I will start this Thread with a redesign of the old Myojin, the prototypes of the God cards from today (accordingly to MaRo). How would the old Myojin look if they were design like God creature types, and abilities.
Myojin of Life's Web1GG
Legendary Creature - Spirit God
~~ can’t attack or block unless you control other creatures with total power 4 or greater.
Tap another creature you control: ~~ gains indestructible and Trample until end of turn.
3GG: Create a Colorless 1/1 Spirit and you gain 1 life.
6/4
Myojin of Cleansing Fire1WW
Legendary Creature - Spirit God
~~ can't attack or block unless you have at least 5 life more than your starting life total.
Tap another creature you control: ~~ gains indestructible and vigilance until end of turn.
2W: Deal 1 damage to each tapped creature you don't control.
3/5
Myojin of Seeing Winds1UU
Legendary Creature - Spirit God
~~ can't attack or block unless you have drawn 2 or more cards this turn.
Tap another creature you control: ~~ gains indestructible and flying until end of turn.
3UU: Scry 3.
5/4
Myojin of Night's Reach2B
Legendary Creature - Spirit God
~~ can't attack or block unless one or more opponents have 2 or less cards in hand.
Tap another creature you control: ~~ gains indestructible and menace until end of turn.
4B: Target opponent discards one card.
5/3
Myojin of Infinite Rage2R
Legendary Creature - Spirit God
~~ can't attack or block unless a opponent lost 2 or more life this turn.
Tap another creature you control: ~~ gains indestructible and double strike until end of turn.
1RRR:Destroy target non basic land.
4/3
Well the myojin follows the template of amonkhet gods but with 2 abilities one to become indestructible(and other ability on theme) while their followers pray for them (lore reassons) and another activated ability that uses mana and ressembles the "remove a divinity counter" ability from the originals. Also each of them can be activated (being able to attack and block) by their old shrine cards.
I like the tap-for-indestructible idea. It makes these cards more interactive than previous iterations on the mechanic. I'm a little concerned with how wildly the 'animation' requirements and activated abilities vary amongst these cards, though.
The green one looks like the most complete of the bunch, as it has an easy activation requirement that synergizes well with both the activated ability and means of protection. It's also huge and unstoppable.
The white one has a much less sensible design. The requirement to attack and block is incredibly winmore, so much so that you will rarely attack or block at all. The activated ability, by contrast, is incredibly oppressive. Who need to block when all opposing creatures are dead? It doesn't so much synergize with the animation as cause the game to grind to a halt.
The blue one is just weak. Attacking and blocking requires specific support, and it has a non-synergistic activated ability that pales in comparison with the rest of the abilities you gave.
The black one is probably where you want this cycle to be. The animation is difficult, but it enables itself with an appropriately powerful activated ability. Five mana is probably high enough to dodge the usual sorcery requirement for this type of ability.
The red one is in the same category as white, as it has a difficult animation and a grotesque activated ability. Precombat life loss/damage is an even narrower category than what the blue one has, and the red one will more frequently cost you a card to use. The activated ability probably shouldn't exist on any card of this cost in any form. You drop this on turn 3 and curve into destroying a land every turn for the rest of the game. Awful.
I like the format you've set up. Like the previous poster said, there are some balance issues.
I think the activated abilities should either all be synergistic with animating them, or none, so the Myojin of Night's Reach should probably do something else. Reanimation or drawing cards for life could be good options.
Cleansing Fire is oppressive, but you could change it to "Target creature deals damage to itself equal to the damage it dealt this turn." This is powerful, has offensive and defensive applications, and does not completely stymie creature combat.
If you want their shrine cards to "turn them on", the Seeing Winds and Infinite Rage abilities should be "~~ can't attack or block unless a opponent lost 2 or more life since the beginning of your last upkeep." That way, the shrine can trigger on your turn, but you could still block on an opponent's turn.
I would make the tap requirement more specific, as in tap a red creature for Infinite Rage, for instance, and if your intention is to represent praying it should be a non-Spirit creature too. Otherwise, its especially weird that two Myojin could "pray" to each other to avoid a board wipe.
I like the tap-for-indestructible idea. It makes these cards more interactive than previous iterations on the mechanic. I'm a little concerned with how wildly the 'animation' requirements and activated abilities vary amongst these cards, though.
The green one looks like the most complete of the bunch, as it has an easy activation requirement that synergizes well with both the activated ability and means of protection. It's also huge and unstoppable.
The white one has a much less sensible design. The requirement to attack and block is incredibly winmore, so much so that you will rarely attack or block at all. The activated ability, by contrast, is incredibly oppressive. Who need to block when all opposing creatures are dead? It doesn't so much synergize with the animation as cause the game to grind to a halt.
The blue one is just weak. Attacking and blocking requires specific support, and it has a non-synergistic activated ability that pales in comparison with the rest of the abilities you gave.
