There are no 'speeds' in magic. Certain spells or abilities have limitations when they can be played either in the rules(like a sorcery Larger Than Life) or on the cards themselves(Disrupting Scepter, Cauldron Dance). None of the cards you mentioned have such a limitation so they can be activated at any time you have priority. For Bane the latest you can tap the creature to get through is the Declare Attack step, if you wait till they declare blockers then taping them does nothing. If they use something like Swat on your Dragon Hatchling then you can use its ability in response to increase its power above 2 causing the spell to have an illegal target and be countered by the rules.
You are supposed to make new threads for each new question. Otherwise your question gets buried too deep in threads.
Wow I thought I commented on this a while ago...Anyway
Nissa is probably the strongest for combo potential, with Jace being the strongest for 'any deck'. Each of them might be above what Wizards would print in standard. And I forgot how unwieldy Jace's abilities are, that is a lot of text on just two abilities. Though Chandra's wall of text hits a bit harder it feels less complicated.
Chandra feels like a pretty heavy bend but I like the direction she has taken.
Various spelling and grammar:
Jace needs 'Where X is the discarded card's converted mana cost' as opposed to 'where X equals the converted mana cost of the discarded card' on both his abilities.
Liliana should read 'Each player puts the top card of his or her library into his or her graveyard. Then each player loses 1 life for each card put into a graveyard this way' change 'from to of', and 'any to a'.
Nissa's ultimate should change from 'over twenty' to 'twenty or more'
Gideon's third ability says 'dealth' instead of 'dealt'
Chandra's ultimate needs the word 'spell' after 'instant or sorcery'
Sorry meant to have words here but on phone and posted instead of checking to make sure I carded right. If you wanted something that actually changed the way damage was dealt or functioned correctly in multi-player then you need a new card.
Oldwalkers are pretty explicitly incampable of being compleated. They did not have physical bodies, and indeed they have interacted with phyrexian things and even gone to Phyrexia itself.
Neowalkers are a different matter, but I believe the "planeswalker's can't be compleated" has become enough of a meme for Creative to obey, even if it made some sense.
That said, either Doug or Maro has outright confirmed that phyrexians can't hold a spark because they're constantly ripping themselves apart and adding in things from other beings, not having a consistent, permanent body.
The old walkers being un-compleatable is a misnomer. They didn't really have physical bodies unless they forgot that they didn't so it wasn't the spark itself that made them immune to compleation but a byproduct of not being bound to a physical form. So as long as they were capable of thinking they would not be in something that can be corrupted but being former mortals they would forget all the time, and this would lead to death for faster than it lead to compleation so its more of a non-issue than a fact. An oldwalker would have to let themselves be compleated, which would lead to their death so its a moot point
Yes, that is basically what I said. Oldwalkers, being basically magic holograms, cannot be compleated. However, because the "planeswalkers can't be phyrexian" meme has ingrained in Creative, neowalkers are most likely exempt from compleation (probably via retconning something).
You've missed my point. The "planeswalkers can't be phyrexian" meme is definitely ingrained deep in creative but more as "phyrexian's can't be planeswalkers" which is to say if any of the neowalkers become compleated they will no longer be walkers, rather than none of them will ever be compleated.
That -3 is vicious, I love it. I don't think you need the unspent part because mana only empties from the mana pool if its unspent, when used for cost it is spent not emptied so it should be fine with just the word emptied. As a comparison to Torch of Defiance, yours is a lot more interesting, but I have no idea on powerlevel. That minus ability is vicious for a deck trying to get through a counter wall, while her pluses can wreak an aggro board stall or a control's late game. Honestly looking at her, her abilities are individually great and work together to build an interesting picture but they don't seem to work towards a specific strategy, I'm not sure if that is bad but it is worth pointing out.
May I ask why Archons? They are currently a white race and don't really make sense to spread to other colors when you can use more prolific races like elemental, or at least more balanced number wise races like Incarnation or Avatar.
Fear, Wonder, and Anger are the strongest ones, probably in that order.
Fear being a one mana 3/1 flyer that always comes back is excessively powerful. Endless Cockroaches and Mortus Strider, are both 3 mana 1/1s with this effect so it seems way over the top.
