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  • posted a message on The Guildpact Council
    In a random order, sure. The return effect still needs to be separate since the cards are being returned to a hidden zone.

    I'm also adding "nonland" to the casting part for clarification.

    The Guildpact Council WUBRG
    Legendary Creature — Advisor
    Defender, reach
    As ~ enters the battlefield, for each color pair, you may search your library for a legendary creature or planeswalker card that's exactly that pair and exile it. Then shuffle your library.
    ~ gets +1/+1 for each card exiled with it and can block up to that many creatures.
    You may cast nonland cards exiled with ~.
    As ~ leaves the battlefield, put all cards exiled with it on the bottom of their owner's library in a random order.
    0/0
    Posted in: Custom Card Creation
  • posted a message on GUR Elemental Legends for Commander
    Is it better gameplay if the card gains cascade for each card type, or only gains cascade once?
    Posted in: Custom Card Creation
  • posted a message on Marcus, Sturmhammer, and Galanda - RW Warrior Legends for Commander
    "Otherwise" is used all the time on card templating. Just search "otherwise" in rules text on Gatherer.

    Galanda's design is based on her gamelore entry. How else do you explain getting a Giant Warrior token from Feudkiller's Verdict?
    Posted in: Custom Card Creation
  • posted a message on Commander 2020 speculation
    Okay, let's say we have one four color deck. Let's say it's WUBR. That means the other three decks all need to have green. BG, GU, RGW. Now let's say we have two four color decks. WUBR and RGWU. That means both of the other two decks need to have black and green. WBG and BRG, let's just say. Now let's say you for some reason want three of the decks to be four color. WUBR, BRGW, and RGWU. That means the third deck needs to be BGU. Four color in the current 4DC format isn't impossible, but it comes with strict requirements.
    Posted in: Speculation
  • posted a message on GUR Elemental Legends for Commander
    Okay, what if the clone token left behind is a 1/1? That way, it's like you're getting a smaller version of the Elemental for reduced cost.

    NAME, the Transcendent 2GUR
    Legendary Creature — Elemental Shaman
    Eminence — As long as ~ is in the command zone or on the battlefield, each other Elemental creature card you own that isn't on the battlefield has evoke. The evoke cost is equal to the colored portion of its mana cost. (For example, an Elemental creature card with mana cost 2RG has evoke RG.)
    Evoke GUR
    Whenever a nontoken Elemental creature you control leaves the battlefield, create a token that's a copy of it, except it's 1/1.
    3/3

    How is the Ring Resonator broken? Any more so than the Rings or Resonator themselves?
    Posted in: Custom Card Creation
  • posted a message on Marcus, Sturmhammer, and Galanda - RW Warrior Legends for Commander
    These legends are designed for a RW Warrior tribal deck. The deck's subthemes are aggro, Equipment, and "bigger number wins".

    Marcus, Warrior King 3RW
    Legendary Creature — Human Warrior
    Eminence — At the beginning of combat on your turn, if ~ is in the command zone or on the battlefield, another target Warrior you control gains battle cry until end of turn.
    Battle cry, haste
    Whenever ~ attacks for the first time each turn, untap all Warrior creatures you control. After this phase, there is an additional combat phase.
    3/3

    Sturmhammer, Forge Master 1RW
    Legendary Creature — Dwarf Warrior
    Vigilance, haste
    At the beginning of your upkeep, look at the top card of your library. If it's an Equipment card, you may reveal it and put it into your hand. If you don't, put it back or the bottom of your library.
    T: Attach target Equipment you control to target creature you control.
    1/4

    Galanda Feudkiller 5RW
    Legendary Creature — Giant Warrior
    Double strike, lifelink, haste
    At the beginning of each player's upkeep, that player may clash with another player of their choice. If the first player wins the clash, they gain control of ~ and untap it.
    5/5
    Posted in: Custom Card Creation
  • posted a message on The Guildpact Council
    In the past, I'd attempted to design a Guildpact council that cares about multicolor. This time, I went for a more flavorful approach. Get ready for a doozy:

    The Guildpact Council WUBRG
    Legendary Creature — Advisor
    Defender, reach
    As ~ enters the battlefield, for each color pair, you may search your library for a legendary creature or planeswalker card that's exactly that pair and exile it. Then shuffle your library.
    ~ gets +1/+1 for each card exiled with it and can block up to that many creatures.
    You may cast nonland cards exiled with ~.
    If ~ leaves the battlefield, shuffle all cards exiled with it into their owner's library.
    0/0