The black one is probably where you want this cycle to be. The animation is difficult, but it enables itself with an appropriately powerful activated ability. Five mana is probably high enough to dodge the usual sorcery requirement for this type of ability.
The red one is in the same category as white, as it has a difficult animation and a grotesque activated ability. Precombat life loss/damage is an even narrower category than what the blue one has, and the red one will more frequently cost you a card to use. The activated ability probably shouldn't exist on any card of this cost in any form. You drop this on turn 3 and curve into destroying a land every turn for the rest of the game. Awful.
Indeed the red one is very problematic. I tryed to make the activated abilities on those to be references to the divinity token abilities from the original. I started with a simetrical effect of each player sacrificing a non basic land but this looked way too overpower in multiplayer for the potential to destroy 4+ lands for 5 (the original cost) idk what i was thinking when i made it target only one and reduced the cost. Probably it should be
Myojin of Infinite Rage2R
Legendary Creature - Spirit God
~~ can't attack or block unless a opponent lost 2 or more life this turn.
Tap another creature you control: ~~ gains indestructible and double strike until end of turn. 2RRR: Each player sacrifices a land.
4/3
About the animating requeriments as i said before i wanted to make them sinergize with the Shrines, make the Shrines give them the power to manifest (attack and block). He is a 3 mana 4/3 double strike (potentialy) soo i was afraid to make it happen with only "a oponent lost life this turn". Keep in mind also that original Kamigawa (champions) had a "tribe" of "Prodigal Sorcerers" in red and the color had alot of creatures that dealt non combat damage, and if i had the power to make a this set happen "tap to deal damage to a player or planeswalker" would be a theme for red humans
For the white Myojin indeed it would be too opressive thinking about sealed specialy. Maybe making it deal damage to itself or to you too could make it more balanced without the need to increase the ability cost. Or reducing the cost and making it target a creature, or make it just deal damage to all creatures (without the need for them to be tapped).
Now about the Green one, maybe i overdid her, The gain a life part of the ability feels off i m thinking about something like
Myojin of Life's Web 1GG
Legendary Creature - Spirit God
~~ can’t attack or block unless you control other creatures with total power 4 or greater.
Tap another creature you control: ~~ gains indestructible and Lifelink until end of turn.
3GG: Create a Colorless 1/1 Spirit.
6/4
The "devotion-divinity" ability granting lifelink instead of trample, soo her won't be ass powerfull (and she won't be another monogreen god with trample or that can give trample xD). And probably would fit better with the cycle on not being too powerfull but being nice build around cards.
Thx for the feed back tho, it made me see how wrong/retarded powerfull some of the cards were, if only wizards had people like you to help develop the cards COF COF OKO COF
If you want their shrine cards to "turn them on", the Seeing Winds and Infinite Rage abilities should be "~~ can't attack or block unless a opponent lost 2 or more life since the beginning of your last upkeep." That way, the shrine can trigger on your turn, but you could still block on an opponent's turn.
I would make the tap requirement more specific, as in tap a red creature for Infinite Rage, for instance, and if your intention is to represent praying it should be a non-Spirit creature too. Otherwise, its especially weird that two Myojin could "pray" to each other to avoid a board wipe.
Wow yeah that "delayed" check would be wonderfull, it also would make them nice for defense as well, the red one would probably be nice to see play with that check (since your last upkeep) in a situation of no burn spells in hand
And ye the "devotion-divinity" ability would totaly be more flavorfull if it only worked with creatures "that shares a color" with them, this way the green Myojin would also don't be this powerfull comparated to the rest.
Thx for the sugestions
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Legendary Creature - Spirit God
~~ can’t attack or block unless you control other creatures with total power 4 or greater.
Tap another creature you control: ~~ gains indestructible and Trample until end of turn.
3GG: Create a Colorless 1/1 Spirit and you gain 1 life.
6/4
Legendary Creature - Spirit God
~~ can't attack or block unless you have at least 5 life more than your starting life total.
Tap another creature you control: ~~ gains indestructible and vigilance until end of turn.
2W: Deal 1 damage to each tapped creature you don't control.
3/5
Legendary Creature - Spirit God
~~ can't attack or block unless you have drawn 2 or more cards this turn.
Tap another creature you control: ~~ gains indestructible and flying until end of turn.
3UU: Scry 3.
5/4
Legendary Creature - Spirit God
~~ can't attack or block unless one or more opponents have 2 or less cards in hand.
Tap another creature you control: ~~ gains indestructible and menace until end of turn.
4B: Target opponent discards one card.
5/3
Legendary Creature - Spirit God
~~ can't attack or block unless a opponent lost 2 or more life this turn.
Tap another creature you control: ~~ gains indestructible and double strike until end of turn.
1RRR:Destroy target non basic land.