Wonder is a control decks wet dream of a finisher. Protection, evasion and card advantage all built into a low costed package that can be had for as little at one blue when you reach the late game. It is probably the strongest finisher ever made for control.
Anger is just a nice haste beater, it is the kind of card you love drawing after turn three but hate to have in your opening.
Brawn and Valor are solid creatures but they are rather underwhelming for their cost, which is ironic because you have made the most expensive creatures the worst powerwise.
These are all based on only having the one card to be effected by their ability, so if you can get different ones out then they get stupid strong really fast.
I'm not sure you can define X that way, and I'm not that much of a fan of the ability. Red shouldn't be controlling the opponents turn, forcing them to do things is acceptable, while I feel out right control of the turn shouldn't be red. Though I'm not sure how to go about forcing the opponent to do things without mountains of text, like Word of Command, if this ability could be keyworded or something, to massively lower the word count, this would be a wonderful ability on a small minus.
For her ultimate I don't like the choice here. If you just use the damage ability it makes for an interesting clock. While the copy ability might be fine if you make it double your stuff as well.
-8: You get an emblem with "Whenever an opponent casts a spell put a blaze counter on this emblem, then deal damage equal to the number of blaze counters on this emblem to target creature or player."
-8: You get an emblem with "Whenever a you or a creature you control becomes the target of a instant or sorcery you may copy that spell. You may choose new targets for copy.
The problem with each creature dealing damage to each other creature isn't the initial math, most of the time it will just be destroy all creatures so no one will bother with the math. It is all the small effects that occur if your creatures care about dealing damage. At cmc 8 it is already unplayable, if it isn't fine there it will never be fine.
Your black and red wrath are probably fine at cmc 5, at 5 they still aren't strong enough to run without their buff.
Red and Black are awful, they cost too much for their effects. -4/-4 for 6 is abysmal and the added bonus doesn't come nearly close enough to making up the difference. Dealing damage equal to the number of cards in hand is bad on something so expensive, by this late in the game you will have something like 4 cards left at best and 4 damage isn't nearly enough on a 6 mana spell.
Blue and White are good though not very interesting.
Green's life gain is just dumb. It should be such and absurd amount of life that most people will have a very hard time with the calculations. Which is each creatures' power times the number of other creatures, so it gets stupid large very fast. Though I will say it is by far my favorite.
The removal of "as though you control" was to make the abilities that reference 'you' still apply to the walkers' controller, not Chandra's controller though it may be unneeded I'm not certain how you would treat this kind of effect. While unique and amusing it might be easier to just gain control of a walker until end of turn, to clear up this kind of confusion.
It probably is fine if you lower it to 8, I was rather conservative in the ultimate.
Looking at the bottom of the library doesn't really do much, for either player. Skilled players will already know what type of deck your playing and looking at the bottom will only tell them what cards you don't have, which while useful isn't the kind of bookkeeping you want in the game. While for unskilled players it is pointless but will feel important, so its just feel bad. For Empathy magic in game would be something along the lines of using your opponents resources for yourself, or as a limiting factor. Something like Reversal of Fortune can play in this space if you flavor it correctly, even Hive Mind can show how this power works. I think Chandra's ultimate would be better as something along these lines. Maybe even an opponent version of her old ultimate on Chandra, Pyromaster, though that might be too limited.
Correct-ish, there is currently nothing stopping neowalkers from becoming compleated, though Maro(not the greatest source of story information but a source) has said that simply being a phyrexian means you can't have a spark. All who have currently come into contact with new phyrexia have received immunity from Melira. Venser, Koth, Elspeth, and Karn received it when she gained the ability to spread her immunity, while Tezzeret stole some of her organs and did things with them. So even if the injection he got here(first page) was bogus he still would be immune.
I don't think you should cut out Chandra's fire ability completely, but making it take a back seat to other abilities should be fine. Going with your wanted theme. Trying to keep her at a CMC 4 and a starting Loyalty of 4
+2: Chandra deals 1 damage to up to 3 target creatures controlled by different players. Until your next turn those creatures must attack or block if able.
Essentially she is going the route of just pissing people off to get them to action, you can add a bit of empathy magic to her roster and we get her second ability.
+1:You may activate a loyalty ability on a target planeswalker other than Chandra as if you control that planeswalker and as though none of that planeswalker’s loyalty abilities have been activated this turn.