    This iteration is meant to flavorfully capture the convenance of guildleaders, by letting you tutor for them as it enters the battlefield. Good thing too, because The Guildpact Council's power and toughness is determined by the number of cards exiled with it. You have to exile at least one to keep it on the field. As a result, TGC can be up to 10/10 in size. That seems pretty formidable, but it also has defender, so it can't attack normally. TGC does however make a pretty good blocker, able to block one creature for each card exiled with it, and block flyers to boot thanks to reach. Cards that care about creatures with Defender, like Axebane Guardian and High Alert, work pretty well with a legend that has Defender. You can cast nonland cards exiled with TGC; trading 1 point of power and toughness to drop, say, Aurelia, the Warleader seems pretty worthwhile. Sooner or later, your guild leaders have to leave the council and get back to business as usual.

    And finally, ~ has a new ability that shuffles all cards exiled with it into their respective owners' libraries if it leaves the battlefield. That's right, if. Not when. It isn't a trigger, it's part of the "leaves the battlefield" event. Whether your opponent destroys it, bounces it, exiles it, etc., you get your exiled cards back. No countering it, no replacing it, no shenanigans.
    Posted in: Custom Card Creation
  • posted a message on GUR Elemental Legends for Commander
    These legends are designed for a GUR Elemental tribal deck. The deck's major subthemes are cloning, activated and triggered abilities, and spellslinging.

    NAME, the Transcendent 2GUR
    Legendary Creature — Elemental Shaman
    Eminence — As long as ~ is in the command zone or on the battlefield, each other Elemental creature card you own that isn't on the battlefield has evoke. The evoke cost is equal to the colored portion of its mana cost. (For example, an Elemental creature card with mana cost 2RG has evoke RG.)
    Evoke GUR
    Whenever a nontoken Elemental creature you control leaves the battlefield, create a token that's a copy of it. The token gains haste.
    3/3

    NAME, Ring Resonator GUR
    Legendary Creature — Elemental Wizard
    Whenever you activate an ability of another permanent you control, if it isn't a mana ability, you may pay 2. If you do, copy that ability. You may choose new targets for the copy.
    2, T: Copy target triggered ability of another permanent you control.
    1/4

    NAME, Maelstrom Wanderer XGUR
    Legendary Creature — Elemental
    Cascade, haste
    ~ enters the battlefield with X +1/+1 counters on it for each spell you've cast this turn.
    For each card type, the first spell you cast this turn of that type gains cascade.
    Whenever you cast a spell without paying its mana cost, put a +1/+1 counter on ~.
    0/0
    Posted in: Custom Card Creation
  • posted a message on Eminence commanders for Rogues, Warriors, Elves, and Elementals
    Okay, since some of the existing Eminence legends only affect one creature at a time, how about making the Battle cry a single target effect?

    Marcus, Warrior King 3RW
    Legendary Creature — Human Warrior
    Eminence — At the beginning of combat on your turn, if ~ is in the command zone or on the battlefield, another target Warrior you control gains battle cry until end of turn.
    Battle cry, haste
    Whenever ~ attacks for the first time each turn, untap all Warrior creatures you control. After this phase, there is an additional combat phase.
    3/3

    I'm still interested in trying Cascade on a GUR Elemental legend, but for the Eminence legend, how about Evoke:

    NAME, the Transcendent 2GUR
    Legendary Creature — Elemental Shaman
    Eminence — As long as ~ is in the command zone or on the battlefield, each other Elemental creature card you own that isn't on the battlefield has evoke. The evoke cost is equal to the colored portion of its mana cost. (For example, an Elemental creature card with mana cost 2RG has evoke RG.)
    Evoke GUR
    Whenever a nontoken Elemental creature you control dies, create a token that's a copy of it. The token gains haste.
    3/3
    Posted in: Custom Card Creation
  • posted a message on Throne of Eldraine speculations
    I think it'd be more a matter of you want one of the frames to define the set. The storybook frame will be the big thing Eldraine is doing. I say save Sagas for Return to Theros, they're perfect for the enchantment theme. You can adapt stories like the Argonaut, the Trojan War, and The Twelve Labors of Heracles.
    Posted in: Speculation
  • posted a message on Commander 2020 speculation
    Legit or no, there are hardly enough black Rebels to justify making a WB Rebel tribal deck. I mean, the Vampire deck did have as many WB Vampire reprints to choose from at the time C17 came out (and the deck itself only reprinted two), and I guess you could shove Changelings in there to help balance the colors, but what is it exactly about WB Rebels that appeals to you so? The tribe in Masques revolved mostly around tutoring, and repeat tutors are something Wizards is loathe to push in modern Magic on account of reduced variance of play and prolonged play time owing to excessive shuffling. I'd rather see Rebels come back first with a new mechanical identity, like Revolt. And I'd see them come back as a RW, maybe RGW tribe.

