Magic.
Arkul, the Bloodforger2RWB
Legendary Creature - Vampire Knight
Lifelink, vigilance, haste
Whenever ~ deals combat damage, create a token that's a copy of target Equipment you control. T, Pay X life: Reveal cards from the top of your library until you reveal an Equipment card with converted mana cost X or less. Put that card onto the battlefield. Then put the rest on the bottom of your library in a random order.
4/4
The basic idea behind Arkul is that he can craft metallic weapons and armor from blood (which make sense when you consider red blood contains iron). His two Equipment-related effects both play into this concept. His tap ability lets you spend life to speed Equipment onto the battlefield, while his combat damage trigger creates copies of Equipment you control. To help tie the whole card together, he also sports lifelink, vigilance, and haste, allowing him to attack and tap the turn he enters the battlefield, and providing you with additional life to keep activating his tap ability.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
I think triggering on any combat damage is too strong and his tutor should be equal to X not X or less. Most good equipment is cheap anyway so it gives them better play with the more out there equipment like Kaldra
I don't feel the "reveal until condition" plan here. There is always a chance of abuse with playing few specific Equipments and the abilities take too many reveals etc. Sometimes it works e. g. cascade, which doesn't have too specific requirements. Here though I feel a more straightforward "reveal the top X cards"-style ability is better - or straight tutoring if necessary.
Overall the card feels a little too much like soup. Let's give it lifelink to get back the paid life. Let's also throw on vigilance and haste, too (because more keywords are always better, I assume, and we need to justify those colors).
I'd like to see what you would do with the concept if you were tasked with some additional restraint e. g. cutting the current nine lines of card text to six or seven. What would you keep, because it is essential to the design and what would you cut with those restrictions? What keywords are valuable if one of them counts against that restriction as a line of text?
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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]
Arkul, the Bloodforger 2RWB
Legendary Creature - Vampire Knight
Lifelink, vigilance, haste
Whenever ~ deals combat damage, create a token that's a copy of target Equipment you control.
T, Pay X life: Reveal cards from the top of your library until you reveal an Equipment card with converted mana cost X or less. Put that card onto the battlefield. Then put the rest on the bottom of your library in a random order.
4/4
The basic idea behind Arkul is that he can craft metallic weapons and armor from blood (which make sense when you consider red blood contains iron). His two Equipment-related effects both play into this concept. His tap ability lets you spend life to speed Equipment onto the battlefield, while his combat damage trigger creates copies of Equipment you control. To help tie the whole card together, he also sports lifelink, vigilance, and haste, allowing him to attack and tap the turn he enters the battlefield, and providing you with additional life to keep activating his tap ability.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Overall the card feels a little too much like soup. Let's give it lifelink to get back the paid life. Let's also throw on vigilance and haste, too (because more keywords are always better, I assume, and we need to justify those colors).
I'd like to see what you would do with the concept if you were tasked with some additional restraint e. g. cutting the current nine lines of card text to six or seven. What would you keep, because it is essential to the design and what would you cut with those restrictions? What keywords are valuable if one of them counts against that restriction as a line of text?
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