4/3
Well the myojin follows the template of amonkhet gods but with 2 abilities one to become indestructible(and other ability on theme) while their followers pray for them (lore reassons) and another activated ability that uses mana and ressembles the "remove a divinity counter" ability from the originals. Also each of them can be activated (being able to attack and block) by their old shrine cards.
The green one looks like the most complete of the bunch, as it has an easy activation requirement that synergizes well with both the activated ability and means of protection. It's also huge and unstoppable.
The white one has a much less sensible design. The requirement to attack and block is incredibly winmore, so much so that you will rarely attack or block at all. The activated ability, by contrast, is incredibly oppressive. Who need to block when all opposing creatures are dead? It doesn't so much synergize with the animation as cause the game to grind to a halt.
The blue one is just weak. Attacking and blocking requires specific support, and it has a non-synergistic activated ability that pales in comparison with the rest of the abilities you gave.
The black one is probably where you want this cycle to be. The animation is difficult, but it enables itself with an appropriately powerful activated ability. Five mana is probably high enough to dodge the usual sorcery requirement for this type of ability.
The red one is in the same category as white, as it has a difficult animation and a grotesque activated ability. Precombat life loss/damage is an even narrower category than what the blue one has, and the red one will more frequently cost you a card to use. The activated ability probably shouldn't exist on any card of this cost in any form. You drop this on turn 3 and curve into destroying a land every turn for the rest of the game. Awful.
I think the activated abilities should either all be synergistic with animating them, or none, so the Myojin of Night's Reach should probably do something else. Reanimation or drawing cards for life could be good options.
Cleansing Fire is oppressive, but you could change it to "Target creature deals damage to itself equal to the damage it dealt this turn." This is powerful, has offensive and defensive applications, and does not completely stymie creature combat.
If you want their shrine cards to "turn them on", the Seeing Winds and Infinite Rage abilities should be "~~ can't attack or block unless a opponent lost 2 or more life since the beginning of your last upkeep." That way, the shrine can trigger on your turn, but you could still block on an opponent's turn.
I would make the tap requirement more specific, as in tap a red creature for Infinite Rage, for instance, and if your intention is to represent praying it should be a non-Spirit creature too. Otherwise, its especially weird that two Myojin could "pray" to each other to avoid a board wipe.
Indeed the red one is very problematic. I tryed to make the activated abilities on those to be references to the divinity token abilities from the original. I started with a simetrical effect of each player sacrificing a non basic land but this looked way too overpower in multiplayer for the potential to destroy 4+ lands for 5 (the original cost) idk what i was thinking when i made it target only one and reduced the cost. Probably it should be
Legendary Creature - Spirit God
~~ can't attack or block unless a opponent lost 2 or more life this turn.
Tap another creature you control: ~~ gains indestructible and double strike until end of turn.
2RRR: Each player sacrifices a land.
4/3
About the animating requeriments as i said before i wanted to make them sinergize with the Shrines, make the Shrines give them the power to manifest (attack and block). He is a 3 mana 4/3 double strike (potentialy) soo i was afraid to make it happen with only "a oponent lost life this turn". Keep in mind also that original Kamigawa (champions) had a "tribe" of "Prodigal Sorcerers" in red and the color had alot of creatures that dealt non combat damage, and if i had the power to make a this set happen "tap to deal damage to a player or planeswalker" would be a theme for red humans
https://scryfall.com/search?q=oracle:damage type:creature color=R block:chk o:":"&unique=cards&as=grid&order=name
https://scryfall.com/search?q=yamabushi&unique=cards&as=grid&order=name
https://scryfall.com/search?as=grid&order=name&q=oracle:damage type:creature color=R block:chk
For the white Myojin indeed it would be too opressive thinking about sealed specialy. Maybe making it deal damage to itself or to you too could make it more balanced without the need to increase the ability cost. Or reducing the cost and making it target a creature, or make it just deal damage to all creatures (without the need for them to be tapped).
Now about the Green one, maybe i overdid her, The gain a life part of the ability feels off i m thinking about something like
Legendary Creature - Spirit God
~~ can’t attack or block unless you control other creatures with total power 4 or greater.
Tap another creature you control: ~~ gains indestructible and Lifelink until end of turn.
3GG: Create a Colorless 1/1 Spirit.
6/4
The "devotion-divinity" ability granting lifelink instead of trample, soo her won't be ass powerfull (and she won't be another monogreen god with trample or that can give trample xD). And probably would fit better with the cycle on not being too powerfull but being nice build around cards.
Thx for the feed back tho, it made me see how wrong/retarded powerfull some of the cards were, if only wizards had people like you to help develop the cards COF COF OKO COF
Wow yeah that "delayed" check would be wonderfull, it also would make them nice for defense as well, the red one would probably be nice to see play with that check (since your last upkeep) in a situation of no burn spells in hand
And ye the "devotion-divinity" ability would totaly be more flavorfull if it only worked with creatures "that shares a color" with them, this way the green Myojin would also don't be this powerfull comparated to the rest.
Thx for the sugestions