    Quote from Faruel »
    We don't know if they are okay with releasing a 4 colored deck or the next 5 color deck. This could change some things up.

    Abzan and Temur are very likely, though.

    I would love an Orzhov Deck with a Cleric early game and Demon/Angel late game style. This would open the door for the 4th Sister of the Innistrads archangels, which could have some kind of strange payoff for playing demons or a separate payoff for playing black or white cards. The problem is that white and black already have their mono colored legendary.

    The same is true for boros, though. Only green and blue are missing their legendary. So Dimir is more likely than boros. If they release a Temur and Abzan deck, than all 3 colored color combinations would be done. So maybe they move to 4 colored decks before repeating the 3 colored ones.

    UB
    WBG
    GUR
    Some deck with at least WR maybe WUBR without artifact focus? Maybe with a flying focus -> Birds, Fairies, Phoenixes, Spirits, Demons, Sphinxes, Dragons and Angels.
    Four color will be very difficult to work into 4DC. WUBRG has been done before, so it's certainly possible it will be done again. In which case, my pick would be WUBRG Angels.

    Green and blue can get their monocolored legends in the WBG or GUR and UB decks. We can have another monored or monowhite legend, perhaps start a new megacycle.
    Posted in: Speculation
  • posted a message on Commander 2020 speculation
    I wouldn't mind if Insects were explored as a WBG tribe, but there currently aren't near enough white Insects to use in Commander.

    Quote from ChaosNomad »
    Give me Orzhov Rebels deck, or give me a mountain of salt & disappointment.


    With the six black Rebels that exist?

    I'm kinda surprised there are no red Rebels, myself. Maybe we should eventually get a world where a Rebel alliance battles a corrupt empire? Wink
    Posted in: Speculation
  • posted a message on Throne of Eldraine speculations
    Quote from D4-N0GG1N »
    Is it bad I want the Goldilocks card to be a Legendary that cares about bears?


    Does she look like a care bear to you? Wink
    Posted in: Speculation
  • posted a message on [C19] Rayami, First of the fallen


    That's because white has better keyword synergy than any other color. You can slap flying, first strike, lifelink, and vigilance all onto a single monowhite creature (most likely an Angel) and they'll work with each other harmoniously. The other colors? Not so much.

    Blue: Flash, Flying, Hexproof
    Flying gets along well with both Flash and Hexproof, but Flash and Hexproof don't have that same level of chemistry with each other. Back when Prowess was UR's evergreen, it got along well enough with Flying and Hexproof but had slight tension with Flash. In theory, a pump effect would work well with Flash's ambush style, but in practice the mana requirements make it difficult to do so on curve.

    Black: Flash, Flying, Deathtouch, Lifelink, Menace
    Deathtouch and Lifelink are often seen together not because of synergy but because of the aesthetic parallel between "life" and "death". Flash works excellently with Deathtouch, but it doesn't do anything with Menace (Flash tends not to like aggro keywords in general). Menace and Deathtouch are a devious duo, requiring at least two creatures to block and likely meet their doom. Lifelink doesn't synergize with Flash or Menace, but it doesn't conflict with what they want to do, either. Really, Lifelink doesn't directly synergize with most keywords (though it enjoys the odd date with Double Strike, and it liked Prowess as well), but its presence is rarely unwelcome.

    Flying works better with Flash than Menace does and also gets along well with Deathtouch, leaving Menace feeling a little envious of Flying. But Flying and Menace can on occassion work together well. Flying tells Menace of how its predecessors, Fear and Intimidate, as well as the Landwalk family, didn't get along well with most any keyword, and definitely prefers having Menace around as an evasion keyword that isn't going to compete with it so directly (Menace tries to not take offense at that).

