Quote from user_938036 »Spirit of Cooperation, these abilities aren't even close to equal. While I see the logic in making White stronger because then you don't get a second color, the other 4 abilities aren't remotely balanced. Also, Double Strike is a very powerful ability. We've only gotten tribal double strike at this cost and on much smaller bodies, I believe all 2/2. Conditional double strike is gotten at 5 and while flat out everyone gets double strike seems to cost 6 or 7 depending on the body that comes attached.
Red granting provoke is the strongest of these abilities. Getting the ability to snipe down utility creatures is great and even just using it to sacrifice a 1/1 to take out a large blocker is reasonable.
Black and Blue granting Exalted and Prowess are tied. Both are very powerful and encourage different playstyles, but only help you close out the game. They don't provide any kind of advantage outside of my threats are lagers which is why they fall behind Red. Ideally, all of the abilities would hit this level.
Green granting changeling is abysmal. The reason for using this over a more relevant commander would be to tie together two or more separate tribes. The problem is that because this only works on the battlefield you end up with lords that don't help your other creatures unless you control your commander.
Quote from Resarox »A bit late, but after playing some games with it my friends and I really like the concept and playstyle! The ability to start playing without any deck-construction time is perfect. Exactly the niche I wanted to fill between Cubes and a set of ready-made Decks.
Quote from Max Rebo »The "may" clause is HUUUGEE on lots of cards. I hope they aren't abandoning it altogether for other cards because that would be some issues.
One less "Take Action" "Decline Action" button click I guess on Arena
Quote from mtglover123Im working on a standard white weenie myself