I'm not certain you want the "As if you control" it makes the ability much better but isn't quite on theme of her inciting reckless behavior, though gameplay may have to trump flavor here.
-4: Chandra deals X damage to each creature, where X is the number of creatures on the battlefield.
At heart she is still a pyromancer, but now she lets other's hate and anger fuel her flames.
-10: You get an emblem with "Whenever you or a permanent you control becomes the target of a instant or sorcery an opponent controls, you may copy that spell. You may choose new targets for the copy.
I just went with something big here that is still on theme. I don't really like this ultimate on her, though I do personally like this ultimate, this just probably isn't the home for it.
I hope this gives you an idea for a Chandra that utilizes empathy magic, its one of the most under utilized magics ever.
Well, two things.
1) That relies on the assumption that Planeswalkers can be corrupted. Which has been established so far as not the case (neither Elspeth, Koth, nor Venser demonstrated any aspect of compleation before meeting with Melira, despite encountering numerous sources of Glistening Oil. And Koth, like Venser, also has metal body-parts, so that wouldn't be a reasoning for it.) Karn's corruption stemmed from the loss of his Planeswalker spark, and the revival of it through Venser cleansed the oil from his body.
2) Even if, due to a weird retcon, a Planeswalker could be compleated, they would lose their spark in the process, because it's a well-established part of the lore that Phyrexians cannot Planeswalk. They need some other device in order to. And someone who'd seen the first go-around of Phyrexians would probably know that. In which case, Bolas would be trapping a troublesome errand-boy on a dead world.
So either way would be a win-win for him.
There has never been any indication that planeswalkers can't be compleated. I have no idea where this rumor started or how it became an assumed fact, but it isn't the case. The glistening oil doesn't instantaneously compleat a person on contact so Elspeth, Koth and Venser not showing signs is irrelevant because they weren't exposed for long before gaining immunity from Melira. The spark doesn't survive compleation, usually because compleation usually involves death but doesn't have to, so its true if Bolas wanted an incredibly convoluted way of keeping Tezzert on a single plane forever, tricking him into being compleated would be a way, and Bolas isn't above convoluted.
Please stop assuming planeswalkers can't be compleated or site a viable source, I can't find anything that even hints at this with all relevant sources implying the opposite.
Karn is a pretty clear indicator that the Spark really puts a hamper on Compleation. Melira could cleanse the body, but only the Spark purified the heart, and stopped Karn's Compleation.
As for a "viable source" I'm not really sure there are any for this period of Magic anymore. Broad strokes storytelling, and what not. I could cite Quest for Karn, but 1) who knows how accurate it would even be at this stage, and 2) I'm not masochistic enough to go through the novel again.
You could quote Quest for Karn, but you would be quoting against your argument, because in that story the walkers receive immunity from Melira. So they weren't immune before that.
If you happen to reveal a Leveler and a Hushwing Gryff, the only reasonable option for your opponent is to take the Gryff because otherwise you get both for the same cost. If they take the Leveler its ability triggers, but doesn't go onto the stack yet, because the Gryff isn't in play to stop it from triggering. So they will lose their library but have a neat Leveler, and will probably lose the game on their drawstep. If they take neither you get both at the same time so the Gryff is able to stop the Leveler from triggering so you get both with no downside.
Should you hit a Leveler and a Flickerwisp, you will probably be sad because your opponent could just not choose either, or just choose the Flickerwisp, giving you the Leveler to exile your library.
Oldwalkers are pretty explicitly incampable of being compleated. They did not have physical bodies, and indeed they have interacted with phyrexian things and even gone to Phyrexia itself.
Neowalkers are a different matter, but I believe the "planeswalker's can't be compleated" has become enough of a meme for Creative to obey, even if it made some sense.
That said, either Doug or Maro has outright confirmed that phyrexians can't hold a spark because they're constantly ripping themselves apart and adding in things from other beings, not having a consistent, permanent body.
The old walkers being un-compleatable is a misnomer. They didn't really have physical bodies unless they forgot that they didn't so it wasn't the spark itself that made them immune to compleation but a byproduct of not being bound to a physical form. So as long as they were capable of thinking they would not be in something that can be corrupted but being former mortals they would forget all the time, and this would lead to death for faster than it lead to compleation so its more of a non-issue than a fact. An oldwalker would have to let themselves be compleated, which would lead to their death so its a moot point
You are supposed to make new threads for each new question. Otherwise your question gets buried too deep in threads.