    Red: First Strike, Trample, Menace, Reach, Haste
    First Strike and Trample have a small amount of synergy, in so far as First Strike helps a creature survive combat and Trample helps damage get through. First Strike makes a creature with Menace all the scarier to block. Trample and Menace don't get along quite so well, though, as Trample wants minimal blockers and Menace raises that minimum. Reach doesn't get along particularly well with Trample or Menace as they're offense-oriented keywords while Reach is defense, but First Strike doesn't mind playing defense as well as offense. Haste is a good aggro buddy of First Strike, Trample, and Menace, but as a mostly aggro keyword it doesn't get along well with Reach. Double Strike is that jock sibling who always outshines First Strike; keywords may like First Strike, but they love Double Strike. Back when Prowess was around, most of the other red keywords loved it and miss it very much (Haste was impartial; if the player had enough mana to cast a Hasty creature with Prowess and a noncreature spell in the same turn, great, but Haste didn't like waiting around a turn).

    Green: Flash, Deathtouch, Vigilance, Trample, Reach, Hexproof, Haste
    As discussed with red, Trample and Reach don't get along well, but Vigilance helps mediate a compromise. Flash and Reach are good friends, but Trample is an aggro keyword, and we all know Flash and aggro do not mix. Vigilance and Flash ironically don't synergize much despite both making creatures better at blocking, though they don't mind each other's presence either. Hexproof helps protect creatures while the other green keywords do their job, but like with blue, Flash and Hexproof just don't mix much. Deathtouch is green's celebrity keyword much as Prowess was for red; every green keyword likes Deathtouch (Trample is its biggest fan), or at least gets along well with it.

    So yeah, that's why white has the most keyword soup creatures: its keywords get along the best of any one color. I guess that's what happens when you're the teamwork color. Wink

    In theory, green should also be able to get some good keyword soup creatures.
    Posted in: The Rumor Mill
  • posted a message on Commander 2020 speculation
    I'm thinking ahead to C20 next year, about what deck colors and themes we're likely to get. Since color pairs and trios are the primary focus of 4DC decks, these are the pairs and trios we have left:

    WU
    UB
    RG
    WB
    BG
    RW
    GU
    WBG
    GUR

    These past few years have pumped out a lot of tricolor decks, leaving us with a lot of pairs and few trios to revisit. Next year most likely will have WBG and GUR decks, which means RG, WB, BG, and GU are unlikely to get decks. WU would be likely, but its logical counterpart, BR, just got a deck, so that leaves UB and RW as the most likely other two.

    I think next year's theme will be tribal. There are still a lot of tribes to visit in Commander, so it's reasonable to expect that tribal will be a regular theme every few years. Working with the four color combinations I listed, these are the tribes I would choose:

    UB Rogues
    Of all the legendary Rogues that have existed, only one has actually been just UB, the color pair most strongly associated with this tribe (it's amazing Dimir has yet to put out any legendary Rogues, considering half their guild are Rogues). Gwendlyn di Corci is a UBR Rogue legend, but she's from Legends, an old, old set, and it just so happens she's on the reserved list. Red also has a lot of Rogues, but I'm assuming they want to give UB a shot before revisiting UBR.

    A Rogue deck is going to focus a lot on evasion, card draw, and theft. I can picture it including a lot of artifacts geared towards stealth, like Infiltration Lens, Rogue's Gloves, and Skeleton Key.

    RW Warriors
    Normally I'd pick Angels for this pair as after Dragons they're the second most popular iconic and one of the most popular creature types overall. However, an Angel deck is going to lean heavily towards white, and Angels already have plenty of RW legends to choose from while Warriors have two. Warriors also offer far more diverse mana costs, sizes, and creature types, and being a class makes them easy to overlap with the next two tribes I'm going to list.

    A Warrior deck is obviously going to lean towards aggro. Warriors love Equipment, and Auras and other enchantments can also help pump them up.

    WBG Elves
    GW and BG are by far the two most common Elf pairs, and as of right now the only legendary WBG Elf is Kethis, the Hidden Hand, who isn't exactly the kind of legend a WBG Elf tribal deck wants.

    A WBG Elf deck is going to focus a lot on +1/+1 counters, creature tokens (namely, all the Elf Warrior and Elf Knight tokens we've seen, plus the odd Elf Druid), and lifegain. Normally ramp would be part of the package, but that's mainly a green thing with some black. Lifegain feels like the best third subtheme for this deck, as Elves are certainly no strangers to gaining life.

    GUR Elementals
    When talking about GUR tribes, Elementals are by far the most prolific. It's hard to find another creature type as characteristic to this color combo as Elementals. And that makes sense; GUR is the trio most closely associated with the base four elements of earth, fire, water, and air.

    An Elemental deck is going to focus a lot on land, ramp, and spellslinging.

    Thoughts? Speculation? Ideas?
    Posted in: Speculation
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