Freshmeat: Two damage is a lot but I think this is too powerful all around. You can keep the board controlled, hit with your stuff and deal damage directly repeteadly as long as you manage to keep her alive, which is made easier by not needing to remove loyalty to use the effects.
TheDrB: I think the first ability lacks the "until your next turn" clause, otherwise is kind of annoying to keep track of. There's a lot of the "vanishy" feeling of Teferi in the first two ability, not so much in the other. I like the balance "end the turn" gives, but this can be potentially a too powerful drawing engine.
RaikouRider: I like how this gets its loyalty and I think tje fight ability is very good and powerful. That said, the -8 ability is a bit underwhelming as a "formidable" reward.
Voidnothing: I really like this. Ajani has been of the three colors so a nice fit. Green anf white have ways to help Ajani get some more lotalty. Of the abilities, I think the mana ability is rhe only one to keep an eye on as it can be a bit too powerful.
Gerrard'sMom: I think the problem here is that thera are too many moments in which things phase out: Taferi on it's ability, the target in its controller's turn anf the stuff phasing out during the main phase. It lookd quite impractical. I think you missed the opportunity of phasing things in as an effect.
JimmyGroove: I like the tension between having the things be off and keeping your planeswalker alive, althought I would tweak the numbers and the abilities a bit.
I'm not sure that this really follows the spirit of the challenge, even though it doesn't have an ultimate it does still follow the traditional plus and minus structure of other planeswalkers. Vanishing isn't a particularly fun mechanic and to create 2 permanents with vanishing every turn, which then all have to be kept track of, sounds like a massive headache.
This card hurts my brain, it might be fun to play on Magic Online or something that does all the work for you but anywhere else it seems like a nightmare.
I'm not the biggest fan of this card, the first ability is awkward and would lead to memory issues, I assume it's supposed to be until your next turn? None of the 3 abilities seem to justify the 5 mana cost or have any synergy with each other.
An interesting design, has a similar feel to Parallax Wave. I have some concerns about the power level of the middle ability but I like it overall.
At first I read this as number of creatures rather than total power and I think I like that version better, this one just seems a little too good. Most of the time you're going to be getting at least 1 extra combat out of her and then she just headbutts a few things on her way out which feels too efficient for 4 mana.
Very reminiscent of Marath, Will of the Wild, this doesn't have to remove counters from himself but has a built-in cap, I can't figure out if he's a little too strong or a little too weak which probably means he's just right.
netn10: A group hug PW? Interesting. I think the cost on this is right, but the only place I think this will see play is Commander.
|Katamari|: With enough Vehicles in the deck, this will never be attacked. You either need a straight kill or enough artifact removal to destroy all her vehicles before you can even think about touching her. 6 is a lot of loyalty to begin with, too.
mirrodin71: Planeswalkers typically do not contain non-evergreen mechanics. If Wizards is willing to break that unwritten rule, this would be perfect for her personality and her abilities on her other card. Has some templating concerns.
Gerrard's Mom: Of course Teferi is centered around phasing - he has an entire island with the ability! A little difficult to evaluate but I don't see this breaking anything.
The Dr.B: First ability has memory issues. Third ability could get out of hand with some protection but since your opponents get to use the cards first, seems fine. Might be one of those planeswalkers you just ignore in a multiplayer game. Three plus abilities is definitely interesting.
JimmyGroove: Planeswalkers don't die. Only creatures die. Other than that, seems solid to me. Could probably deop the cost by 1, given it's four colored mana.
1) Jimmy Groove
Private Mod Note
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
The Dr.B: Name is odd. First ability relatively useless. Second ok but uninteractive. Third is odd, but strong. Eh, JimmyGroove: Really cool idea. Probably too strong. Definitely not Dominaria. RaikouRider: Interesting concept. Feels really weak. Needs some extra love in those abilities. void_nothing: Effects are ok. Avatar one feels off. Very strong but interactable. Might be ok, but pushed. Ajani not most exciting for Dominaria. FreshMeat: Interesting. Probably safe in standard but could have an effect elsewhere. High risk high reward. god way to distinguish from chandra. Hemlock: Godo character choice, decent suite of abilities, though the last could be more interesting. Still almost feels traditional in the "build up" sense.
Cool enough I suppose, plays on her weird role as a spellshaper. I guess impulse draw is Chandra's thing, kind of wish the card were exiled from top of deck and playable though. I guess Magma Spray is ok on her.
Gaea is fun although planeswalking seems antithetical to her role as the world soul. I also wish there were a smaller minus ability but maybe it wouldn't fit.
Pretty fun static ability. Per whatever Gideon that was, I think the + ability is just a +0 that then puts X counters as defined in the ability on her. Also, "onto the battlefield" instead of "into play".
Pretty fiddly with tokens with counters on them and all that stuff, and despite her existing card I feel like any new Jhoira needs to work more with artifacts than time. I think you're trying to do something kind of neat in saving exiled cards with the last ability but the execution is hard to understand. Would have been awesome to have red's impulse draw somewhere else on her card to take advantage of it at least. Also maybe there's no ultimate but this doesn't feel very new as a walker layout.
Decent throwback although I kind of wish she stole permanents instead of exiling them as a nod to the original. Seems really hard to get going. Maybe "cycle or discard" a la Amonkhet triggers would up the power a bit.
Can't be attacked seems antisynergistic with the regrow ability. I also feel strongly that Squee should be one of red's places to not just slap in some random direct damage. Could have been fine and cleaner with just the token, creature regrow, and self regrow abilities.
RaikouRider - Radha the Fearless: I'd worry about just how big she can be, but you'd probably only be able to hit the "ult" twice even with a really tuned deck, and the removal ability is probably pretty well balanced since it'll wear her down quickly.
void_nothing - Ajani, Soul's Pleroma: Congrats on making me look up a word. That isn't all that common. Definitely uses loyalty in a new way, but even without help he's a four-mana walker that can drop 3/3s all day long while keeping other options open, which is on the powerful side.
FreshMeat - Jaya Ballard, Uncaged Inferno: An interesting downside to a planeswalker that otherwise just grows. I think it would be very easy to play around by just including a few high-toughness creatures, but even if you that it doesn't get too powerful.
Hemlock - Serra Reawakened: This is probably a bit too careful power-wise, since it'll be hard to add more than three counters a turn and even if you are doing that none of the abilities are particularly abusive. I'd have probably made that last ability a flat loyalty cost just because of the work you have to do to get loyalty.
IcariiFA - Karona Revived: Interesting abilities, the first one is quite strong since it basically always gets at least one permanent and can fairly easily hit 3+, but for a five-mana rainbow walker it is probably safe (although I'd make it non-land at least). The second one takes more work but has an even more huge potential payoff. I'd probably lower the starting loyalty down to 3 just so it is harder to fire off her abilities multiple times.
MahBoiii - Squee, Goblin Ancient: Squee, Goblin Nabob ended up seeing a lot of play, but almost never entered the battlefield, instead just being discarded and returned over and over again. This is better than the original in pretty much every way, especially with the "cannot be attacked" clause.