Nissa is probably the strongest for combo potential, with Jace being the strongest for 'any deck'. Each of them might be above what Wizards would print in standard. And I forgot how unwieldy Jace's abilities are, that is a lot of text on just two abilities. Though Chandra's wall of text hits a bit harder it feels less complicated.
Chandra feels like a pretty heavy bend but I like the direction she has taken.
Various spelling and grammar:
Jace needs 'Where X is the discarded card's converted mana cost' as opposed to 'where X equals the converted mana cost of the discarded card' on both his abilities.
Liliana should read 'Each player puts the top card of his or her library into his or her graveyard. Then each player loses 1 life for each card put into a graveyard this way' change 'from to of', and 'any to a'.
Nissa's ultimate should change from 'over twenty' to 'twenty or more'
Gideon's third ability says 'dealth' instead of 'dealt'
Chandra's ultimate needs the word 'spell' after 'instant or sorcery'
Sorry meant to have words here but on phone and posted instead of checking to make sure I carded right. If you wanted something that actually changed the way damage was dealt or functioned correctly in multi-player then you need a new card.
Fear, Wonder, and Anger are the strongest ones, probably in that order.
Fear being a one mana 3/1 flyer that always comes back is excessively powerful. Endless Cockroaches and Mortus Strider, are both 3 mana 1/1s with this effect so it seems way over the top.
Wonder is a control decks wet dream of a finisher. Protection, evasion and card advantage all built into a low costed package that can be had for as little at one blue when you reach the late game. It is probably the strongest finisher ever made for control.
Anger is just a nice haste beater, it is the kind of card you love drawing after turn three but hate to have in your opening.
Brawn and Valor are solid creatures but they are rather underwhelming for their cost, which is ironic because you have made the most expensive creatures the worst powerwise.
These are all based on only having the one card to be effected by their ability, so if you can get different ones out then they get stupid strong really fast.
For her ultimate I don't like the choice here. If you just use the damage ability it makes for an interesting clock. While the copy ability might be fine if you make it double your stuff as well.
Your black and red wrath are probably fine at cmc 5, at 5 they still aren't strong enough to run without their buff.
Blue and White are good though not very interesting.
Green's life gain is just dumb. It should be such and absurd amount of life that most people will have a very hard time with the calculations. Which is each creatures' power times the number of other creatures, so it gets stupid large very fast. Though I will say it is by far my favorite.
The removal of "as though you control" was to make the abilities that reference 'you' still apply to the walkers' controller, not Chandra's controller though it may be unneeded I'm not certain how you would treat this kind of effect. While unique and amusing it might be easier to just gain control of a walker until end of turn, to clear up this kind of confusion.
It probably is fine if you lower it to 8, I was rather conservative in the ultimate.
Looking at the bottom of the library doesn't really do much, for either player. Skilled players will already know what type of deck your playing and looking at the bottom will only tell them what cards you don't have, which while useful isn't the kind of bookkeeping you want in the game. While for unskilled players it is pointless but will feel important, so its just feel bad. For Empathy magic in game would be something along the lines of using your opponents resources for yourself, or as a limiting factor. Something like Reversal of Fortune can play in this space if you flavor it correctly, even Hive Mind can show how this power works. I think Chandra's ultimate would be better as something along these lines. Maybe even an opponent version of her old ultimate on Chandra, Pyromaster, though that might be too limited.
Essentially she is going the route of just pissing people off to get them to action, you can add a bit of empathy magic to her roster and we get her second ability.
I'm not certain you want the "As if you control" it makes the ability much better but isn't quite on theme of her inciting reckless behavior, though gameplay may have to trump flavor here.
At heart she is still a pyromancer, but now she lets other's hate and anger fuel her flames.
I just went with something big here that is still on theme. I don't really like this ultimate on her, though I do personally like this ultimate, this just probably isn't the home for it.
I hope this gives you an idea for a Chandra that utilizes empathy magic, its one of the most under utilized magics ever.
Should you hit a Leveler and a Flickerwisp, you will probably be sad because your opponent could just not choose either, or just choose the Flickerwisp, giving you the Leveler to exile your library.